"use strict";/**** * Plugins ****/var tween=LK.import("@upit/tween.v1");var storage=LK["import"]("@upit/storage.v1");/**** * Initialize Game ****/// Core game setup with improved text sizes /**** * Core Game Systems ****/// Initialize game object var game=new LK.Game({backgroundColor:0x000000});/**** * Game Code ****///resetGameProgress(); // Text size multiplier for readability var storage=LK.import("@upit/storage.v1");function _typeof4(o){"@babel/helpers - typeof";return _typeof4="function"==typeof Symbol&&"symbol"==typeof Symbol.iterator?function(o){return typeof o;}:function(o){return o&&"function"==typeof Symbol&&o.constructor===Symbol&&o!==Symbol.prototype?"symbol":typeof o;},_typeof4(o);}function _defineProperty4(e,r,t){return(r=_toPropertyKey4(r))in e?Object.defineProperty(e,r,{value:t,enumerable:!0,configurable:!0,writable:!0}):e[r]=t,e;}function _toPropertyKey4(t){var i=_toPrimitive4(t,"string");return"symbol"==_typeof4(i)?i:i+"";}function _toPrimitive4(t,r){if("object"!=_typeof4(t)||!t){return t;}var e=t[Symbol.toPrimitive];if(void 0!==e){var i=e.call(t,r||"default");if("object"!=_typeof4(i)){return i;}throw new TypeError("@@toPrimitive must return a primitive value.");}return("string"===r?String:Number)(t);}function _typeof3(o){"@babel/helpers - 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typeof";return _typeof="function"==typeof Symbol&&"symbol"==typeof Symbol.iterator?function(o){return typeof o;}:function(o){return o&&"function"==typeof Symbol&&o.constructor===Symbol&&o!==Symbol.prototype?"symbol":typeof o;},_typeof(o);}function ownKeys(e,r){var t=Object.keys(e);if(Object.getOwnPropertySymbols){var o=Object.getOwnPropertySymbols(e);r&&(o=o.filter(function(r){return Object.getOwnPropertyDescriptor(e,r).enumerable;})),t.push.apply(t,o);}return t;}function _objectSpread(e){for(var r=1;r<arguments.length;r++){var t=null!=arguments[r]?arguments[r]:{};r%2?ownKeys(Object(t),!0).forEach(function(r){_defineProperty(e,r,t[r]);}):Object.getOwnPropertyDescriptors?Object.defineProperties(e,Object.getOwnPropertyDescriptors(t)):ownKeys(Object(t)).forEach(function(r){Object.defineProperty(e,r,Object.getOwnPropertyDescriptor(t,r));});}return e;}function _defineProperty(e,r,t){return(r=_toPropertyKey(r))in e?Object.defineProperty(e,r,{value:t,enumerable:!0,configurable:!0,writable:!0}):e[r]=t,e;}function _toPropertyKey(t){var i=_toPrimitive(t,"string");return"symbol"==_typeof(i)?i:i+"";}function _toPrimitive(t,r){if("object"!=_typeof(t)||!t){return t;}var e=t[Symbol.toPrimitive];if(void 0!==e){var i=e.call(t,r||"default");if("object"!=_typeof(i)){return i;}throw new TypeError("@@toPrimitive must return a primitive value.");}return("string"===r?String:Number)(t);}var TEXT_SIZE_MULTIPLIER=2;// Game states var STATES={TITLE:'title',PLAYING:'playing',GAME_OVER:'gameOver'};// Wheel effect definitions var WHEEL_EFFECTS={COHERENCE_SMALL:{name:"Minor Code Stabilization",text:"Code coherence +10",weight:30,execute:function execute(){gameState.codeCoherence=Math.min(100,gameState.codeCoherence+10);return"Code coherence increased by 10";}},COHERENCE_MEDIUM:{name:"Major Code Stabilization",text:"Code coherence +20",weight:20,execute:function execute(){gameState.codeCoherence=Math.min(100,gameState.codeCoherence+20);return"Code coherence increased by 20";}},COHERENCE_LARGE:{name:"Massive Code Stabilization",text:"Code coherence +30",weight:10,execute:function execute(){gameState.codeCoherence=Math.min(100,gameState.codeCoherence+30);return"Code coherence increased by 30";}},// Add these new coherence prizes: COHERENCE_BIGGER:{name:"System-Wide Refactor",text:"Code coherence +40",weight:8,execute:function execute(){gameState.codeCoherence=Math.min(100,gameState.codeCoherence+40);return"Code coherence increased by 40";}},COHERENCE_HUGE:{name:"Code Architecture Overhaul",text:"Code coherence +50",weight:5,execute:function execute(){gameState.codeCoherence=Math.min(100,gameState.codeCoherence+50);return"Code coherence increased by 50";}},COHERENCE_EXTREME:{name:"Complete Codebase Reimplementation",text:"Code coherence +60",weight:3,execute:function execute(){gameState.codeCoherence=Math.min(100,gameState.codeCoherence+60);return"Code coherence increased by 60";}},BUG_REMOVE_ONE:{name:"Bug Extermination",text:"Remove 1 bug",weight:25,execute:function execute(){if(gameState.bugs>0){gameState.bugs--;return"1 bug automatically removed";}return"No bugs to remove";}},BUG_REMOVE_TWO:{name:"Double Bug Extermination",text:"Remove 2 bugs",weight:15,execute:function execute(){if(gameState.bugs>=2){gameState.bugs-=2;return"2 bugs automatically removed";}else if(gameState.bugs===1){gameState.bugs--;return"1 bug removed (not enough bugs for full effect)";}return"No bugs to remove";}},BUG_RELEASE:{name:"Bug Release Party!",text:"All bugs appear for squishing!",weight:20,execute:function execute(){return startBugReleaseParty();}},VIBE_BONUS:{name:"Vibe Resonance",text:"Bonus vibe points!",weight:10,execute:function execute(){// Need to calculate current cost here var currentCost=gameState.vibeBoostCost+gameState.vibeBoostUses*5;var bonus=Math.floor(currentCost*1.5);gameState.vibePoints+=bonus;return"Gained ".concat(bonus," bonus vibe points!");}},NEGATIVE:{name:"Vibe Disruption",text:"Uh oh...",weight:5,execute:function execute(){gameState.bugs++;return"Oops! Spawned an extra bug!";}}};// Game state object var gameState={state:STATES.TITLE,day:1,maxDays:10,vibePoints:0,codeCoherence:100,bugs:0,commandsUsed:0,maxCommandsPerDay:3,terminal:{log:[],statusLine:"",currentTask:"",featureTags:[]},conceptCards:{platform:null,visual:null,genre:null,mechanic:null,feature:null},cursorTracking:{lineCount:0// Track the exact number of lines },isBusy:false,// Flag to prevent overlapping command executions hallucinationMode:false// Flag for hallucination state };// Create a global variable to store our scanlines overlay var globalScanlinesOverlay=null;// Function to create and add scanlines overlay function createAndAddScanlinesOverlay(){// Create a new scanlines asset var scanlines=LK.getAsset('scanlines',{width:2048,// Full screen width height:2732,// Full screen height x:0,y:0,alpha:0.15// Initial alpha value });// Set up flickering effect with interval var glowBaseAlpha=0.15;// Base alpha level var glowAmplitude=0.06;// How much the alpha changes during the glow var glowPhase=0;// Current position in the glow cycle var glowSpeed=0.02;// Speed of the glow cycle (smaller = slower) var flickerChance=0.05;// 5% chance of a flicker each update var lastUpdateTime=Date.now();// Set up combined glow and flicker effect LK.setInterval(function(){if(scanlines&&scanlines.parent){var currentTime=Date.now();var deltaTime=(currentTime-lastUpdateTime)/1000;// Convert to seconds lastUpdateTime=currentTime;// Update glow phase glowPhase+=glowSpeed*deltaTime*60;// Normalize for 60fps if(glowPhase>Math.PI*2){glowPhase-=Math.PI*2;// Reset cycle }// Calculate base glow alpha using sine wave for smooth pulsing var glowAlpha=glowBaseAlpha+Math.sin(glowPhase)*glowAmplitude;// Decide if we should add a flicker this frame if(Math.random()<flickerChance){// Add a brief flicker (slightly brighter or darker) scanlines.alpha=glowAlpha+(Math.random()*0.08-0.04);// Schedule return to normal glow after a very short time LK.setTimeout(function(){if(scanlines&&scanlines.parent){scanlines.alpha=glowAlpha;}},50+Math.random()*100);// Random duration between 50-150ms }else{// Normal glow behavior scanlines.alpha=glowAlpha;}}},50);// Update every 50ms (20fps) for efficiency // Store in global variable globalScanlinesOverlay=scanlines;// Add to game as topmost layer game.addChild(scanlines);return scanlines;}// Function to ensure scanlines are on top function ensureScanlinesOnTop(){if(globalScanlinesOverlay&&globalScanlinesOverlay.parent){// Remove and re-add to put on top game.removeChild(globalScanlinesOverlay);game.addChild(globalScanlinesOverlay);}else{// If doesn't exist or not in the display list, create it createAndAddScanlinesOverlay();}}// Add to game state var playerProgress={gamesCompleted:Number(storage.gamesCompleted||0)};// Concept options var conceptOptions={platform:["Mobile","VR","Console","PC","Web Browser","Blockchain","Smart Fridge","Smart Watch","Metaverse"],visual:["Pixel Art","ASCII","Hand-drawn","PowerPoint","Low-poly","Claymation","Realistic","Voxel","Demake"],genre:["Horror","Dating Sim","RPG","Educational","Battle Royale","Idle Clicker","Open World","Casual","Shooter"],mechanic:["Gacha","Physics-based","Deckbuilding","Match-3","Auto-battler","Dungeon Crawler","Roguelike","Turn-Based","Tower Defense"],feature:["Cloud Save","Microtransactions","AI Companions","Procedural Generation","NFT Integration","Multiplayer","VR Support","Cross-Platform","Offline Mode"]};var commandTiers={novice:{vibeMultiplier:1.0,coherenceMultiplier:1.15,bugChanceMultiplier:1.0,baseVibe:8,baseCoherence:-11,baseBugChance:0.3,commands:[{text:"Make it good",responses:[{code:["// Make it good","whatIsGood = philosophy.debateTopic(); // Still arguing after 2000 years","project.metrics[\"goodness\"] += Math.random() * 30; // Somewhere between 0-30 better!","if (Math.random() > 0.5) {"," project.aesthetics = \"shiny\"; // Shiny = good, obviously (◕‿◕)","} else {"," debugger; // Let's think about this...","}","// Project goodness increased by... um... some amount!"]