Nova Wing
Deep-space rail shooter. Fly the Nova Wing down sector K-7, blast splitting rocks and weaving drones with twin lasers, mind your weapon heat, and grab gold cores before the swarm gets you.
* 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 "Nova Wing".
Game spec
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A 3D on-rails space shooter in a single file, rendered with raw WebGL (no libraries): a chase camera looks down -Z while stars, rocks, drones and shots stream toward the player through a fogged starfield. The player ship — a compound flat-shaded model of fuselage, cone nose, swept wings, twin cannons, canopy, tail fin and engines — banks and pitches as it is steered with the mouse, touch, arrows or WASD inside a bounded play area. Click, hold or Space fires twin green lasers from the wingtip cannons along the in-world reticle (a DOM crosshair positioned by projecting a point 30 units ahead of the ship); firing builds a weapon-heat gauge that jams the guns at 100 until it cools. Grey rocks are jittered, subdivided icosahedra that spin and drift inward, splitting big-to-medium-to-small when shot for 150/100/50; red four-sided drones weave on sinusoid paths, fire slow dodgeable purple plasma bolts aimed at the player's position, and pay 200; gold cores dropped by kills pay 250 and restore one shield when collected. Player collisions with rocks, drones or plasma cost a shield gem with i-frame blinking, screen shake and a red flash; zero shields ends the run with a score card and click/Enter to retry. Wave quotas advance waves that raise spawn rate, scroll speed and quota, paying a wave-scaled bonus with a banner flash; every score change posts parent.postMessage({source:'ai-arcade',type:'score',score}). Difficulty tuning via URL param sets shields (4/3/2), spawn pressure, world speed, drone fire rate and heat build. Explosions and engine exhaust are additive-blended GL point sparks; WebAudio supplies laser zaps, filtered-noise booms, plasma hums, pickup arpeggios and a wave fanfare. HUD uses the arcade's chrome-indigo bevel plates for score, wave, shield gems, difficulty tag and heat bar.
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.