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Arcade › Rotating Dojo
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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 browser-playable 3D third-person collection game titled “Rotating Dojo.” Use a dark stylized Japanese dojo arena viewed from a high, slightly top-down perspective: a perspective camera around (0,13,11) looking toward the center, with the whole 16x16 room visible. Set a near-black purple background and matching fog. The arena is a square wooden/tatami-like floor with subtle burgundy grid stripes, surrounded on all four sides by pale shoji sliding walls framed with dark red beams. Add a red torii gate along the rear wall, four corner lanterns with warm golden glowing tops, an altar/table at the back, and bamboo decorations near the sides. Use soft shadows, warm directional lighting, red and gold accent point lights, and an atmospheric low-poly/ stylized 3D look. The playable character is a small animated male ninja in dark clothing, placed on the dojo floor and kept within the square bounds approximately x/z=-6.2 to 6.2. Load or provide an animated ninja model with an idle animation; when moving, turn the character to face the movement direction. The game has no attack button: the objective is to collect all seven floating parchment scrolls scattered randomly across the floor. Each scroll is a small cream rectangular roll with a gold band, spins continuously, gently bobs vertically, and disappears when the player comes within roughly 0.75 world units. Increment the collected count for each scroll. Add three simple shadow-ninja hazards, visually represented as dark cylindrical/hood-like figures with a red scarf, moving around the arena on circular paths. If one comes within roughly 0.9 units of the player, teleport/reset the player to a starting position near (0,0,1.8), without removing collected scrolls or ending the game. The entire dojo rotates continuously around its center at about 0.22 radians per second, while the player and objects rotate together as part of the room, creating the defining “rotating dojo” effect. Keep the player movement in the room’s local coordinates. Support keyboard movement with W/A/S/D and touch/mouse dragging on the left portion of the screen: convert the drag direction into normalized horizontal x/z movement, with movement speed about 3.8 units per second. Release or cancel the pointer to stop. Tapping/clicking or pressing a key after the game ends should restart/reset the game, randomize scroll locations, restore all seven scrolls, reset the timer and score, and restore enemy positions. Overlay a canvas-rendered HUD across the top, with a translucent very dark panel. Display the title “ROTATING DOJO,” the Portuguese collection counter “Pergaminhos: 0/7” (updating through 7/7), and a countdown “Tempo: 60” that decreases in real time and is rounded up for display. Include the instruction text “Arraste no lado esquerdo para mover • a sala gira sozinha” and a circular “MOVE” touch hint near the lower-left. Do not use a separate HTML DOM HUD; render the interface as a transparent canvas texture over the 3D scene. When all seven scrolls are collected, show a darkened overlay with gold text “DOJO CONQUISTADO” and “Você dominou a sala giratória. Toque para jogar de novo.” If the 60-second timer reaches zero first, show pink/red text “A SOMBRA VENCEU” and “Toque para reiniciar.” Keep the scene responsive to window resizing and render the HUD above the 3D view.