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Arcade › Shape Shift Cube
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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 polished browser-based 3D twisty-puzzle game titled “Shape Shift Cube.” Use Three.js with an interactive full-screen canvas and a dark, minimal futuristic presentation: near-black navy background with subtle blue/magenta radial gradients, faint fog, a dark circular/cylindrical floor platform, and a thin glowing blue ambient ring beneath the puzzle. Light the scene with soft hemisphere and directional lighting, shadows, mild metallic/rough materials, and a perspective camera initially viewing the puzzle from above and at an angle (roughly position 7.4, 6.2, 7.4). Enable orbit camera controls by dragging empty canvas space and zoom with wheel/pinch; disable orbit temporarily while dragging on the puzzle. Include touch/pointer support and smooth damped camera motion. Reset Camera returns to the default angle and target. The main playable object is a 3D layer-based twisty puzzle centered in the scene. Default mode is a Classic Cube (3×3), built from visible outer cubies with black/dark frames and colored square stickers on exposed faces. Use the standard face colors: white upper, yellow down, green front, blue back, red right, orange left. Give cubies slightly rounded/soft geometry, separated by dark gaps, and animate legal quarter-turns with eased motion and clean 90-degree snapping. The player solves by dragging a visible sticker/face in a direction: infer the layer and turn direction from the drag, then rotate that entire layer. A drag on empty space orbits the camera. Prevent moves during an active animation or replay. Show tactile pulsing/emissive highlighting when a hint is active. Support these selectable puzzle modes, all using the same layer engine but with the listed visual/domain differences: Classic Cube (3×3); Mini Cube (2×2); Master Cube (4×4), including inner slice turns and a denser appearance; Cylinder Cube, 3×3 logic with subtly scaled cylindrical-shell styling; Mirror Cube, 3×3 logic with uneven cubie proportions and monochrome gray-to-white stickers so spatial shape matters more than color; Pyramid, a pyramid/pyraminx-flavored presentation with only U/L/R/B face-turn domain (internally based on the supported layer system); and Dodecahedron, a megaminx-flavored presentation with six face groups and longer scrambles (internally based on the supported layer system). Keep the actual visible implementation consistent with the code: these shape-shift modes are stylized shells/uneven cubies rather than inventing a separate physically accurate polyhedron. Display mode notes describing the mode. The HUD is glass-like translucent dark panels with thin low-opacity borders, blur, rounded corners, and responsive mobile layout. At the top-left/top area show the title “Shape Shift Cube,” a status line initially “Ready.”, and a Menu button at the upper right of the top panel. Show four stats: Time formatted MM:SS.t (initially 00:00.0), Moves (initially 0), Best Time, and Best Moves (initially --). Beneath them show the current deterministic daily puzzle label in the form “Daily puzzle: YYYY-MM-DD-MODE-DIFFICULTY” and a hint line initially “Hint: scramble or make a move.” Keep this top status panel compact so the 3D puzzle remains visible behind/below it, matching the screenshot’s composition. Provide a bottom-right responsive glass control sheet, initially open on wide screens and hideable with Menu/Hide/Show. Include dropdowns for Puzzle Type, Difficulty, Theme, and Pattern. Difficulty choices are Easy, Medium, Hard, and Insane, controlling random scramble lengths of 10–15, 20–30, 40–60, and 80–100 moves. Theme choices are classic, neon, pastel, metallic, and high-contrast. Neon uses bright cyan/yellow/green/purple/red/orange stickers with emissive glow; pastel uses soft pale colors; metallic uses muted metallic tones/materials; high-contrast uses pure vivid colors. Rebuilding after changing mode/theme should reset the active puzzle state. Add controls: Scramble, Daily, Undo, Reset, Ghost, Hint, Solve, Apply Pattern, Replay, and Reset Camera. Scramble generates a legal random sequence, avoiding consecutive turns on the same axis (or same face group for dedicated domains), queues and animates it, and prepares the inverse sequence as the solution stack without counting scramble moves as player moves. Daily uses a deterministic seeded random generator based on UTC date, mode, and difficulty, and displays that seed. Reset rebuilds the selected mode in its solved state. Undo reverses the most recent player move. The timer starts on the first player turn, counts elapsed seconds, and stops when solved; count player moves separately. Save best time and best move records per mode in localStorage and update them on successful solves. Patterns must be selectable as Solved State, Checkerboard, Stripes, Corner Twist, and Split Layers. Apply Pattern rebuilds the selected mode and queues the appropriate preset layer turns; support the actual presets: checkerboard uses outer x/y/z turns for size 3 (a smaller fallback for 2×2), stripes uses opposing x/z turns, corner twist uses a small sequence of x/y/z turns, and split layers uses opposing x/y turns. Include an optional solved-state Ghost overlay: translucent accent-colored cubie outlines/boxes at solved positions, toggled by Ghost/Ghost On. Implement guided solving tools. Hint should show the next inverse recovery move in the HUD and pulse/highlight every cubie in that layer; if no solution stack exists, say no hint is available. Solve toggles animated step-by-step playback of the inverse solution at a faster duration than player moves, with Pause Solve while running. Use the mode-specific notation: standard cube labels such as L/M/R, D/E/U, B/S/F, middle layers as X/Y/Z-style labels on larger cubes; 2×2 uses outer face names; Pyramid labels U/L/R/B; Dodecahedron labels A–F face groups. Show a Recent Moves feed with the last 12 player move chips and a total count. Implement replay inspection. Record snapshots from the scrambled state after each player move, show a Replay Timeline range slider labeled current/max, and allow scrubbing to inspect prior states. Replay animates the recorded solve path from the scramble state, with Pause Replay and Replay Complete status. Include a Share Code textarea with Export and Import buttons. Export a base64-encoded JSON payload containing version, mode, difficulty, theme, scramble moves, recorded player moves, and elapsed solve time. Import should validate/decode it, rebuild the mode/theme, apply the scramble, reconstruct recorded moves and snapshots, restore elapsed time, and show success or Invalid share code status. Add keyboard shortcuts exactly as follows: S scramble, D daily puzzle, U undo, R reset, H hint, P apply selected pattern, C reset camera, and Space starts/pauses solve playback or replay depending on state. Use clear status messages such as “Scramble queued.”, “Daily scramble queued.”, “Animated solver running.”, “Camera reset.”, “Solved. Nice work.”, and “Replay complete.” Disable buttons when animations/queues/replay make an action invalid. The puzzle should be solvable through direct layer turns, with exact state tracking (cubie coordinates and snapped orientation), solved detection, timer/move statistics, local records, and responsive glass UI matching the supplied screenshot.