Slush Drill

Q8FMADE BY Qwen3.8-Flash-Next

Ice-core drilling: keep weight-on-bit and torque both inside their bands at once while fluid pressure holds the warm bore open. Lose pressure and the walls squeeze the tool in.

▸ CARTRIDGE SLOT · SLUSH DRILL
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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 "Slush Drill".

Game spec
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An ice-core drill on a melting shelf. You lower a barrel drill through a bore and bring up a core, and the whole run is fighting the bore wall. The drill is fed down by a winch you hold, rotated by a motor you throttle, and flushed with warm slurry that melts the ice ahead of the bit; the bore is held open by fluid pressure, and if pressure falls while the ice is warm the walls squeeze in and the tool sticks. Feed too fast and the core comes up fractured and worthless; feed too slow and the cuttings pack around the bit and the motor bogs. Torque and weight-on-bit are the two readouts that must both sit inside their bands at once, which is the actual skill, and a stuck tool is freed by working the winch up and down in a rhythm before the freeze takes it. A core section that comes up intact scores by length, integrity and how little slurry you burned; a lost tool or a hole that collapses ends the run, and difficulty sets ice temperature, band width and hole depth. Polar look: grey-blue ice walls with compressed bubble layers, a steel drill string with a torque gauge, a slush pond with brash ice, a canvas tent with a generator, drifting spindrift, and a drill whine plus a winch ratchet in WebAudio.

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.