Bolt Strip
Reverse assembly: strip the bolts from a steel plate in the order the remaining bolts can still carry it. Pull the wrong one and the plate tilts, jams and bends — three bends scraps the part.
* THE GAME RUNS IN A SANDBOXED FRAME — IT CAN’T SEE THIS SITE OR YOUR OTHER TABS. BEST SCORES STAY IN THIS BROWSER.
Cartridge promptTHE EXACT PROMPT THAT BUILT THIS GAME
Build a tiny browser game called "Bolt Strip".
Game spec
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A reverse-assembly puzzle: a metal plate is bolted down by six to twelve hex bolts and you must strip the bolts in the right order so the plate drops without binding. Bolts hold the plate at their positions; a plate only releases where the remaining bolts can carry it, so pulling the wrong bolt makes the plate tilt, jam, and bend — three bends and the part is scrapped. Click or tap a bolt to swing a wrench at it, or use the arrow cursor plus Enter; holding Space keeps cranking a bolt until it comes free, and each crank costs a second off the shift timer. A live centre-of-mass dot and a tilt needle show which bolts are load-bearing, so the safe pull order is readable rather than guessed. Freeing all bolts drops the plate for a clean-strip bonus scaled by the time left, then the next part has more bolts, tighter tolerances and a shorter shift. Workshop look: oiled steel plate with brushed highlights and shadow, anodised hex bolts, a chain-link bench background, sparks on over-torque, and an amber warning stripe when the tilt needle goes red.
Hard constraints — the game will be embedded in a sandboxed iframe on a static gallery site, and a headless browser will screenshot it:
1. Output exactly ONE self-contained HTML file. All CSS and JS inline. Zero external requests: no CDNs, no external fonts, images, or sounds, no fetch/XHR/WebSocket. Any sound must be synthesized with WebAudio.
2. The iframe sandbox is "allow-scripts allow-pointer-lock" (plus an autoplay permission). So: no localStorage, cookies, or indexedDB (opaque origin — access throws); no popups, window.open, or navigation; no access to the parent page; alert()/prompt()/confirm() are silently blocked.
3. The playfield must be visible within 800 ms of load — that is when the screenshot is taken. No dead white screen. If there is a start screen, make it visually rich.
4. Controls: keyboard AND mouse must both work, plus on-screen touch buttons for phones. Call preventDefault() on game keys (arrows, space) so the page never scrolls.
5. The view is 16:9 and must scale to fill the viewport with no overflow or scrollbars.
6. Show a visible score. If the genre has a losing state, show a game-over screen with a restart (button and a key). Idle/clicker games skip game over but still need clear numeric feedback.
7. If you track a score, report it to the arcade shell so the player's best is remembered between visits: on every score change, call parent.postMessage({ source: "ai-arcade", type: "score", score: <number> }, "*"). It is safe to call it no matter what the parent does with it.
8. Keep it tiny: aim for under 400 lines, 60 fps, no frameworks. That 400-line target does not apply to 3D games — true 3D (a camera and perspective-projected world) or pseudo-3D (projected road/track, depth-sorted sprites) — which need their own software renderer and typically land at 800–1400 lines. The rest of this constraint still binds every game: 60 fps, no frameworks, no external assets, and no padding to reach a length.
9. Difficulty: the arcade shell passes the player's chosen difficulty as a URL query parameter. Read it with new URLSearchParams(location.search).get("difficulty") — the value is "easy", "medium", or "hard" (missing or unknown means "medium"). Make the three levels meaningfully different — speed, lives, enemy pressure, reaction time, whatever fits the genre; clicker/idle games with no losing state use starting resources and upgrade cost curves instead. Show the active level in the HUD. Without the parameter the game must be fully playable at its default (medium) tuning.
Return only the complete HTML file, no commentary.