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Arcade › POWERSCALE DRAFT
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ian built it with Cinevva, so it works on a phone or a tablet too.
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Remix POWERSCALE DRAFT opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.
Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.
Create a responsive browser game titled “POWERSCALE DRAFT,” an anime auction tactics game based on a Re:Zero character roster. The visual style is polished dark sci-fi/anime UI: near-black navy background with a blue-violet radial glow, rounded bordered panels, cyan/pink/gold gradient accents, bright white typography, muted blue-gray explanatory text, colored rarity labels, subtle shadows, and responsive layouts that collapse to one column on mobile. The app has a top bar with the POWERSCALE DRAFT logo in a cyan-white-pink gradient, the tagline “Anime auction tactics · draft your legends · let the numbers fight,” and a Sound On/Off button; during a match also show a Menu button. Start on a menu screen inside a large rounded screen panel. The hero section displays a pill “10 ROUNDS · 2 TEAMS · 1 WINNER,” the large headline “Draft the strongest verse.”, descriptive text explaining that players build a Re:Zero team, buy stats, cover weaknesses, and watch the matchup engine fight, plus buttons for “Solo vs AI,” “Local Multiplayer,” and “Online Multiplayer.” Include configuration controls for Solo vs AI: difficulty Easy/Normal/Hard and AI personality The Whale, The Strategist, The Bargain Hunter, or The Bluffer. Include cards for local pass-and-play, online room creation/joining with a short room code, and a “How scoring works” note. The scoring explanation must identify the five stats: IQ chooses plans and weak points; Fighting IQ drives dodges and counters; EQ protects morale; Strength handles damage, HP, and speed; Magic powers special attacks, range, and supernatural resistance. The core game is a 10-round, two-team draft auction using a pool of 10 randomly shuffled characters selected from a larger Re:Zero roster. Each round presents one character card. Characters include Subaru Natsuki, Emilia, Rem, Ram, Beatrice, Puck, Roswaal L. Mathers, Reinhard van Astrea, Julius Juukulius, Felt, Garfiel Tinsel, Otto Suwen, Wilhelm van Astrea, Crusch Karsten, Felix Argyle, Anastasia Hoshin, Priscilla Barielle, Al, Echidna, Satella, Elsa Granhiert, Petelgeuse Romanee-Conti, Regulus Corneas, Sirius Romanee-Conti, Capella Emerada Lugunica, Ferris, Mimi Pearlbaton, Kurohebi, and Goddess of War Echidna. Every character has a description, tags, rarity, and five numeric stats in the order IQ, F-IQ, EQ, STR, MAG. Use the exact character data and values from the source game where available; if no images exist, show large colored initials as placeholders, with rarity-colored borders. Auction screen: show a header with ROUND 1/10 through ROUND 10/10, a mode label, current turn, and a progress bar. Use a three-column desktop layout: left team panel, central character auction card, right team panel. Each team starts with 1000 gold coins and must acquire five characters. Team panels show budget, roster count, and picked characters with initials/avatar, rarity, total stat sum, and pick number. The central character card shows a large portrait/initials area, rarity, starting bid, name, description, five stat boxes labeled IQ, F-IQ, EQ, STR, MAG, tags, current bid, and leading bidder. Starting bids are Common 70, Rare 120, Epic 190, Legendary 280; rarity colors are gray, blue, purple, and gold respectively. The active player can bid +10, +50, +100, enter a custom bid, or pass. A legal bid must exceed the current high bid and not exceed that player’s budget. Turns alternate. If both players pass, award the character to the high bidder; if nobody bids, award it to player one for zero. Deduct the winning bid, add the character to that roster, advance the round, and repeat until both teams have five characters. In local multiplayer, show a pass-the-device modal between turns so private bids are protected. In solo mode, use an AI opponent whose decisions consider team stat needs as well as raw character value; difficulty and personalities affect willingness to bid. Include a simple online room mode using PeerJS/WebRTC conceptually: host creates a short code and is authoritative, guest joins, host broadcasts auction/battle state and receives bid/pass actions. Online auctions have a 15-second turn timer and automatically pass on timeout. After the draft, show a “DRAFT COMPLETE — Review your lineups” screen with a “Start automatic battle” button. Display both teams in review cards with remaining budget, a radar chart of the five team-average stats, roster list, and buff sources. For each stat, the team’s best character at 70 or above supplies a positive buff with these names: IQ “Battle plan,” F-IQ “Counter rhythm,” EQ “Morale core,” STR “Powerhouse,” MAG “Arcane reach.” If a team’s average in a stat is below 42, apply a “Weakness penalty” of -10% for that stat. Explain that each team’s best character in each stat supplies the buff and the radar is the average profile. Then run an automatic battle screen. Header: “AUTOMATIC BATTLE,” team names, Play/Pause, 1x/2x/4x speed buttons, and “Skip to result.” Show two fighter lists flanking a central battle panel. Each fighter has rarity-colored initials portrait, name, HP bar, current/max HP, damage dealt, and a DEFEATED state when eliminated. The middle panel shows the turn number, a scrolling monospace combat log, and eventual result. Begin with “The arena opens. IQ battle plans lock in.” Alternate attacks between teams, selecting living fighters. Calculate damage using the attacker’s Magic for characters tagged magic/witch/spirit, otherwise Strength, plus Fighting IQ and team IQ plan; add randomness, subtract defender resistance based on Magic or Strength, enforce a minimum damage of 8, allow counter-tagged characters a chance for bonus damage, and let high team IQ focus attacks on the weakest target while lower IQ chooses randomly. Allow high F-IQ defenders to dodge. Every fifth turn log a team buff trigger. Base HP is derived from Strength and EQ. When a fighter reaches zero HP, log the defeat and mark it defeated; when all fighters on one team are defeated, log the winner. The result panel should show WINNER, the winning team, MVP (the team fighter who dealt the most damage), each team’s per-fighter damage, a persistent local win streak counter that increments for player-one wins and resets on losses, and Rematch/Menu buttons. Include small toast notifications for invalid bids, timers, speed changes, and connection errors; use short synthesized UI beeps for bidding, passing, and battle events when sound is enabled. Keep all visible UI grounded in this described flow: menu, auction, review, automatic battle, and result. Make the game fully playable with mouse/touch controls and responsive at narrow widths.