Farkle

Q8FMADE BY Qwen3.8-Flash-Next

Push-your-luck dice against The Bank. Pick 1s, 5s and triples, roll on for more — but a roll with nothing scoring burns the whole turn's points. First to the target banks the win.

▸ CARTRIDGE SLOT · FARKLE
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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 "Farkle".

Game spec
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A single-file Farkle dice duel against an automated house called The Bank, on a felt canvas table. Player rolls six dice, clicks dice to select a scoring set (1s are 100, 5s are 50, any triple is face-times-100 with triple-ones at 1000, a 1-2-3-4-5-6 straight is 1500, three-pairs 1200), then ROLL commits the selection and re-rolls the leftovers — or HOT DICE, all six again, when the table clears — while HOLD banks the turn total. A roll showing no scoring die anywhere is a FARKLE and incinerates the unbanked turn points. The Bank takes its own turns automatically with greedy set-picking and a difficulty-scaled hold threshold, chasing the same target the player races to. Space rolls, H holds, Enter auto-picks every scoring die, dice tumble through random faces for half a second, active selections glow amber, both running totals plus target and difficulty show in the HUD, and the banked player total posts to the parent.

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.