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=== Assistant: 好耶老闆😈🔥 這三句一塞進去,整個味道就對了:硬派傭兵 × 廢土禁忌科技 × 64bit像素。 === 好耶老闆😈🔥 這三句一塞進去,整個味道就對了:硬派傭兵 × 廢土禁忌科技 × 64bit像素。 我直接把「Seed Core」幫你填滿,變成一份你可以原封不動貼去 GEMINI 的種子(偏工程規格,但保留中二燃點)🧩 ==== App Type: Single-page HTML game (no backend) ==== Tech: HTML + CSS + JavaScript (Canvas preferred) Goal: Build a playable horizontal side-scroller “Mech Mercenary” MVP. ===== You are a corporate-hired mech mercenary scavenging forbidden technology in a post-apocalyptic wasteland—survive missions, extract relics, get paid, upgrade, repeat. ===== ===== - Tone: Hard-boiled, pragmatic, mercenary, low-talk high-action ===== * World: Wasteland ruins, dead factories, buried labs * Motif: “Forbidden tech” risk/reward (powerful loot, dangerous enemies) ===== - Accept a contract → deploy to a mission stage → fight & survive → collect relics/credits → return to hangar → upgrade mech → next contract. ===== ===== - Move: A/D or ←/→ ===== * Jump: W or Space * Dash: Shift (consumes Energy) * Aim: mouse (optional; if too complex, use fixed 8-direction keyboard aim) * Shoot: Left click (or J) * Weapon swap: Q/E * Interact / pickup: F ===== - Stats: HP / Armor / Energy - Armor reduces incoming damage; when Armor breaks, HP takes full damage. - Energy is used for Dash and some weapons; regenerates slowly. ===== * Enemies: 3 types 1. Rusher (fast melee) 2. Shooter (mid-range) 3. Heavy (slow, high armor) * Weapons: 3 types 1. Rifle (stable DPS) 2. Shotgun (close burst) 3. Missile (slow fire, high damage, splash) * Level: 1 stage + 1 boss - Stage: ruined industrial zone (platforms + simple hazards) - Boss: “Corp Hunter Unit” guarding a relic container * Economy: - Credits gained from kills + extracted relic(s) - Between missions: upgrade screen ===== - Damage + ===== * Armor max + * Energy regen + * Dash cooldown - * Optional: weapon-specific upgrade (e.g., missile blast radius +) ===== - Visual Style: Retro 2000s / 64-bit pixel look - Visible chunky pixels, crisp edges, clear outlines - No modern smooth gradients; keep shapes readable ===== * HUD: Pixel-style minimalist - HP bar, Armor bar, Energy bar, Credits, Weapon icon/name, simple ammo indicator * Effects: small pixel hit sparks + screen shake (subtle) - No glow-heavy VFX, no particle overload. ===== Must have (v0.1): ===== * Playable stage loop (start → play → win/lose → upgrade → replay) * Player movement + jump + dash + shooting + weapon swap * 3 enemies + boss * Upgrade screen * Restart on death Must NOT have (v0.1): * Login/account, cloud save, database * Procedural generation * Complex physics (ragdoll, real collisions beyond basic AABB) * Cutscenes / long dialogues * Massive UI panels or inventory systems ===== - Return one complete HTML file (all CSS/JS inside) that runs by opening locally. ===== * Code structure: Game, Player, Enemy, Boss, UI, Level (simple classes or modules). * Keep everything readable and easy to iterate. * Add brief instructions and controls at the top of the HTML. * Performance: stable on typical laptop browsers. ===== - Within 1 minute, user can start, complete the stage, see boss, win/lose, go to upgrade screen, and replay with noticeable upgrade effect. ===== ==== Change request: (what to change) ==== Do not change: (what must stay) Acceptance criteria: (what counts as done) ==== 你可以在種子最後再補一行,逼它不要寫太多劇情、但要有味道: ==== : 如果你想,我下一步可以幫你把「第一關」做成更具體的關卡規格(平台配置、敵人刷點節奏、Boss三段行為),一樣整理成可貼給 GEMINI 的種子擴充包 😈🛠️
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