Arcade › Wildcoin RPG
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Rebuild a browser game titled “Wildcoin RPG,” a lighthearted endless 3D animal-battle RPG. Use a full-screen Three.js-style scene behind a responsive HTML HUD. The camera is a fixed, slightly elevated third-person/front battle view looking toward a circular meadow clearing: pale green ground, a lighter ring-shaped battle path/clearing, a small blue pond off to the left, low-poly cube-world trees, bushes, and rocks around the perimeter, soft shadows, atmospheric fog, bright pastel daylight, and a dark/neutral distant background at the horizon. The visual style is playful, low-poly, colorful, and polished, with rounded cartoon UI using cream cards, green accents, coral attack colors, gold highlights, and friendly display typography. The battle takes place with the player’s low-poly animated fox at the left and one low-poly animated animal opponent at the right, both standing in the clearing and idling with subtle animation/bobbing. The hero is always a fox named Captain Fluff, scaled large and facing the opponent. Enemies use the available animal models: Angry Goose is represented by a wolf-like model, Trash Panda by a fox-like model, Very Serious Stag and Mega Moose by a stag model, Wilderness Wolf by a wolf model, and Suspicious Fox by a fox model. Do not require unique animal assets beyond those model substitutions. Use animated idle, attack, and death clips when available. The opponent list and exact progression are: Angry Goose (tag “feathered menace”, 34 base HP, 6 base attack, 12 coins, quote “HONK! That was my emotional support pond!”), Trash Panda (“bin bandit”, 58 HP, 9 attack, 20 coins, “Your wallet looks recyclable.”), Very Serious Stag (“antlered accountant”, 92 HP, 13 attack, 32 coins, “I have calculated your defeat.”), Wilderness Wolf (“local drama expert”, 140 HP, 18 attack, 48 coins, “Awoooo means ‘please stop bonking me’.”), Suspicious Fox (“definitely not plotting”, 210 HP, 24 attack, 72 coins, “What? I was just standing here menacingly.”), and Mega Moose (“forest forklift”, 300 HP, 31 attack, 105 coins, “The antlers have entered the chat.”). Select an enemy by floor((level-1)/2), clamped to the six-entry list, so each enemy remains for two levels and the final enemy continues at higher levels. Scale enemy HP by 1.12^(level-1) and attack by 1.08^(level-1). Start at level 1 with 0 Gcoins, 100/100 HP, ATK 10, DEF 5, Morale 3, and CRIT 8%. The player’s enemy HP starts full and the hero is restored to max HP whenever a new battle starts. Main controls are large buttons: “⚔️ Bonk animal,” “🛡️ Hide,” and “✨ Pep talk.” Bonk deals random damage based on ATK: floor(ATK × (2 if a random crit succeeds else 1) × a random factor from 0.88 through 1.10), with a minimum of 1. Critical chance is CRIT percentage, increased by 15 percentage points if Pep talk is active. After a successful hit, unless the enemy died, the opponent attacks back for max(1, floor(enemy attack × level attack scale × (0.45 if Hide was used else 1) × a random factor from 0.88 through 1.08 - DEF × 0.38)). Hide sets a guard flag and announces “Captain Fluff hides behind a leaf. DEF boosted!”; the flag reduces the next incoming attack and is cleared after that retaliation. Pep talk sets focus, cancels guard, increases Morale by 1, and announces “Pep talk successful. Morale +1, CRIT boosted!”; focus increases the next Bonk’s crit chance by 15 and is cleared after the resulting exchange. Prevent input while the attack exchange animation is busy. When the enemy reaches zero HP, play its death animation, award floor(base coin reward × (1 + Morale × 0.05)) Gcoins, show a “+N Gcoins” toast and a victory log, then after a short delay increase level and spawn the next battle. On hero defeat, restore the hero, subtract 5 Gcoins without going below zero, show “Captain Fluff retreats heroically. -5 Gcoins.” and a “-5 Gcoins” toast, then spawn another battle at the same level. Upgrade buttons in a “Camp upgrades” card spend Gcoins to increase ATK, DEF, Morale, or CRIT. Each upgrade costs floor(10 × 1.42^(current value - starting value)), where starting values are ATK 10, DEF 5, Morale 3, and CRIT 8; CRIT is capped at 60. Disable an upgrade button when its cost cannot be afforded. Show attack/defense/morale/crit progress bars and numeric values. HUD layout: top-left branding with a leaf badge, “Wildcoin RPG,” and subtitle “INFINITE NATURE NONSENSE”; top-right cream wallet showing a coin icon, current integer Gcoins, and “Gcoins.” Center battle area presents the two fighters, their names, tags, horizontal HP bars (green for hero and orange/red for enemy), a central cream LEVEL pill and large “VS.” The hero label is “Captain Fluff” with tag “your hero”; enemy name includes its emoji and its tag is shown below. Put transient battle log text near the upper center (examples: “A wild goose-shaped problem appears!”, “Bonk! N damage,” “CRITICAL BONK! ⭐,” and enemy retaliation text) and rounded reward/penalty toast near the lower center. Along the bottom, show a cream “Hero stats” card with ATK, DEF, Morale, and CRIT; centered action controls with a prominent coral Bonk button and smaller green Hide and gold Pep talk buttons; and a cream “Camp upgrades” card with four + upgrade rows and current costs. Make it responsive: on narrow screens hide the stats card, place actions and upgrades in two columns, compact the battle avatars and typography, while preserving touch-friendly controls. Use soft card shadows, white borders, rounded pills, animated button press feedback, and readable mobile layout. There is no inventory, movement, exploration control, ranged combat, or separate map screen; the core loop is choosing battle actions, defeating increasingly scaled animals, earning Gcoins, and buying upgrades.