- 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> |
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| .claude | ||
| assets | ||
| index.html | ||
| README.md | ||
THREETRIS
POV Matrix tetris. Bricks fly at your face in bullet time — catch the green ones, dodge the red agents (they home in on you; touching them hurts), then throw caught bricks back through the hole in the oncoming wall, rotating them mid-flight so their silhouette fits exactly. Flat tetrominoes + full 3D rotation means pitching a piece changes its silhouette (an I-piece end-on is a 1×1 hole).
Play: open index.html over http (python3 -m http.server), any modern browser.
No build step — single file, Three.js from CDN.
- Mouse — move your head (dodge / reach)
- Click — catch an incoming green brick, or throw the held brick
- W/S · A/D · Q/E — pitch / yaw / roll 90°, works while held and mid-flight
- Catch +25 · fit +100 × combo · dodge an agent +10 · 3 lives. Speed and agent frequency ramp per fit; consecutive fits build the combo multiplier.
Assets (all generated free & local on MODELBEAST)
Everything in assets/ came off the local render farm — FLUX (logo, circuit-board
brick texture, city backdrop, sentinel concept art), RMBG background removal +
Hunyuan3D image→GLB (the sentinel flyby), Kokoro TTS (operator voice lines),
ACE-Step (music loop). Procedural Web Audio covers the small SFX. The game degrades
gracefully if assets/ is missing — flat colors, no music, same gameplay.
Cheats/debug in console: _g (state), _auto() (rotate held brick to fit),
_m(x,y) (move head), _start() (skip title).