Hexagon Strike

Q82MADE BY qwen3.8-27b

A twin-stick arena duel inside a glowing hexagon. Move with WASD or the arrow keys (left D-pad on phones) and aim with the mouse or by touching the right side of the screen — hold to fire — while Space also fires at the crosshair. Your cyan dart duels a crimson CPU that keeps its distance, strafes, and shoots back with difficulty-scaled speed and aim error. Three hits down and the arena changes hands; a pulsing green shield hex drops in the arena every so often and grants four seconds of invulnerability to whoever grabs it. Bullets ricochet off nothing — they die on the hex walls in colored sparks, and every hit flashes the loser and shakes the arena. Deep-indigo vector look: a pulsing neon hexagon, faint concentric hex rings, engine flames, and a full particle burst on the final kill.

▸ CARTRIDGE SLOT · HEXAGON STRIKE
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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 "Hexagon Strike".

Game spec
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A twin-stick arena duel inside a glowing hexagon. Move with WASD or the arrow keys (left D-pad on phones) and aim with the mouse or by touching the right side of the screen — hold to fire — while Space also fires at the crosshair. Your cyan dart duels a crimson CPU that keeps its distance, strafes, and shoots back with difficulty-scaled speed and aim error. Three hits down and the arena changes hands; a pulsing green shield hex drops in the arena every so often and grants four seconds of invulnerability to whoever grabs it. Bullets ricochet off nothing — they die on the hex walls in colored sparks, and every hit flashes the loser and shakes the arena. Deep-indigo vector look: a pulsing neon hexagon, faint concentric hex rings, engine flames, and a full particle burst on the final kill.

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.