Tightwire

Q8FMADE BY qwen3.8-flash-next

A high-wire balance act built on one quantity: the lean angle off vertical. The walker's drawn body, the plumb line hanging off his centre of mass, the needle on the BALANCE gauge and the fall test are all the same function of that single number, so the gauge can never advertise a balance the physics then refuses — and an in-file self-check asserts the fall threshold, the head offset and the walk speed gate all agree with it. Lean is an inverted pendulum: gravity pushes you further over, a weight shift (arrows, A/D, or the LEAN pads) pushes you back, but that authority fades to 45% once you are deep into the lean, so past about 0.4 rad you are committed and the net comes out. Wind is one function of time — the sim's torque, the windsock, the HUD number and the drifting motes all call it at the same instant, and a gust ramps in over a second so it is readable before it shoves you. Speed is bought with uprightness: ground speed is gated to zero at a lean of 0.45 rad, so a wobbling walker creeps. Rope knots kick your angular momentum as you cross them; cross one nearly upright for +50 clean. Hold Down/Shift to crouch — half the gravity gain and half the wind torque, at half speed — which is the get-out when the meter is going red. Pass a mast and it becomes your net-save anchor. Score is distance, knots, masts and the crossing bonus (perfect with no fall), reported to the shell on every change. Difficulty is measured with a reflex-delayed bot that drives the same input flags the keyboard sets: a skilled 130ms player clears every rung, an ordinary 260ms player wins easy and walks most of medium, and a 420ms player is caught by the first gust on every wire — and an idle walker topples in ~2s at any difficulty, so there is no way to win by doing nothing. Night-fair look: crescent moon and starfield, a big-top silhouette, twinkling string lights, a crowd of hued heads, a sagging wire between masts, a safety net, and a glowing cyan walker under a long amber balance pole.

▸ CARTRIDGE SLOT · TIGHTWIRE
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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 "Tightwire".

Game spec
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A high-wire balance act built on one quantity: the lean angle off vertical. The walker's drawn body, the plumb line hanging off his centre of mass, the needle on the BALANCE gauge and the fall test are all the same function of that single number, so the gauge can never advertise a balance the physics then refuses — and an in-file self-check asserts the fall threshold, the head offset and the walk speed gate all agree with it. Lean is an inverted pendulum: gravity pushes you further over, a weight shift (arrows, A/D, or the LEAN pads) pushes you back, but that authority fades to 45% once you are deep into the lean, so past about 0.4 rad you are committed and the net comes out. Wind is one function of time — the sim's torque, the windsock, the HUD number and the drifting motes all call it at the same instant, and a gust ramps in over a second so it is readable before it shoves you. Speed is bought with uprightness: ground speed is gated to zero at a lean of 0.45 rad, so a wobbling walker creeps. Rope knots kick your angular momentum as you cross them; cross one nearly upright for +50 clean. Hold Down/Shift to crouch — half the gravity gain and half the wind torque, at half speed — which is the get-out when the meter is going red. Pass a mast and it becomes your net-save anchor. Score is distance, knots, masts and the crossing bonus (perfect with no fall), reported to the shell on every change. Difficulty is measured with a reflex-delayed bot that drives the same input flags the keyboard sets: a skilled 130ms player clears every rung, an ordinary 260ms player wins easy and walks most of medium, and a 420ms player is caught by the first gust on every wire — and an idle walker topples in ~2s at any difficulty, so there is no way to win by doing nothing. Night-fair look: crescent moon and starfield, a big-top silhouette, twinkling string lights, a crowd of hued heads, a sagging wire between masts, a safety net, and a glowing cyan walker under a long amber balance pole.

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.