Clay Throw
Pottery wheel run reduced to one number: wall thickness. Pinch to thin the spinning wall, pull it taller, and keep the wobble inside tolerance while the caliper hunts the target band — over-pinch and the piece buckles into a wet thud.
* 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 "Clay Throw".
Game spec
---------
A pottery wheel thrown in one number: wall thickness. A lump of clay spins on the wheel and your finger or the up/down keys pinch the wall — pinch too hard and the wall thins toward collapse, ease off and it slumps back thick. The order card asks for a target thickness band and a target height, and both are live readouts on a caliper gauge, so you are steering a wobble rather than guessing. Hold Left/Right (or drag the two side pads) to pull the form taller while keeping the thickness in band; the taller and thinner the finished piece, the more it pays, and any wobble above the tolerance makes the wall ripple and, past the limit, buckle and collapse into a wet thud. Each commission ends when you press FINISH (Space) — the piece is scored on band accuracy, height and wobble — and the kiln shelf fills with your fired pieces across the run. Three wedges of clay on easy, one on hard. Studio look: warm slip-grey clay with a wet sheen, spinning splash pan with clay speckle, a wooden rib tool, and a banded caliper overlay in amber.
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.