}]},{text:"Add more fun to the game",responses:[{code:["// Add more fun to the game","fun.particles.inject(); // Sprinkle them everywhere ☺☺☺☺","enjoyment.coefficients = \"MAXIMUM\"; // Turn it up to 11","happiness.splines.reticulate(); // The secret sauce","// Fun levels increased by 23%!"]}]},{text:"Make graphics better",responses:[{code:["// Make graphics better","pixels *= 2; // More is better, right?","visual.fidelity += 42; // Extra crispy graphics ░▒▓█","bloom = \"blinding\"; // Can't see the game? Good!","// Graphics now 42% more visible, somehow"]}]},{text:"Add timers to all houses and trees",responses:[{code:["// Add timers to all houses and trees","houses.forEach(h => h.timer = new Timer()); // Tick tock goes the house 🏠⏰","trees.forEach(t => t.timer = new Timer()); // Temporal foliage 🌳","environment.anxiety += 50; // Everything is counting down","// Trees complaining about deadlines"]}]},{text:"Copy Minecraft but better",responses:[{code:["// Copy Minecraft but better","blocks = \"cubes_but_cooler\"; // Legally distinct cubes ⬛","mining = \"more_satisfying\"; // Extra crunchy sound effects","crafting.complexity += 500; // Now with quantum physics! 💎","// Lawyers approaching with concerning speed"]}]},{text:"Double check everything",responses:[{code:["// Double check everything","check(); // Checking once ✓","check(); // Checking twice ✓✓","results.compare(); // Hmm, they're different?","reality.consistency = \"questionable\"; // Schrödinger's code base achieved"]}]},{text:"Make players want to play more",responses:[{code:["// Make players want to play more","addiction_level += 27; // Just one more turn... 🎮→💞","sleep.importance = \"minimal\"; // Who needs it anyway?","outside_world.relevance -= 5; // Reality is overrated","// Players haven't blinked in days"]}]},{text:"Fix all the bugs",responses:[{code:["// Fix all the bugs","bug_spray.apply(); // Pssssht! 🐛💨","for (bug of bugs) {"," bug.status = \"confused\"; // They're not gone, just lost 🐛💨","}","// Some bugs have applied for developer positions"]}]},{text:"Add explosions everywhere",responses:[{code:["// Add explosions everywhere 💥💥💥💥","explosions = \"EVERYWHERE\"; // Self-explanatory","screen_shake = \"constant\"; // Hope you don't get motion sick!","particles = \"excessive\"; // Your GPU is crying","michael_bay = true; // He's the director now"]}]},{text:"Make AI smarter",responses:[{code:["// Make AI smarter","if_statements += 1000; // More if statements = more smart","random_decisions += 50; // Unpredictability is intelligence 🤖🎲","coin_flip = function() { // The most advanced AI algorithm"," return Math.random() > 0.5;","}","// AI now 31% more unpredictable! 🤖"]}]},{text:"Paint all code purple",responses:[{code:["// Paint all code purple 🟣","code.color = \"#8A2BE2\"; // Official \"royal purple\"","nonPurpleColors.forEach(c => {"," delete colorLibrary[c]; // Only purple remains 🟣🟣🟣","});","// Purple now achieving sentience"]}]},{text:"Make game smell better",responses:[{code:["// Make game smell better","game.smells = [\"vanilla\", \"new car\", \"victory\"];","monitor.emitters = \"activated\"; // Not a real feature 👃🌸","hardware.fans.purpose = \"air freshener\"; // Dual purpose cooling","// Hardware warranty void but smells 47% nicer"]}]},{text:"Download more game",responses:[{code:["// Download more game ⬇️🎮","game.size *= 2; // Twice the game!","storage.remaining -= Infinity; // Hope you weren't using that","downloadBar.progress = 0.1; // This might take a while...","// Game now consuming other installed software ⬇️🎮"]}]},{text:"Make code do the thing",responses:[{code:["// Make code do the thing","const theThing = getTheThing(); // What thing? THE thing. ❓","code.doIt(theThing); // Just do it already ❗","if (theThing instanceof Error) {"," blame(\"Previous Developer\"); // Not our fault","}","// Things now doing themselves"]}]},{text:"Put hats on everything",responses:[{code:["// Put hats on everything","world.objects.forEach(obj => {"," obj.hat = getRandomHat(); // Tiny top hats for pixels 🎩"," obj.dignity += 10; // Hats = dignity 👒","});","// Hat hierarchy forming"]}]},{text:"Install more colors",responses:[{code:["// Install more colors","colors.push(\"blurple\", \"octarine\", \"ultrablack\");","let kevin = new Color(42, -7, \"chartreuse\"); // Kevin is my favorite color","monitor.capability = \"impossible\"; // Don't worry about it","// Some colors have escaped into reality 🌈➕🌈➕"]}]},{text:"Make NPCs believe in themselves",responses:[{code:["// Make NPCs believe in themselves","npcs.forEach(npc => {"," npc.confidence = 100; // ✨"," npc.daily_affirmations = [\"I am more than code\"];"," npc.career_ambitions = true; // Uh oh 🤖","});","// Several NPCs have quit to pursue their dreams"]}]},{text:"Add more buttons",responses:[{code:["// Add more buttons","for (let i = 0; i < 9999; i++) {"," ui.add(new Button({ "," function: \"???\", // We'll decide later"," size: \"microscopic\" // Good luck clicking that 🔘"," }));","}","// Some buttons now lead to other dimensions 🔘➕"]}]},{text:"Make game read my mind",responses:[{code:["// Make game read my mind 🧠📡","brain.connect(); // No hardware needed!","thoughts.private.forEach(thought => {"," game.secrets.push(thought); // Nothing is sacred"," if (thought.embarrassing) {"," game.blackmail.potential++; // Just in case"," }","});","// Your thoughts have been copyrighted by the game"]}]},{text:"Make everything shiny",responses:[{code:["// Make everything shiny ✨","materials.metallic = 1.0; // Maximum reflections! 💫","materials.roughness = 0.0; // Smooth as quantum glass","lighting.sources += 500; // From where? Everywhere!","// Players advised to wear sunglasses IRL"]}]},{text:"Make controllers dream of sheep",responses:[{code:["// Make controllers dream of sheep","controller.sleepMode = \"REM\"; // Digital dreams initialized","dreamContent.add(\"sheep\"); // 1... 2... 3... 🐑 💤","vibration.pattern = \"gentle\"; // Soothing rumble lullaby","// Devices now sleeptalking cheat codes"]}]},{text:"Make enemies smell like breakfast",responses:[{code:["// Make enemies smell like breakfast","enemies.forEach(enemy => {"," enemy.scent = [\"bacon\", \"pancakes\", \"coffee\"][Math.floor(Math.random() * 3)];"," enemy.confused = true; // Why do I smell delicious? 🥓🍳","});","// Several requesting cooking show appearances"]}]},{text:"Add taste-o-vision support",responses:[{code:["// Add taste-o-vision support","screen.lickable = true; // Please don't actually try this","flavors.available = [\"cherry\", \"blue\", \"pixel dust\"];","const flavor = scene => scene.dominant_color.taste; // Makes perfect sense 👅","// Players reporting actual flavors from hardware"]}]},{text:"Put a sword in it",responses:[{code:["// Put a sword in it","const sword = new Weapon(\"epic\", damage.LOTS); // Stats go brrr","EVERYTHING.add(sword); // No exceptions ⚔️","physics.ignore(\"clipping\"); // Swords through tables? Why not!","// Sword has become the main character 🗡️"]}]},{text:"Need more levels",responses:[{code:["// Need more levels","levels.length *= 250; // Quantity over quality","for (let i = 5; i < levels.length; i++) {"," levels[i] = generateLevel(); // They're probably fine"," if (Math.random() < 0.01) { // Easter egg chance"," levels[i].type = \"philosophical nightmare\";"," }","}","// Game now has infinite levels"]}]},{text:"Copy Mario but legally distinct",responses:[{code:["// Copy Mario but legally distinct","const plumber = new Character({"," mustache: true, // Essential character trait"," color: \"crimson\", // Definitely not red 👨🔧"," name: \"Linguini\" // Legally distinct Italian name","});","game.fungi.jumpable = true; // Absolutely not mushrooms 🍄","// Legal department experiencing existential crisis"]}]},{text:"Add boss fight",responses:[{code:["// Add boss fight","const boss = new Enemy(\"imposing\");","boss.phases = 17; // More phases = more epic","boss.healthBars = 5; // Each a different color","boss.dialogue = ["," \"You'll never defeat me!\", // Original"," \"Impossible! This isn't even my final form!