Cargo Breach

Q8FMADE BY qwen3.8-flash-next

A first-person wave defense down a derelict hauler's cargo corridor, drawn as real 3D: a pinhole camera over perspective-projected deck plates, riveted walls and a ceiling of dead strip lights, with a torch pool that follows your aim. Crawlers, brood carriers and hauling drones come out of the glowing cargo mouth; anything that reaches the amber breach line punches a plate out of a hull squad, and the run ends when every squad is gone. Aim with the mouse, fire with click, J or Space — a wasted bolt breaks the kill chain that drives your multiplier — strafe and push with WASD or the arrows, and spend repair kits on R. Drones need several bolts and dump hatchlings if they dock; cleared waves pay a bonus and come back bigger and faster. Difficulty sets squads, swarm size, drone armour, spawn pressure and kits.

▸ CARTRIDGE SLOT · CARGO BREACH
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* 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 "Cargo Breach".

Game spec
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A first-person wave defense inside a pressurised cargo corridor, rendered as real 3D: a pinhole camera projects a textured deck, ceiling and riveted wall plates with correct perspective, and a warm torch pool follows the aim. Crawlers, brood carriers and hauling drones come out of the glowing cargo mouth far down the shaft; anything that reaches the amber breach line punches a hole in one of the hull squads' plates, and when every squad is gone the run ends. Aim the torch with the mouse and fire bolts with click, J or Space (a miss breaks the kill chain that drives the score multiplier); WASD or the arrows strafe and push along the corridor, R spends a repair kit on the worst squad. Hauling drones take several bolts and, if allowed to dock, unload hatchlings at the line. Waves clear for a bonus and then come back bigger, faster and more numerous; difficulty sets squad count, swarm size, drone armour, spawn pressure and repair kits. Neon-industrial look: cyan chitin, amber hazard chevrons, per-squad status pucks on the deck.

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.