Arcade › Sixxfold
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Create a browser-based idle/clicker game titled "Sixxfold" with a dark minimalist casino/arcade presentation and a central 3D die. Use a Three.js-style 3D scene on a nearly black (#0a0a0a) full-screen background. Place a broad, dark charcoal circular cylindrical platform/table in the lower-middle of the scene, with lighting and shadows. Put one large classic white six-sided die above the platform, with black pips, subtle dark face borders, shiny/phong-like highlights, and a soft gentle idle bob. Show it from a slightly elevated perspective: camera roughly at (0, 4.2, 5.5) looking toward the die/platform, with a 60-degree perspective view. The visible die should be able to rotate to show a selected top face from 1 through 6; use the standard pip layouts. During a manual roll, animate the die spinning rapidly on multiple axes for about 1.4 seconds, slowing toward the end, then settle it with the rolled face upward and a random quarter-turn side orientation. Ignore additional roll clicks while it is animating. Also support pressing Space as an alternative to clicking the roll button. The core loop is: start with $0.00, one die, multiplier 1.0x, no auto rolling, and zero upgrades. Clicking the prominent red rounded rectangular ROLL button at the bottom center (white bold text, large 28px-ish label, broad horizontal padding, shadow, slight pressed scale effect) rolls a random integer from 1 to 6. Calculate payout from that base result: add Power levels to the roll; if Luck is above zero, add a random integer from 0 through floor(Luck*0.6+1)-1, clamped to at least 1 and at most 6+Power; multiply by Quantity; multiply by 0.1 and the money Multiplier; then independently give a Critical chance to double the payout. Every completed roll permanently increments a consecutive current combo counter, and applies a combo bonus of 1 + (Combo effect * 0.05) * floor(current combo / 5). Add the resulting payout to money and increment total rolls. There is no loss state or reset mechanic. Format money below 1000 with two decimals and display larger values with k, M, B, or exponential notation. Implement an upgrade panel in the upper-right, approximately 480px wide, dark translucent black/charcoal with a thin gray border, rounded corners, padding, and scrolling if needed. Its heading is gold/yellow and reads "Sixxfold Skill Tree (8 Branches)". Arrange eight upgrade cards in a four-column by two-row grid with small gaps. Each card is dark gray with rounded corners and contains its branch name in warm gold, "Lv 0/600" (or the current level), a small description, an orange "Cost: $..." line, and three compact dark buttons labeled +1, +10, and +100. Purchases should buy that many successive levels when affordable, stopping when money runs out or the branch reaches level 600; deduct each escalating cost individually. The displayed next-level cost is baseCost * costMult^currentLevel * 0.99^EconomyLevel, with a minimum of $0.01. Use these exact eight branches, initial values, costs, scaling, and effects: - Power: base cost $0.50, cost multiplier 1.12, +1 to roll result per level. - Multiplier: base cost