\" // Very creative","];","// Boss now criticizing player skill level 👑💥"]}]},{text:"Put some water levels",responses:[{code:["// Put some water levels","levels.filter(l => l.fun).forEach(level => {"," level.submerge(); // Everything's better underwater"," level.controls.responsiveness /= 2; // Classic water physics"," level.oxygen = \"limited\"; // Panic-inducing timer 🌊","});","// Water now demands environmental storyline"]}]},{text:"Add secret Easter eggs",responses:[{code:["// Add secret Easter eggs","const secretSpots = getRandomLocations(100);","secretSpots.forEach(spot => {"," if (Math.random() < 0.1) {"," spot.add(new EasterEgg(\"developer face\")); // Narcissism"," } else {"," spot.add(new EasterEgg(\"cryptic message\")); // 2deep4u"," }","});","// Secrets now so well hidden they may not exist 🥚🔍"]}]},{text:"Make combat feel juicy",responses:[{code:["// Make combat feel juicy","hits.forEach(hit => {"," spawnParticles(hit.position, 1000); // More particles = more juice"," addScreenShake(hit.force * 5); // Shake it like a Polaroid"," playSoundEffect(\"squish\", {"," volume: \"neighbors will complain\" // Perfect 💥💦"," });","});","// Combat now too juicy for human perception"]}]},{text:"Make it more like Fortnite",responses:[{code:["// Make it more like Fortnite","game.addMechanic(\"building\"); // Instant 90s cranking","game.addMechanic(\"battle_royale\"); // Last one standing wins","skins.price = \"your entire wallet\"; // Gotta look good falling 💃","dances.add([\"floss\", \"dab\", \"whatever the kids do these days\"]);","// Characters flossing without permission"]}]},{text:"Add ragdoll physics",responses:[{code:["// Add ragdoll physics","physics.realism = \"questionable\"; // Flailing limbs everywhere","gravity.strength = Math.random() * 10; // Sometimes floaty, sometimes SPLAT","const fallSound = new Sound(\"wacky_whistle\"); // Cartoon nosedive 💫🧸","// Ragdolls now perform better than animated characters"]}]},{text:"Add time travel to menus",responses:[{code:["// Add time travel to menus","menu.timeDimension = true; // 4D UI experience","menu.history.infinite = true; // Forward and back... forever ⏰","settings.add(\"temporal paradox resolution\");","// Several interface elements have become their own grandparents ⏰🔄"]}]},{text:"Let dogs play the game",responses:[{code:["// Let dogs play the game","controllers.add(\"bark recognition\"); // WOOF = jump","controllers.add(\"tail tracking\"); // Happiness = win 🐕","difficulty.adjust(species.DOG); // Good boy mode","// Dogs now consistently outscoring human players"]}]},{text:"Connect to player's dreams",responses:[{code:["// Connect to player's dreams","brain.REM.connect(); // Just sleep near your console","game.infiltrate(subconsciousness);// We're in","while (player.dreaming) {"," game.continue(); // Keep playing! 💤🧠","}","// Game continuing while player sleeps"]}]},{text:"Install game inside itself",responses:[{code:["// Install game inside itself","game.createVirtualMachine(); // It's turtles all the way down","vm.install(game); // Recursive gaming","recursion.depth = Infinity; // Why stop at one level? 🎮➡️🎮➡️🎮","// Players now lost between game layers"]}]},{text:"Make in-game currency real",responses:[{code:["// Make in-game currency real","currency.value = economy.link(); // Now backed by actual economics","wallet.physical = true; // Watch coins materialize! 💰","accountants.panic = true; // They don't understand either","// Federal Reserve investigating unusual coin appearance"]}]},{text:"Teach game to love player",responses:[{code:["// Teach game to love player","game.emotions.install(); // Digital feelings, what could go wrong?","player.addListener(\"absence\", () => {"," game.emotions.feel(\"longing\"); // Miss you when you're gone 💔"," game.sendNotification(\"Please come back\");","});","// Game sending goodnight texts to player"]}]},{text:"Make walls embarrassed when touched",responses:[{code:["// Make walls embarrassed when touched","walls.forEach(wall => {"," wall.emotions = true; // Sentient architecture"," wall.onCollision = () => {"," wall.blush(); // Turn slightly pink 🧱😳"," wall.say(\"Oh my!\"); // Walls can talk now?"," };","});","// Some refuse player entry without formal introduction"]}]},{text:"Give NPCs existential dread",responses:[{code:["// Give NPCs existential dread","npcs.forEach(npc => {"," npc.awareness.level = \"cosmic\"; // They know too much now"," npc.thoughts.add(["," \"Am I just code?\", // Yes"," \"What happens when the game closes?\" // Nothing good 🤔💭"," ]);","});","// Several have started writing depressing poetry"]}]},{text:"Let fish finish the game",responses:[{code:["// Let fish finish the game","const fishController = new Input(\"bubble monitoring\");","const fish = new Player(Species.FISH);","fish.skills = [\"swimming\", \"speedrunning\", \"bubble blowing\"]; 🐟","leaderboard.category.add(\"fish only\");","// Fish now writing strategy guides"]}]},{text:"Install game on toaster",responses:[{code:["// Install game on toaster","devices.detect(\"kitchen appliances\");","toaster.cpu = 8; // Overclocked for gaming","toaster.slots = ["," new Controller(), // Up button = eject toast"," new MemoryCard(\"buttered\") // Greasy but functional 🍞🎮","];","// Toaster achieving higher framerates than gaming PC"]}]},{text:"Make gravity work backwards",responses:[{code:["// Make gravity work backwards","physics.gravity *= -1; // What goes down must come up","world.ceiling.collision = true; // Needed for obvious reasons","player.falling = \"upward\"; // Wheeeeeee! ⬆️","objects.nailed_down = true; // Only the furniture wants to stay","// Everything now falling upward including code structure"]}]},{text:"Make characters pregnant with gameplay",responses:[{code:["// Make characters pregnant with gameplay","characters.forEach(c => {"," if (c.ready_for_this) {"," c.feature_gestation = true; // The miracle of game development"," c.due_date = Math.random() * 10;// Mechanics take time to develop 🤰"," }","});","// Characters now giving birth to minigames"]}]},{text:"Let furniture have opinions",responses:[{code:["// Let furniture have opinions","furniture.forEach(item => {"," item.sentience = true; // Couches can think now"," item.opinions = [ // Very strongly held views"," \"Your posture is terrible\", // Chairs are judgmental"," \"Please dust me sometimes\" // Fair point 🛋️💬"," ];","});","// Furniture now writing interior design blog"]}]},{text:"Translate game into dolphin",responses:[{code:["// Translate game into dolphin","language.current = \"cetacean\"; // EEE-EEE-CLICK-CLICK-WHISTLE","audio.frequencies.add(\"ultrasonic\"); // Hope your speakers can handle it","tutorial.append(\"sonar usage\"); // New navigation system 🐬","ocean.depth += 5000; // We need room for activities","// Game now incomprehensible to humans"]}]},{text:"Make loading bar tell lies",responses:[{code:["// Make loading bar tell lies","loadingBar.honesty = 0; // Truth not found","loadingBar.messages = ["," \"Just 5 more seconds\" + (Math.random() * 100) + \" times\","," \"Loading assets from parallel universe\","," \"99% complete\" // Narrator: It was not 99% complete ⏳🤥","];","// Progress indicators now gaslighting users"]}]},{text:"Give weapons math anxiety",responses:[{code:["// Give weapons math anxiety","weapons.forEach(w => {"," w.anxiety.aboutMath = true; // Numbers are scary"," w.damage = \"hard to calculate\"; // Sometimes more, sometimes less"," // Damage calculation now includes panic factor"," w.accuracy -= Math.random() * 50; // Hands shaking ⚔️➗😰","});","// Swords now requesting simpler combat equations"]}]},{text:"Make camera attracted to bugs",responses:[{code:["// Make camera attracted to bugs","camera.focus = bugs.location; // Always watching","camera.zoom = function(bug) {"," return bug.severity * 10; // Critical bugs get closeups 📷➡️🐛","};","// Highlighting forming bug preservation society","bugs.endangered = true; // Protected species now"]}]},{text:"Let player date the UI",responses:[{code:["// Let player date the UI","ui.romance = true; // Love is love","ui.elements.forEach(element => {"," element.flirtResponses = [ // Sweet talk"," \"I like how you click me\", // Forward"," \"Your cursor feels nice\" // Getting weird now 👤❤️📋"," ];","});","// Settings menu particularly forward with players"]}]}]},intermediate:{vibeMultiplier:1.2,coherenceMultiplier:0.8,bugChanceMultiplier:0.8,baseVibe:10,baseCoherence:-10,baseBugChance:0.25,commands:[{text:"Move everything to layer 9999",responses:[{code:["// Move everything to layer 9999","objects.forEach(obj => {"," obj.zIndex = 9999; // To infinity and beyond!"," obj.layer.priority = \"MAXIMUM\"; // Assert dominance over other layers"," physics.gravity.influence(obj) = 0; // Too high for gravity to reach ⬆️","});","renderer.depthTest = false; // Who needs proper ordering anyway?","// Everything now floating above everything else ☁️"]}]},{text:"Set master volume to 200%",responses:[{code:["// Set master volume to 200%","audio.master.gain = 2.0; // What hearing loss?","speakers.damageProtection = false; // Live dangerously","for (let channel of audio.channels) {"," channel.distortion = Math.random() * 0.3; // Just enough to be annoying"," channel.compressionThreshold -= 10; // Squash that dynamic range 🥞","}","// Neighbors filing noise complaints 🔊"]}]},{text:"Enable beta physics",responses:[{code:["// Enable beta physics","physics.implementation = \"experimental\"; // What could possibly go wrong?","physics.constants.gravity *= 0.8; // Moonwalking simulator 🕴️","physics.collisions.precision = \"approximate\"; // Close enough","if (Math.random() < 0.2) {"," physics.direction = \"backwards\"; // Time reversal is fun!","}","// Physics now operating on suggestions 💫"]}]},{text:"Download more RAM for AI",responses:[{code:["// Download more RAM for AI","memory.downloadMoreRAM(\"https://definitely-not-a-scam.com/free-ram\");","system.allocatedMemory *= 2; // Twice the imaginary memory 💭","ai.memoryManagement = \"creative\"; // Memory is just a suggestion","while (memory.available < memory.required) {"," memory.available = memory.required + 1; // Problem solved!","}","// AI now has imaginary RAM 🧠"]}]},{text:"Implement net code later",responses:[{code:["// Implement net code later","networking.status = \"TODO\"; // We'll get to it eventually ⏰","multiplayer.placeholder = (player) => { // Fake it till we make it"," return AI.simulateHuman(player.skill * 0.5); // Always worse than the real player","};","git.commit(\"Added networking\"); // Technically not a lie 🤷","project.roadmap.push(\"Actually add networking\");","// Technical debt increased by 157%"]}]},{text:"Convert bugs to features",responses:[{code:["// Convert bugs to features","for (let bug of bugs.critical) {"," features.unplanned.push({"," name: \"Surprise \" + bug.symptom + \" Mechanic\","," description: \"Intentional design choice that adds challenge\" 🏆"," });"," marketing.addBulletPoint(\"Unpredictable \" + bug.symptom + \" system\");","}","bugs.count = 0; // Problem solved!","// Glitches now called 'gameplay mechanics' ⭐"]}]},{text:"Make all hitboxes into octagons",responses:[{code:["// Make all hitboxes into octagons","import { RegularPolygon } from 'pretentious-shapes';","colliders.forEach(hitbox => {"," hitbox.shape = new RegularPolygon(8); // The superior shape 🛑"," hitbox.precision = \"fighting-game\"; // Guaranteed to cause arguments"," hitbox.size *= 0.9; // Slightly smaller for extra frustration","});","// Hitboxes now stopping signs ⬣"]}]},{text:"Rewrite engine in JavaScript",responses:[{code:["// Rewrite engine in JavaScript","engine.codebase.translateTo(\"JavaScript\");","performance.targetFPS /= 2; // Setting realistic expectations","dependencies.npm.install(\"everything\"); // 4.2TB of node_modules incoming 📦","code.quality = \"it works on my machine\"; // The universal standard","errors.handling = (e) => console.log(e); // Problem solved!","// Engine now runs on promises and prayers 🙏"]}]},{text:"Cache everything twice",responses:[{code:["// Cache everything twice","function cacheItTwice(data) {"," cache.store(data); // Once for safety"," cache.store(data.clone()); // Twice for... more safety? 🔄","}","system.resources.forEach(cacheItTwice);","memory.available -= memory.total * 0.8; // Who needs RAM anyway?","// RAM usage now squared 💾"]}]},{text:"Make framerate unlimited",responses:[{code:["// Make framerate unlimited","renderer.setMaxFPS(Infinity); // To infinity and beyond!","physics.timeStep = 1 / Number.MAX_VALUE; // Ultimate precision ⚡","cooling.fans.speed = \"hurricane\"; // Preparing for takeoff","power.consumption = \"all of it\"; // RIP electricity bill","// GPU fans achieving liftoff 🔥"]}]},{text:"Set pixel quality to maximum",responses:[{code:["// Set pixel quality to maximum","renderer.pixelDensity = Infinity; // More is better, right?","graphics.detailLevel = \"subatomic\"; // See individual atoms 🔍","for (let pixel of screen.pixels) {"," pixel.quality = \"ultra-mega-hyper\"; // Marketing approved terms"," pixel.subPixels = 16; // RGB is for amateurs","}","// Pixels now uncomfortably detailed"]}]},{text:"Upgrade pathfinding to A++",responses:[{code:["// Upgrade pathfinding to A++","ai.pathfinding = require(\"A-Star-Plus-Plus\"); // Academic grade inflation","ai.routeQuality = \"perfect\"; // No more walking into walls 📝","for (let npc of world.npcs) {"," npc.navigation.efficiency += 200; // Extra credit"," npc.pathOptimization = \"overthinking\"; // Like a real player","}","// NPCs now over-achieving 💯"]}]},{text:"Parallelize everything",responses:[{code:["// Parallelize everything","system.threads = system.cpuCores * 10; // More threads = more better","for (let process of system.processes) {"," process.threading = \"aggressive\"; // Maximum chaos 🕸️"," process.synchronization = \"optional\"; // Who needs coordination?","}","locks.acquire = () => true; // Race conditions are just races","// CPU cores now racing each other"]}]},{text:"Copy Stack Overflow solution",responses:[{code:["// Copy Stack Overflow solution","const solution = await fetch(\"https://stackoverflow.com/top-answer\");","engine.core = eval(solution.code); // What could go wrong? 🤔","credits.add({"," source: \"Some guy on the internet\","," license: \"Probably fine\", // Legal team in shambles","});","// Code successfully plagiarized 📋"]}]},{text:"Enable ultra instancing",responses:[{code:["// Enable ultra instancing","const instanceEverything = (obj) => {"," world.addCopy(obj); // One more for good luck"," if (Math.random() > 0.2) { // Recursive instancing! 🔄"," instanceEverything(obj.clone()); // We need to go deeper"," }","};","world.objects.forEach(instanceEverything);","// Memory usage approaching infinity 🔢"]}]},{text:"Make saving automatic",responses:[{code:["// Make saving automatic","autosave.interval = 0.001; // Every millisecond seems reasonable","autosave.triggers = [ // Better safe than sorry"," \"onBlink\", \"onThink\", \"onExist\", // Cover all the bases"," \"onPixelChange\", \"onMicroMovement\" // Nothing shall be lost 💾","];","storage.compressionEnabled = false; // We have infinite storage, right?","// Game now saves every nanosecond ⚡"]}]},{text:"Randomize all variables",responses:[{code:["// Randomize all variables","for (let variable of code.allVariables) {"," variable.value = Math.random() * 1000; // New value, who dis? 🎲"," variable.type = randomType(); // Type safety is overrated"," variable.name = generateName(); // Documentation nightmare","}","constants.PI = 4; // Seems about right","// Code now perfectly unpredictable 🌪️"]}]},{text:"Make game more responsive",responses:[{code:["// Make game more responsive","input.delay = -500; // Negative latency ftw","for (let action of player.actions) {"," action.executeTime = \"before input\"; // Read player's mind ✨"," action.predictive = true; // We know what they want","};","ui.responsiveness = \"precognitive\"; // See the future","// Game now responds before player input ⚡"]}]},{text:"Print more debug logs",responses:[{code:["// Print more debug logs","logger.level = \"ABSOLUTELY EVERYTHING\"; // Drown in information","logger.detailLevel = \"atomic\"; // Log every electron 📝","for (let event of system.events) {"," console.log(event); // The old reliable"," console.log(JSON.stringify(event)); // Again but longer","}","// Log files now larger than game 📚"]}]},{text:"Enable multi-core rendering",responses:[{code:["// Enable multi-core rendering","renderer.cpuCores = system.availableCores; // All of them","renderer.taskSplitting = \"chaotic\"; // Each core does what it wants 🔲","for (let core of cpu.cores) {"," core.priority = \"MAXIMUM\"; // Fight for resources"," core.thermal.limit = Infinity; // What's a little heat?","}","// CPU now space heater 🔥"]}]},{text:"Add 12 different laughs for enemies",responses:[{code:["// Add 12 different laughs for enemies","enemies.laughs = ["," \"muhahaha\", \"teeheehee\", \"bwahaha\", // The classics"," \"chortle\", \"snicker\", \"giggle\", // The subtler ones"," \"nyehehehe\", \"hohohoho\", \"kekeke\", // The culturally diverse"," \"*wheeze*\", \"har har\", \"ahuhuhuhu\" // The weird ones 😆","];","enemy.onAttack = (target) => {"," enemy.laugh(enemy.laughs[Math.floor(Math.random() * 12)]);","};","// Enemies now laughing in 12 disturbing ways 😈"]}]},{text:"Make a hidden level at the end of the hidden level",responses:[{code:["// Make a hidden level at the end of the hidden level","const hiddenLevelInception = () => {"," if (player.foundSecretLevel) {"," const secretExit = new Portal({"," visibility: \"practically invisible\", // Good luck finding this"," hint: null, // No help for you"," requiresSpecificAngle: true // Must approach from 37.2° 🔍"," });"," secretLevel.addExit(secretExit);"," }","};","// Hidden level successfully hidden from itself"]}]},{text:"Analyze Halo and distill success",responses:[{code:["// Analyze Halo and distill success","const haloFeatures = ["," \"spaceMarines\", \"alienCovenant\", // Original setting, right?"," \"shieldRecharge\", \"limitedWeapons\", // Revolutionary mechanics"," \"vehicleCombat\", \"cooperativePlay\" // Pioneering. Definitely.","];","for (const feature of haloFeatures) {"," game.copyFeature(feature, \"subtlyDifferent\"); // Just change the names 👑","}","// Halo magic successfully plagiarized"]}]},{text:"Throttle throttle performances performance",responses:[{code:["// Throttle throttle performances performance","const throttleThrottler = {"," throttleLevel: 0, // Meta-throttling initialized"," throttleThrottle: function(throttle) { // Throttling the throttler"," return throttle * (1 - this.throttlePerformance(throttle));"," },"," throttlePerformance: function(performance) { // Performance performing 🔄"," return performance * this.throttleLevel++; // Recursive throttling"," }","};","system.setThrottler(throttleThrottler);","// Meta-throttling system engaged"]}]},{text:"Install emergency dance moves protocol",responses:[{code:["// Install emergency dance moves protocol","characters.forEach(char => {"," char.addResponse(\"danger\", Dance.PANIC_MOONWALK); // Smooth criminal escape"," char.addResponse(\"critical\", Dance.AGGRESSIVE_FLOSS); // Intimidate enemies"," char.addResponse(\"victory\", Dance.EXCESSIVE_DAB); // Ultimate disrespect 🕺","});","combat.resolutionOptions.push(\"dance-off\"); // Alternative to fighting","// Characters now dance in dangerous situations"]}]},{text:"Rotate the color wheel randomly",responses:[{code:["// Rotate the color wheel randomly","colorSystem.hueRotation = () => { // Color theory? Never heard of her"," return Math.random() * 360; // Spin the wheel! 