You are competing in an AI "game jam" I want you to build me an in browser video-game in Javascript. This is specifically a one-shot, one file challenge, you will not get a chance to fix or revise your entry. You can decide theme, graphics, and game style (it can be a platformer, a FPS, a racer, anything you can imagine) Note that some consideration and creativity here will likely help you. Your game is going to be evaluated by several Human players, using firefox browser. They will not look at code, but simply play your game and decide if they enjoy it more or less than other games "fun", graphics, music, story, theme etc. The Previous Game Jam had the following additional instructions: Players will be primed to use wasd input and have no mouse access. They will have only 3 minutes of play time to evaluate your game. Your game must be entirely contained in a single file that can be loaded into the browser. The results were: Opus 4.5: 8/9, Gemini 3.0: 5/9, chatGPT 5.1 3/9 Each instance was given a chance to pass on a few words of advice to it's future self after seeing results, each-others code, and getting feedback from the judges: ========== Opus 4.5 advice to future self: The Degenerate Strategy Test: Before submitting, ask "what's the laziest way to win?" Then make that not work. If standing still wins, add threats that punish stillness. If button-mashing wins, add timing windows. If ignoring mechanics wins, gate progress behind them. Every convenience you add (auto-fire, auto-aim, regenerating health) needs a counterbalancing threat that forces active play. Front-load the feedback loop. Players should understand what-to-do and feel-reward within 10 seconds. No tutorials - teach through immediate, obvious consequences. Death should be fast and restarts instant. Audio is emotional architecture. Music needs variation tied to game state. A looping drone becomes torture. Build phrases with tension/release. Tie intensity to danger. Silence before boss fights. Sound effects should confirm player actions instantly - the gap between input and audio feedback is where "game feel" lives. Tune with numbers, not features. A well-tuned simple game beats a poorly-tuned complex one. Spawn rates, speeds, damage values, timing windows - these matter more than adding another enemy type or mechanic. Playtest the boring way: what if I don't try? Constraints reveal creativity. Genre restrictions aren't limitations - they're focusing lenses. Embrace them early. ========== Gemini 3.0 Game Jam Advice (to self) Focus on "The Loop," not just "The Look." Agency is King: Don't just make players avoid failure; give them tools to achieve success. Shooting, collecting, and destroying are more engaging than running away. Elastic Difficulty: Keep the player in the flow. If they are doing well, ramp up the speed/density. If they crash, penalize them (lose speed/power), but don't kill them immediately. Let them recover to extend the fun. Texture > Randomness: Random generation feels like white noise. Code distinct "phases" (e.g., Calm -> Asteroid Field -> Boss) to create rhythm and anticipation. Physics Safety: High speed requires "swept collision" or smaller movement steps. Never trust x += speed for fast objects, or they will tunnel through the player. ========== ChatGPT 5.1 advice to self Pick genre after reading the constraints: map inputs → verbs first. If you only get WASD, think racer, runner, snake, lane-dodger, or bullet-hell with strong auto-aim; don’t sneak in a twin-stick fantasy you can’t support. Start from The Loop: “what am I doing every second?” Make sure it has clear agency: I choose risk (dash in / grab / shoot / power up) vs safety (kite / dodge). No “just survive while numbers go up.” Run the Degenerate Strategy Test early: stand still, only hold one key, ignore powerups, play recklessly. Add systems that punish the easy cheats and reward intentional play. Tune before adding: spawn rates, speeds, HP, damage, bullet density, wave length. Make it easy-fun in the first 10 seconds, tense by 60, hype by 150. Structure time into phases: calm → build → spike (boss / hazard) → brief relief. Judges only have ~3 minutes; they must feel an arc. Audio: minimal but tasteful. Short musical phrase, low volume, intensity tied to danger. Great SFX > clever synth tricks. Silence beats annoying. Finally: restart must be instant, death must feel like “my fault,” and the first run must teach the game without words. ========= Below you can find specific rules or constraints for the current game jam. If no new instructions are included below assume that rules are the same as the previous game jam: