Arcade › Rick's Neon Raid
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Create a third-person 3D action-shooter game titled "Rick's Neon Raid". Use a dark cyberpunk city street as the setting: a long rectangular roadway/ground plane extending along the Z axis, deep navy-black background with fog, low-detail colorful city buildings lining both sides, scattered parked cars, and repeated street lamps with cyan/teal lights on the left and pink/magenta lights on the right. Include a few raised wooden/platform-like structures at different locations and heights to make the street multi-level. Use a stylized low-poly/cartoon aesthetic with neon emissive lighting, shadows, and a dark blue-purple atmosphere. The player is a cyberpunk sci-fi humanoid character used as the Rick proxy, starting near the front of the street at approximately (0,0,-16), viewed through an over-the-shoulder/third-person camera following behind at about 5.2 units distance. Attach a futuristic blaster to the character's hand. The player can move with WASD, jump with Space, and shoot with left mouse click. Movement speed is about 7.5, jump speed about 13, and gravity about -24. The camera is a perspective camera with roughly 68-degree field of view and follows/aims with the player. Place exactly six enemies in the street: three cartoon humanoid mafia thugs on the ground and three hovering robotic drones. Spawn the thugs around (3.5,-9), (-4.8,1), and (2.2,14) in X/Z coordinates. Spawn the drones around (-3.8,-4.5), (5.3,9), and (-2.4,19.5), with hover heights approximately 2.2, 3.7, and 2.15. Enemies have one hit point each. When an enemy is within 14 units of the player and farther than 1.2 units away, it moves toward the player; thugs move at about 2.8 units/second and drones at about 1.8 units/second. Make drones gently bob vertically. Face pursuing enemies toward the player. Do not add enemy attacks, enemy projectiles, health, ammo, or extra enemy types because they are not part of the shown mechanics. On left-click, fire a bright lime-green glowing spherical projectile from in front of the player/blaster. Aim it generally along the camera's forward direction, with only a small amount of vertical aiming; projectile speed is about 27 units/second and lifetime about 1.6 seconds. A projectile destroys an enemy when it comes within about 1.35 units of that enemy, removes that enemy, and decrements the counter. Projectiles expire and disappear if they do not hit anything. The HUD is minimal and green monospace text over the game. At the top left show "ENEMIES LEFT: 6" initially, updating down to zero, and beneath it show "WASD move | SPACE jump | CLICK shoot" in smaller text. At the bottom center show the objective "Defeat all enemies to unlock the green portal and save Morty!" with a subtle translucent dark backing. After all six enemies are defeated, replace the objective with "Portal unlocked! Reach it to save Morty!" in bright green and spawn a glowing green portal at approximately (0,2.1,26): a horizontal neon green torus ring with a translucent green circular interior and green point light. The player wins by approaching within roughly 2.7 units of this portal. Show a full-screen translucent dark-green victory overlay with large green monospace text "MORTY SAVED!" and smaller text "You cleared the streets. Press R to play again". Pressing R reloads/restarts the game. Use a clean black/dark navy visual base, green HUD and objective text, neon cyan and pink environmental accents, fog, directional/hemi/ambient lighting, and cast/receive shadows. Keep the composition spacious and street-focused, with buildings and lamps framing the playable corridor. The only explicit progression is defeating the six enemies and then reaching the unlocked portal.