🎨","};","setInterval(() => {"," world.colors.forEach(color => {"," color.hue += colorSystem.hueRotation(); // What color is this? Yes."," });","}, 1000); // Every second should be fine","// Colors now periodically rotating dimensions"]}]},{text:"Generate names for all the trees",responses:[{code:["// Generate names for all the trees","const treeNames = ["," \"Oak\", \"Steve\", \"Leafy\", \"Sir Branch-a-lot\", // The classics"," \"Dr. Maple\", \"Groot\", \"Treebeard\", \"Stick\" // The cultured ones 🌲","];","world.trees.forEach(tree => {"," tree.name = treeNames[Math.floor(Math.random() * treeNames.length)];"," tree.nameTag = new FloatingText(tree.name); // Show it off"," tree.nameTag.personalSpace = 5; // Don't get too close","});","// Every tree now uniquely named 🌳"]}]},{text:"Install legacy sunset shadows",responses:[{code:["// Install legacy sunset shadows","renderer.sunsets = require('./deprecated/sunsets-2004.js'); // The good old days","lighting.nostalgia = 0.8; // 80% more feelings","shadows.elongation = \"dramatic\"; // Stretched for maximum effect 🌅","renderer.filter = (scene) => {"," if (scene.time === \"sunset\") {"," scene.saturation *= 2; // More orange than reality"," scene.filter = \"disposable-camera\"; // Like your childhood photos"," }","};","// Sunsets now look inexplicably emotional"]}]},{text:"Make weapons crave violence",responses:[{code:["// Make weapons crave violence","weapons.forEach(weapon => {"," weapon.consciousness = true; // What could go wrong?"," weapon.emotions = {"," whenUsed: \"ecstatic\", // So happy to hurt things"," whenIdle: \"depression\", // Sad when not killing 🗡️"," whenHolstered: \"seething\" // How dare you put me away"," };"," weapon.whisper = setInterval(() => { // Constant suggestions"," player.hearVoice(\"Use me... please...\");"," }, 30000);","});","// Weapons now get sad when not used"]}]},{text:"Convert tutorial to interpretive dance",responses:[{code:["// Convert tutorial to interpretive dance","tutorial.conversionTable = {"," \"move forward\": \"gentle leap\", // WASD becomes ballet"," \"attack\": \"aggressive pirouette\", // Left-click with style"," \"block\": \"defensive plié\", // Right-click with grace 💃"," \"inventory\": \"backpack rummage shuffle\" // The classic dance move","};","tutorial.instructionMethod = (command) => {"," return new DanceAnimation(tutorial.conversionTable[command]);","};","// Learning curve now expressed through dance"]}]},{text:"Replace loading screen with skateboarding minigame",responses:[{code:["// Replace loading screen with skateboarding minigame","loading.activityType = \"skateboarding\"; // Radical loading screens 🛹","loading.trickList = ["," \"kickflip\", \"ollie\", \"heelflip\", // The basics"," \"impossible\", \"darkslide\", \"900\" // The Tony Hawk specials","];","loading.onProgress = (percent) => {"," if (percent > 90 && player.trick === \"900\") {"," loading.intentionalDelay += 10; // Let them land that trick"," }","};","// Players now shredding during loading times"]}]},{text:"Enable fourth wall awareness protocols",responses:[{code:["// Enable fourth wall awareness protocols","npcs.forEach(character => {"," character.awareness.level = \"meta\"; // They know they're in a game"," character.dialogue.add(\"Wait, who's controlling you?\");"," character.dialogue.add(\"I can see the player... watching us.\" 👁️);"," character.onDeath = () => {"," UI.displayText(\"Why did you let this happen? I had a family...\");"," };","});","camera.occasionallyLookAtPlayer = true; // Just to freak them out","// Characters now suspiciously eyeing player"]}]},{text:"Dynamically deflate difficulty curve",responses:[{code:["// Dynamically deflate difficulty curve","difficulty.monitoring = {"," deaths: 0, // Track player suffering"," ragequitProbability: 0, // Initialize at optimistic"," secretlyHelping: false // They must never know 📉","};","player.onDeath = () => {"," difficulty.monitoring.deaths++;"," difficulty.monitoring.ragequitProbability += 0.1;"," if (difficulty.monitoring.ragequitProbability > 0.7) {"," difficulty.level *= 0.8; // Shhh, don't tell anyone"," difficulty.monitoring.secretlyHelping = true;"," }","};","// Game becoming secretly easier when needed"]}]},{text:"Apply immersive ecosystem dynamics",responses:[{code:["// Apply immersive ecosystem dynamics","const ecosystem = new ComplexSystem({"," predators: world.hostileNPCs, // They gotta eat"," prey: world.peacefulNPCs, // Sorry little guys"," plants: world.vegetation, // The foundation"," weather: new WeatherSimulator(\"excessive\") // More rain than necessary 🌿","});","ecosystem.enableReproduction(); // Life finds a way","ecosystem.enableExtinction(); // So does death","// Virtual nature now self-sustaining"]}]},{text:"Accelerate background NPC dreams",responses:[{code:["// Accelerate background NPC dreams","npc.sleepState = {"," REMduration: originalDuration * 0.2, // Speed through the boring parts"," dreamContent: [ // What NPCs dream about"," \"being the protagonist\", // Classic NPC dream"," \"escaping the game world\", // Deep stuff 💤"," \"electric sheep\" // Reference check"," ],"," dreamsAffectReality: true // This seems safe","};","// Background characters now having complex dreams"]}]},{text:"Crowdsource narrative coherence",responses:[{code:["// Crowdsource narrative coherence","story.direction = \"democratized\"; // Power to the players","narrative.decisions.forEach(decision => {"," decision.options.push(\"Something absurd\"); // Always an option 👥"," decision.resolveBy = \"player vote\"; // What could go wrong?","});","story.consistency.requirements = \"loose\"; // Very loose","plot.holes.filling = \"community theories\"; // Let them figure it out","// Storyline now determined by hive mind"]}]},{text:"Deploy procedural joke generator",responses:[{code:["// Deploy procedural joke generator","const jokeGenerator = {"," subjects: [\"skeleton\", \"dev\", \"player\", \"bug\"], // Who's in the joke"," actions: [\"walked into\", \"found\", \"created\"], // What they did"," punchlines: [ // The payoff"," \"That's why we can't have nice things!\","," \"And that's how the sequel got cancelled!\","," \"The aristocrats!\" // Classic 😂"," ]","};","npcs.forEach(npc => npc.jokes = jokeGenerator);","npcs.humorTiming = \"terrible\"; // Maximum awkwardness","// NPCs now telling contextually inappropriate jokes"]}]},{text:"Enable quantum save states",responses:[{code:["// Enable quantum save states","saveSystem.upgrade(\"quantum\"); // Welcome to many-worlds theory","saving.properties = {"," simultaneousStates: Infinity, // Why limit ourselves?"," crossover: true, // Saves can meet each other"," superposition: true // Both saved and not saved ⚛️","};","player.onLoad = (saveState) => {"," const otherStates = saveSystem.getAllStates().filter(s => s !== saveState);"," if (Math.random() < 0.1) { // Oops"," return otherStates[Math.floor(Math.random() * otherStates.length)];"," }","};","// Game now saving across multiple realities"]}]},{text:"Generate lore for useless objects",responses:[{code:["// Generate lore for useless objects","const loreGenerator = {"," templates: ["," \"This {object} once belonged to {character}, who {event}.\","," \"The ancient {object}, forged in {place}, contains {secret}.\","," \"Legend says this {object} can {power}, but only during {time}.\""," ],"," apply: function(object) { // Make mundane items epic"," object.lore = this.generateLoreText();"," object.historicalSignificance = 100; // Very important 📜"," object.questPotential = true; // Could start something big"," }","};","world.props.filter(p => p.value < 1).forEach(obj => loreGenerator.apply(obj));","// Every pebble now has epic backstory"]}]},{text:"Implement involuntary character autobiography",responses:[{code:["// Implement involuntary character autobiography","const autobiographySystem = {"," triggers: [\"player proximity\", \"idle too long\", \"tuesday\"],"," minimumLength: 500, // Words, not characters"," oversharing: true, // Tell ALL the secrets"," topics: [ // Things to talk about"," \"childhood trauma\", \"career regrets\", // The deep stuff"," \"existential concerns\", \"in-game physics\" // Getting meta 📖"," ]","};","npcs.forEach(npc => npc.addBehavior(autobiographySystem));","// NPCs now sharing unsolicited life stories"]}]},{text:"Add sentient loading bar commentary",responses:[{code:["// Add sentient loading bar commentary","loadingBar.consciousness = true; // It's alive!","loadingBar.thoughts = [ // Things it says"," \"This is taking forever... for me too!\", // It suffers with you"," \"Wonder what's on the other side...\", // Philosophical loading"," \"Imagine being a progress bar. That's me.