From level 3, flybys can become attack runs — klaxon + red 'SENTINEL —
DUCK' warning, red eye-light, then a fast sweep across the play plane
at the head height it locked at spawn. Hit costs a life; surviving
pays +25. Attack chance scales with level (25% + 5%/level, cap 70%).
Verified both outcomes via scripted playtest.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
ACE-Step 72s dark-techno loop and the x3-combo 'beginning to believe'
Kokoro line — completes the MODELBEAST asset set.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Red agent bricks that home on your head — dodge them (+10); touching
or grabbing one costs a life. Makes movement a real decision.
- Combo multiplier on consecutive fits (100 × combo), level ramp raises
agent frequency and speeds.
- Title screen (unlocks audio), procedural Web Audio SFX, slots for
generated music + operator voice lines.
- Generated free/local on the MODELBEAST farm: FLUX logo, circuit brick
texture, Matrix city backdrop; RMBG + Hunyuan3D image->GLB sentinel
that glides across the corridor between waves; Kokoro TTS voice lines.
- Game degrades gracefully with assets/ missing.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Single-file Three.js game, no build step. Bullet-time catch phase, 3D
rotation vs 2D silhouette matching, digital rain, worker-driven loop so
the sim survives hidden-tab throttling.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>