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Arcade › Road Reaper
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Create a fullscreen responsive 3D retro arcade arena shooter titled “Road Reaper.” Use Three.js-style low-poly/chunky geometry and an elevated third-person chase camera positioned behind and above the player, looking down at the car and a large open circular desert arena. The camera should smoothly follow the player with a little movement lag and speed-based height adjustment; keep the player near the center while showing a broad view of the surrounding arena. The setting is a flat ochre/brown sand wasteland on a dark blue-black background with light fog and a star field high overhead. The arena is a wide circular sand platform, approximately 62 units across, bounded by a glowing pink/red torus ring. Add sparse environmental clutter: roughly a dozen irregular faceted dark-brown rocks distributed around the outer arena and four low-poly wrecked vehicles/metal obstacles, made from chunky rectangular pieces with dark tops. Add several small cyan glowing lane/ground markers arranged around an inner circular path. Use strong directional lighting, soft/cascaded shadows, ambient fill, and a stylized slightly neon arcade palette. The player is a chunky stylized combat car at the center: a hot-pink/red rectangular body, black/dark trim and roof/cabin, cyan-tinted glowing windshield, four black wheels, and two long gold/orange twin autocannon barrels projecting from the front. The car faces in its movement direction and visibly banks/leans slightly while driving. Implement acceleration-based arcade handling with traction and mild drift rather than instant movement: W or Arrow Up accelerates forward, S or Arrow Down brakes/reverses, A or Arrow Left turns left, and D or Arrow Right turns right. Support motion in the open arena, clamp the car inside the circular boundary, and make rocks and wrecks solid obstacles that push cars away on collision. The car has 100 maximum health. The goal is to survive and destroy endlessly spawning enemy police cars. Begin with about six enemies, then maintain escalating groups of roughly 6–12 cops; increase the level every 8 kills and gradually increase enemy count, speed, health, and spawn pressure. Enemy vehicles are chunky white/light-gray police cars with dark trim, blue-tinted glass, black wheels, bumpers, and a small red-and-blue flashing light bar. They spawn near the outer arena, steer toward a short predicted position ahead of the player, and use mild orbit/strafe variation so they swarm and ram rather than shoot. Give them low-poly models and pulsing alternating red/blue lights. Enemy cars collide with one another and the player; each player ram collision deals 6 health damage and grants about 0.95 seconds of collision invulnerability while pushing both cars apart. End the run at zero health and show the HUD state as “Busted — [kills] kills — press R to restart”; R restarts the game. Allow the player to hold Space to fire. The default weapon is “Twin Auto,” with alternating left/right muzzle fire and bright short gold tracer/projectile boxes. Fire approximately every 0.13 seconds, with projectiles moving rapidly forward for less than a second. Add mild target assistance: when an enemy is within about 24 units and within roughly a 0.45-radian forward cone, subtly bend the shot toward the best target. Shots damage enemies, create small gold impact sparks, and destroy a cop after about 3 hits initially; destroying one increments kills, updates the level, creates a larger cyan explosion burst, and may drop a powerup. Projectiles should disappear after their short lifetime, outside the arena, or when striking an obstacle. Destroyed cops have about a 35% chance to drop a floating, rotating, bobbing glowing octahedron at their position. Use distinct colors and effects for four powerups: green Repair restores 28 health up to 100; yellow Rapid temporarily reduces the fire delay to about 0.07 seconds for 8 seconds; pink Spread temporarily changes the twin cannon attack into three projectiles in a small cone (center, approximately -0.13 and +0.13 radians) for 8 seconds; cyan Shield grants roughly 7 seconds of invulnerability and displays a translucent cyan spherical shield around the player. Powerups expire after about 12 seconds if not collected, and are picked up by driving within about 2 units. If both Rapid and Spread are active, label the weapon “Twin Spread+”; otherwise show “Twin Spread,” “Twin Rapid,” or “Twin Auto.” Add small arcade feedback: gold muzzle sparks, colored hit particles, cyan destruction bursts, pink damage bursts, and brief flashes on hit enemies/player. Use simple synthesized arcade audio if available: firing chirps, hit sounds, explosions, powerup sounds, and a low engine tone whose pitch/volume rises with speed, but gameplay must remain functional without audio. Use a compact pixel-arcade HUD over the canvas. At the top center, place a dark translucent rounded/outlined banner with the title “Road Reaper” in bright pink and the instruction “WASD to drive — hold Space to fire” at startup. During play show a concise status line such as “HP 100 | Kills 0 | Cops 6 | Twin Auto,” adding the active powerup and remaining seconds when applicable. Match the visible style: dark translucent panels, cream/pale text, cyan and hot-pink accents, pixel/arcade typography, and a clean unobstructed view of the desert. P toggles pause and changes the status to “Paused.” Preserve the readable responsive HUD on desktop and narrow screens. Do not add unrelated weapons, buildings, roads, missions, or additional enemy attack types; the core loop is driving, aiming with mild assist, firing, collecting drops, and surviving police-car rams.