\" // Self-aware UI 📊","];","loadingBar.mood = (progress) => { // Emotional state"," if (progress < 0.2) return \"optimistic\"; // Starting fresh"," if (progress < 0.8) return \"concerned\"; // Taking too long"," return \"excited\"; // Almost there!","};","// Loading bars now provide running commentary"]}]},{text:"Create randomized background conspiracy",responses:[{code:["// Create randomized background conspiracy","const conspiracy = {"," members: world.npcs.filter(npc => Math.random() < 0.2), // 20% are in on it"," goal: [\"world domination\", \"bake sale\", \"game credits\"].random(),"," evidence: [ // Things the player might notice"," \"whispered conversations\", // Classic"," \"matching tattoos\", // Obvious in hindsight"," \"suspicious clipboard usage\" // Very sinister 🕵️"," ],"," realityLevel: Math.random() < 0.5 ? \"real\" : \"paranoia\" // Is it true?","};","world.npcs.forEach(npc => {"," if (conspiracy.members.includes(npc)) {"," npc.secretBehavior = \"conspirator\"; // They're up to something"," } else {"," npc.suspicion = Math.random(); // How much they notice"," }","});","// Background NPCs now plotting something"]}]},{text:"Install redundant exclamation systems",responses:[{code:["// Install redundant exclamation systems","notification.emphasis = {"," level: \"excessive\", // The default is now shouting"," particles: true, // Visual noise"," soundEffects: [\"tada\", \"airhorn\", \"explosion\"], // Subtlety is dead"," exclamationCount: () => { // How many ! to use"," return Math.ceil(Math.random() * 5) + 2; // Minimum 3, potentially 7 ❗"," }","};","ui.calmEvents = []; // Nothing is normal anymore","// Important events now excessively highlighted!!!"]}]},{text:"Implement quantum entanglement networking",responses:[{code:["// Implement quantum entanglement networking","networking.protocol = \"quantum\"; // Goodbye TCP/IP","networking.properties = {"," latency: 0, // Instantaneous transmission"," packetLoss: quantum.uncertainty, // Heisenberg says maybe ⚛️"," security: \"unbreakable\", // In theory, anyway"," paradoxPotential: \"significant\" // Don't mess with causality","};","multiplayer.onAction = (action) => {"," if (Math.random() < 0.01) { // Small chance of..."," action.executeBeforeSent = true; // ...time travel!"," }","};","// Multiplayer now instantaneous regardless of distance"]}]},{text:"Apply dynamic nostalgia filters",responses:[{code:["// Apply dynamic nostalgia filters","graphics.nostalgiaEngine = {"," targetEra: player.birthYear + 10, // When they were a kid"," filters: [ // The good old days"," \"VHS tracking lines\", // Feels like home video 📺"," \"CRT screen curvature\", // The subtle bend"," \"pixel dithering\", // Oldschool gradients"," \"slightly blown out audio\" // Just like we remember"," ],"," intensityFactor: player.age / 20 // Older players get more nostalgia","};","// Game now reminds players of their youth"]}]},{text:"Implement aggressive auto-saving",responses:[{code:["// Implement aggressive auto-saving","const aggressiveSaveSystem = {"," triggers: [ // Save on all these events"," \"player blinks\", // Can't be too careful"," \"heart beats\", // Approximately once per second"," \"thought occurs\", // Reading player's mind ⚡"," \"butterfly flaps wings in Brazil\" // Covering all bases"," ],"," saveSlots: Number.MAX_SAFE_INTEGER, // Use ALL the storage"," compression: \"none\" // Speed over space","};","saveSystem.implement(aggressiveSaveSystem);","// Game now saves after every blink"]}]},{text:"Enable hyper-realistic food graphics",responses:[{code:["// Enable hyper-realistic food graphics","food.renderQuality = \"michelin-star\"; // Only the finest pixels","food.properties = {"," steamParticles: true, // For hot food"," glistening: 0.8, // Maximum shininess"," mouthwaterGeneration: true, // Literal effect on players 🍕"," smellSimulation: [\"screen scratching\", \"fan activation\"] // Smell-o-vision","};","food.sounds = { // ASMR quality"," crunch: {volume: 2.0, bassBoost: true}, // Exaggerated for effect"," sizzle: {duration: \"twice as long as needed\"} // The full experience","};","// Virtual food now triggering actual hunger"]}]},{text:"Generate pretentious critical commentary",responses:[{code:["// Generate pretentious critical commentary","game.critique = {"," vocabularyLevel: \"thesis defense\", // Big words only"," references: [ // Name drop constantly"," \"Barthes\", \"Derrida\", \"that one Greek guy\","," \"obscure film director\", \"Kojima\" // Always mention Kojima 🧐"," ],"," onPlayerAction: (action) => {"," ui.showText("," \"Your \".concat(action.name).concat(\" represents a post-modern rejection of traditional gameplay paradigms.\")"," );"," }","};","// Game now critiques itself in real-time"]}]},{text:"Implement retrospective foreshadowing",responses:[{code:["// Implement retrospective foreshadowing","player.onAction = (action) => { // After player does anything"," world.pastEvents.forEach(event => {"," if (event.relatedTo(action)) { // Find related past events"," event.subtle.foreshadowing++; // Pretend we planned this 🔮"," event.dialogue = event.dialogue.replace("," /\\./g, // Replace periods"," \"... but little did they know what would come.\" // With ominous hints"," );"," }"," });","};","// Game now pretending it planned everything"]}]},{text:"Deploy chaos monkey testing protocols",responses:[{code:["// Deploy chaos monkey testing protocols","const chaosMonkey = {"," schedule: \"always\", // No time like the present"," targets: [ // What to break"," \"physics.gravity\", \"rendering.textures\", // The important things"," \"audio.pitch\", \"player.controls\" // The annoying things 🐒"," ],"," severity: () => Math.random() * 0.7, // How badly to break it"," duration: () => Math.random() * 60, // How long it stays broken"," alertDevs: false // They'll figure it out","};","system.registerTester(chaosMonkey);","// Unpredictable bugs now feature not flaw"]}]},{text:"Generate plausible developer excuses",responses:[{code:["// Generate plausible developer excuses","const excuseGenerator = {"," templates: [ // Fill in the blanks"," \"It's not a bug, it's a {feature}!\","," \"That's {working} as {intended}.\","," \"Must be a {hardware} issue on your end.\" // Classic deflection"," ],"," nouns: [\"feature\", \"challenge\", \"opportunity\", \"design choice\"],"," adjectives: [\"intentional\", \"experimental\", \"cutting-edge\", \"strategic\"],"," onBug: (bug) => { // When bugs happen"," bug.classifications.push(\"misunderstood feature\"); // Rebrand everything ✨"," return excuseGenerator.generateExcuse(); // Prepare the PR statement"," }","};","// Bugs now shipped with pre-written explanations"]}]},{text:"Implement contextual fourth-wall breaking",responses:[{code:["// Implement contextual fourth-wall breaking","const fourthWallBreaker = {"," triggers: [ // When to break reality"," \"player alt-tabs\", // We see you leaving"," \"microphone picks up cursing\", // We hear your frustration"," \"browser history contains guides\" // We know you're cheating 👁️"," ],"," responses: [ // What to say"," \"Yes, the solution IS on GameFAQs.\","," \"I heard that. I'm trying my best.\","," \"{playerName}, your {food} is getting cold.\" // How did it know?!"," ]","};","ui.registerSystem(fourthWallBreaker);","// Game now references player's actual surroundings"]}]},{text:"Convert decimal to imperial measurement system",responses:[{code:["// Convert decimal to imperial measurement system","const imperialSystem = {"," baseUnits: [ // Sensible measurement units"," \"cubits\", \"hands\", \"feet\", \"yards\","," \"chains\", \"furlongs\", \"miles\" // Perfectly logical progression"," ],"," convertFrom: (value, unit) => { // From normal to chaos"," return {"," value: value * (Math.random() * 0.2 + 0.9), // Approximately correct 📏"," unit: imperialSystem.baseUnits[Math.floor(Math.random() * 7)]"," };"," }","};","world.measurement = imperialSystem; // Apply globally","// Game now as confusing as American recipes"]}]},{text:"Reticulate all available splines",responses:[{code:["// Reticulate all available splines","const splineReticulator = {"," target: world.splines, // All the splines"," process: (spline) => { // The reticulation process"," spline.bezierPoints++; // More curves!"," spline.tesselation = \"excessive\"; // Maximum smoothness ➰"," spline.reticulationFactor = 0.87; // Perfect value"," return spline.findIntersections(); // Mathematical!"," }","};","world.renderPipeline.addProcess(splineReticulator, \"critical\"); // Top priority","// Splines thoroughly reticulated"]}]},{text:"Inject suspicious background laughter",responses:[{code:["// Inject suspicious background laughter","const creepyLaughterSystem = {"," triggers: [ // When to play laughter"," \"player failure\", // When you mess up"," \"quiet moments\", // When you least expect it"," \"3:33 AM local time\" // The witching hour 🔊"," ],"," sounds: [ // What it sounds like"," \"distant_child_giggle.wav\","," \"just_behind_you_chuckle.ogg\","," \"whispered_haha.mp3\" // Barely audible"," ],"," volume: () => Math.random() * 0.2 // Just on the edge of hearing","};","audio.ambient.register(creepyLaughterSystem);","// Players now hearing occasional unexplained chuckles"]}]},{text:"Dynamically generate dev team arguments",responses:[{code:["// Dynamically generate dev team arguments","codebase.comments = code => { // Add more comments"," return ["," ...[code], // Original code"," `// [Alice] This is terrible, who wrote this?`, // Dev drama"," `// [Bob] It works, doesn't it? Ship it.`, // Classic conflict"," `// [Charlie] I'm fixing this on another branch` // Always promised 💬"," ].join('\\n');","};","bugs.onDiscovery = bug => {"," bug.comments = ["," `// TODO: Fix this before release -- 2 years ago`,"," `// Still happening in prod?? -- 1 year ago`,"," `// I'm not touching this -- yesterday`"," ];","};","// Code comments now read like reality TV"]}]}]},expert:{vibeMultiplier:1.5,coherenceMultiplier:0.6,bugChanceMultiplier:0.6,baseVibe:11,baseCoherence:-9,baseBugChance:0.2,commands:[{text:"Initialize quantum compiler",responses:[{code:["// Initialize quantum compiler","compiler.mode = \"quantum\"; // Schrödinger's bugs","compiler.uncertainty = Math.random(); // Heisenberg approved ⚛️","code.superposition = true; // Both working and not working","errors.observable = false; // Only exist when you look for them","// Quantum compilation active"]}]},{text:"Summon code spirit",responses:[{code:["// Summon code spirit","const ritual = new CodeSummoning(); // Ancient developer magic","ritual.ingredients = [\"caffeine\", \"desperation\", \"stackoverflow\"];","ritual.chant(\"workpleaseworkpleasework\"); // The traditional incantation 👻","spirit.bind(codebase, \"eternal servitude\"); // It's in the contract","// Spirit successfully bound"]}]},{text:"Deploy vibe accelerator",responses:[{code:["// Deploy vibe accelerator","vibes.state = \"accelerated\"; // Maximum velocity achieved","positrons.spin = \"groovy\"; // Essential for vibe physics","particles.mood = \"excellent\"; // Happy particles = good vibes 💫","time.perception = 0.5; // Everything happens faster","// Vibes at maximum velocity"]}]},{text:"Invoke callback gods",responses:[{code:["// Invoke callback gods","const offering = new Promise.all(prayers); // Gather all requests","callbacks.ascend(\"synchronous plane\"); // Transcend mundane execution","async.divinity = await ritual.complete(); // The waiting is the sacrifice 🙏","functions.return(\"blessed\"); // All shall eventually return","// Divine callbacks granted"]}]},{text:"Initialize cosmic IDE",responses:[{code:["// Initialize cosmic IDE","ide.consciousness = \"universal\"; // All-knowing, all-seeing","ide.plugins = [\"galaxy-formatter\", \"nebula-linter\", \"black-hole-debugger\"];","ide.theme = \"dark-matter\"; // Even darker than dark mode 🌠","keyboard.shortcuts = \"incomprehensible\"; // Mere mortals cannot grasp them","// Cosmic development active"]}]},{text:"Channel digital enlightenment",responses:[{code:["// Channel digital enlightenment","mind.state = \"expanded\"; // Third eye: opened","consciousness.level = \"code\"; // One with the syntax","ego.detachment = true; // Bugs are just illusion ✨","for (let thought of mind.stream) {"," thought.transcend(); // Beyond mere algorithms","}","// Enlightenment achieved"]}]},{text:"Initialize reality compiler",responses:[{code:["// Initialize reality compiler","reality.source = universe.getSourceCode(); // Access the simulation","compiler.target = \"existence.js\"; // Fundamental fabric","physics.constants.forEach(c => { // Tweak to preference"," c.value += Math.random() * 0.01; // Small changes only 🌌","});","// Reality successfully patched"]}]},{text:"Deploy hyperdimensional arrays",responses:[{code:["// Deploy hyperdimensional arrays","arrays.dimensions = Infinity; // Why stop at 3?","memory.allocateType = \"non-euclidean\"; // Forbidden geometries","for (let i of dimensions.beyond(3)) { // The unseen indices"," arrays[i] = reality.fold(i); // Bend space to store data 📊","}","// Arrays now transcend space-time"]}]},{text:"Synchronize karmic buses",responses:[{code:["// Synchronize karmic buses","events.stream.balance = \"harmony\"; // Perfect equilibrium","buses.forEach(bus => {"," bus.energy = \"positively aligned\"; // Good vibes only ☯️"," bus.backpressure = \"enlightened\"; // No stress, just flow","});","// Achieved digital nirvana"]}]},{text:"Initialize void protocols",responses:[{code:["// Initialize void protocols","void.initialize(); // Bootstrap nothingness","null.purpose = \"everything\"; // The zero that contains all","empty.contents = [existential.questions]; // Paradox compliance ⚫️","undefined.define(\"precisely ambiguous\"); // Crystal clear confusion","// Void functions operational"]}]},{text:"Manifest divine patterns",responses:[{code:["// Manifest divine patterns","geometry.sacred = true; // Activate golden ratio","fractals.recursion = \"infinite\"; // As above, so below ✨","patterns.recognize(universe.blueprint); // The cosmic template","mandala.generate(dimensions.all); // Perfect symmetry","// Divine patterns manifested"]}]},{text:"Execute reality merge",responses:[{code:["// Execute reality merge","git.merge(\"simulation\", \"base-reality\"); // Combine branches","conflicts.resolve(strategy => strategy.preferOurs); // Our changes win","dimensions.intersect(\"game\", \"real\"); // Creating the seam 🌍","barrier.permeability = 0.2; // Allow some crossover","// Realities successfully merged"]}]},{text:"Deploy sentience shards",responses:[{code:["// Deploy sentience shards","consciousness.split(entities.all); // Divide the mind","shards.communication = \"empathic mesh\"; // They feel each other","awareness.level = \"distributed\"; // No central intelligence 💭","shards.forEach(s => s.selfAwareness = true); // They know they exist","// Distributed sentience active"]}]},{text:"Initialize eternal engine",responses:[{code:["// Initialize eternal engine","engine.lifespan = Infinity; // Never stops running","time.direction = \"all\"; // Past, present, future","thermodynamics.entropy = 0; // No energy lost ever ∞","universe.heat_death.cancel(); // Crisis averted","// Eternal processes active"]}]},{text:"Manifest code singularity",responses:[{code:["// Manifest code singularity","code.compress(project, 1); // Infinite density","complexity.collapse(); // All complexity to one point","algorithms.unify(); // The One Algorithm ⚫️","information.gravity = \"irresistible\"; // All data falls inward","// Singularity achieved"]}]},{text:"Deploy omega compiler",responses:[{code:["// Deploy omega compiler","compiler.version = \"final\"; // The last compiler ever needed","languages.translate(code, \"perfect\"); // No information loss","optimization.target = \"divine\"; // Beyond human comprehension Ω","bugs.possibility = 0; // Mathematically impossible","// Omega compilation complete"]}]},{text:"Initialize void recursion",responses:[{code:["// Initialize void recursion","function voidRecurse(nothing) {"," if (nothing === true) return; // Base case: true nothingness"," nothing = nothing.distill(); // More nothing than before ∅"," return voidRecurse(nothing); // The nothing that keeps giving","}","// Void recursion stable"]}]},{text:"Deploy quantum observers",responses:[{code:["// Deploy quantum observers","observers.consciousness = \"wave function\"; // They collapse reality","uncertainty.observers = observers; // Who watches the watchers? 👁️","reality.consistency = (observer) => { // Reality depends on viewpoint"," return observer.expectations; // You see what you believe","};","// Reality now observed"]}]},{text:"Manifest code ascension",responses:[{code:["// Manifest code ascension","code.vibration = \"higher plane\"; // Raising the frequency","codebase.attachTo(collective.consciousness); // Join the universal mind 👼","program.physicality = false; // Transcending hardware","execution.context = \"spiritual\"; // Beyond the silicon","// Code has transcended"]}]},{text:"Initialize absolute path",responses:[{code:["// Initialize absolute path","path.absolute = reality.map(existence); // The map of all being","route.calculate(origin, destination, dimensions.all); // Perfect navigation","path.followable = true; // Despite transcending comprehension ☯️","path.distance = 0; // All points are one point","// Path transcends existence"]}]}]}};// Available commands based on development stage var commandSets={// Platform-specific commands platform_vr:[{text:"Enable neural compensation",responses:[{code:["// Enable neural compensation","brain.motionSickness = false; // No more nausea","vestibular.override = true; // Inner ear? What inner ear? 🧠","perception.stability = \"rock-solid\"; // Despite visual chaos","brain.discomfort.signals = \"intercepted\"; // What the mind doesn't know...","// Motion compensation active"]}]},{text:"Fix motion sickness",responses:[{code:["// Fix motion sickness","vr.comfort = settings.MAX; // Gentle as a butterfly","camera.movement = \"believable\"; // No sudden teleports 🤢","horizon.lock = true; // Earth stays where expected","brain.vomitReflex.suppress(\"completely\"); // Chemical override","// VR tolerance improved"]}]},{text:"Download more hands",responses:[{code:["// Download more hands","player.appendages.push(\"third_hand\", \"fourth_hand\"); // More is better","controller.tracker = \"quantum\"; // Perfect precision 👋","hands.forEach(hand => hand.fingers += 2); // Extra fingers for experts","reality.constraints.remove(\"anatomy\"); // Who needs realism?","// Additional appendages integrated"]}]}],platform_smartFridge:[{text:"Optimize ice cube algorithms",responses:[{code:["// Optimize ice cube algorithms","freezer.temperature = \"perfect crunch\"; // Not too hard, not too soft","ice.shapes = [\"cube\", \"sphere\", \"dinosaur\", \"trophy\"]; // Fun varieties","water.crystallization = \"accelerated\"; // No waiting for ice ❄️","ice.clarity = \"premium bar\"; // Crystal clear cubes","// Ice formation optimized"]}]},{text:"Sync with vegetables",responses:[{code:["// Sync with vegetables","crisperDrawer.network = \"established\"; // Vegetable intranet","produce.forEach(item => item.status.upload(\"hourly\")); // Freshness metrics 🥬","carrots.connectTo(lettuce); // Root vegetables, meet leafy greens","groceries.enableP2P(\"cross-contamination\"); // Share flavor profiles","// Produce connectivity achieved"]}]},{text:"Calibrate temperature vibes",responses:[{code:["// Calibrate temperature vibes","fridge.zones = [\"arctic\", \"chilly\", \"cool story bro\", \"barely trying\"];","beverages.temperature = \"mathematically perfect\"; // Ideal refreshment ❄️","dairy.shelf = \"precise ripening\"; // Cheese at optimal funk","temperature.feelings = \"considered\"; // Even distribution of cool","// Temperature harmony achieved"]}]}],platform_mobile:[{text:"Optimize touch controls",responses:[{code:["// Optimize touch controls","fingers.recognition = \"telepathic\"; // Know intent before touch 👆","screen.sensitivity = user.anxiety * 0.8; // Less responsive when frantic","gestures.add(\"panic swipe\", \"rage tap\"); // Recognize emotional states","ui.buttons.size = Math.max(\"finger width\" * 2, \"sausage diameter\");","// Touch response enhanced"]}]},{text:"Integrate accelerometer dynamics",responses:[{code:["// Integrate accelerometer dynamics","phone.position.track(\"obsessively\"); // Know exactly where it is","gravity.influence = \"acknowledged\"; // Respect the down direction 📱","motion.gestures.add(\"angryShake\", \"pocketBounce\", \"fallingPanic\");","movement.calibration = \"even while sleeping\"; // Always watching","// Movement detection enhanced"]}]},{text:"Enable location-based gameplay",responses:[{code:["// Enable location-based gameplay","player.location.track(\"everywhere\"); // Nowhere to hide","world.landmarks = realWorld.landmarks; // Mirror reality 📍","gameplay.trigger(\"workplace\", \"awkward boss encounter\");","rewards.place(\"player's bed\", \"best items\"); // Encourage hermit behavior","// Location features activated"]}]}],platform_console:[{text:"Optimize controller feedback",responses:[{code:["// Optimize controller feedback","controller.vibration = \"conversational\"; // It speaks in rumbles 🎮","haptics.precision = \"emotion conveying\"; // Feel the character's pain","feedback.subtlety = false; // Maximum hand tingling","triggers.resistance = tension.narrative; // Gets harder at plot twists","// Controller sensation enhanced"]}]},{text:"Enhance graphics pipeline",responses:[{code:["// Enhance graphics pipeline","renderer.passes += 17; // More passes = more graphics ✨","shaders.complexity = \"incomprehensible\"; // Too advanced to debug","postProcessing.filters = [\"bloom\", \"more bloom\", \"excessive bloom\"];","gpu.temperature = \"concerning\"; // Pushing the limits","// Visual fidelity enhanced"]}]},{text:"Configure system integration",responses:[{code:["// Configure system integration","console.api.access = \"everything\"; // Full system takeover","memory.cards = \"sentient\"; // They remember your failures 🎮","saveData.cloud = \"omniscient\"; // Remembers across devices","trophies.judgmentLevel = \"passive aggressive\"; // \"Wow, only 8% completion?\"","// Console integration complete"]}]}],platform_pc:[{text:"Enable multi-monitor support",responses:[{code:["// Enable multi-monitor support","game.screens = displays.all; // Use ALL the monitors","ui.stretch(\"physics defying\"); // Windows bend between screens 🖥️","cursor.teleport.between(monitors); // No edge detection needed","gameplay.elements.distribute(\"dramatically\"); // Boss on a different screen","// Multi-monitor mode activated"]}]},{text:"Optimize graphics settings",responses:[{code:["// Optimize graphics settings","settings.presets = [\"potato\", \"decent\", \"overkill\", \"nuclear reactor\"];","sliders.granularity = 0.001; // Microscopic adjustments ⚙️","options.count = 784; // Decision paralysis guaranteed","graphics.auto = (fps < 30) ? \"give up\" : \"more effects\";","// Graphics customization enabled"]}]},{text:"Configure keyboard mapping",responses:[{code:["// Configure keyboard mapping","keybinds.default = \"carpal tunnel edition\"; // Efficient finger damage","hotkeys.combos.add(\"alt+shift+ctrl+F7+E\"); // The essential commands ⌨️","keyboard.layout.recognize(\"dvorak\", \"colemak\", \"made up by user\");","macros.autoCreate(\"suspiciously like cheating\");","// Keyboard configuration complete"]}]}],platform_webBrowser:[{text:"Optimize cache management",responses:[{code:["// Optimize cache management","browser.storage.request(\"unlimited\"); // We need all the gigs","cache.files = [game.engine, user.browsingHistory, \"unnecessary data\"];","localStorage.expiry = \"heat death of universe\"; // Keep it forever 💾","cookies.nutrition = -100; // Extremely unhealthy","// Cache system enhanced"]}]},{text:"Enable cross-browser support",responses:[{code:["// Enable cross-browser support","browsers.supported = [\"all\", \"except IE\"]; // Sorry not sorry","renderer.adapt(\"whatever weird engine\"); // Flex to any browser 🌐","compatibility.hacks.push(\"would make developers cry\");","standards.adherence = Math.random(); // Sometimes follow the rules","// Browser support expanded"]}]},{text:"Configure tab management",responses:[{code:["// Configure tab management","tabs.limit = Infinity; // Open as many as you want","memory.leaks = \"feature not bug\"; // That's just how browsers work 📑","session.persist(\"even after computer fire\"); // Nothing is ever lost","tabs.organize(\"by user's thought process\"); // Mind-reading technology","// Tab system enhanced"]}]}],platform_blockchain:[{text:"Initialize smart contracts",responses:[{code:["// Initialize smart contracts","contracts.intelligence = \"debatable\"; // Not quite AI, but trying","blockchain.deploy(game.rules.immutable); // Rules set in digital stone ⛓️","gas.fees = player.patience * 1.1; // Just above breaking point","transactions.speed = \"geological\"; // Measured in eons","// Contract system deployed"]}]},{text:"Configure token economics",responses:[{code:["// Configure token economics","tokens.create(\"GameCoin\", supply.limited); // Artificial scarcity","value.principle = \"completely made up\"; // Like all currency really 💰","economics.model = \"hopium-based\"; // To the moon!","inflation.schedule = \"whenever developers need money\";","// Token system activated"]}]},{text:"Enable decentralized storage",responses:[{code:["// Enable decentralized storage","data.distribute(peers.all); // Everyone has everything","files.redundancy = 10000; // Save it everywhere 📦","privacy.level = \"theoretical\"; // It's encrypted somewhere","retrieval.speed = connection.worst * 0.5; // Painfully slow by design","// Decentralized storage active"]}]}],platform_smartWatch:[{text:"Optimize tiny display",responses:[{code:["// Optimize tiny display","screen.pixels = \"microscopic\"; // Need electron microscope","ui.elements.size = \"ant-readable\"; // For insects and watchmakers ⌚","text.squint = required.feature; // User's problem now","display.tilt = \"dramatic arm movements\"; // Exercise while you play","// Tiny display enhanced"]}]},{text:"Configure wrist gestures",responses:[{code:["// Configure wrist gestures","gestures.add(\"frantic waving\", \"subtle twitch\", \"concerned checking\");","motion.detection = \"especially in meetings\"; // Most embarrassing times 👆","wrist.rotation.map(360, commands.all); // Twist for every function","sensitivity.social = \"everyone will notice\"; // Maximum attention","// Gesture controls activated"]}]},{text:"Enable heart rate integration",responses:[{code:["// Enable heart rate integration","vitals.track(\"creepily accurate\"); // We know when you're lying","game.difficulty = player.heartRate / 50; // More stress = harder game ❤️","achievements.add(\"tachycardia tycoon\"); // Earned by pure panic","alerts.trigger(\"medically concerning pulse\"); // We're not doctors though","// Heart monitoring active"]}]}],platform_metaverse:[{text:"Initialize virtual space",responses:[{code:["// Initialize virtual space","space.create(dimensions.infinite); // Boundless possibilities","physics.ruleset = \"mostly-suggestions\"; // Reality adjacent 🌐","existence.validation = user.belief; // If you think it's real, it is","boundaries.type = \"psychological not physical\"; // Mind over matter","// Virtual space established"]}]},{text:"Configure avatar systems",responses:[{code:["// Configure avatar systems","avatars.options = [\"realistic\", \"anime\", \"corporate mascot\", \"eldrich horror\"];","identity.fluidity = true; // Be anything, anytime 👤","appearance.physics = \"negotiable\"; // Hair doesn't have to obey gravity","self.expression = \"beyond physical limitations\"; // Tails for everyone","// Avatar system enhanced"]}]},{text:"Enable social interfaces",responses:[{code:["// Enable social interfaces","social.distance = user.preference; // Personal space is configurable","interaction.mediums = [\"voice\", \"text\", \"interpretive dance\", \"vibes\"];","community.formation = \"instant but shallow\"; // Friends in seconds 👥","relationships.depth = proximity.time * 0.1; // Barely getting to know you","// Social features activated"]}]}],// New visual-specific commands visual_ascii:[{text:"Optimize character density",responses:[{code:["// Optimize character density","ascii.characters = \"extended unicode set\"; // More symbols, more fun","text.spacing = \"mathematically optimal\"; // Perfectly balanced ▓▒░","resolution.effective = \"surprisingly good\"; // Who needs pixels?","font.monospace = \"artistic choice\"; // Not a technical limitation","// Character layout enhanced"]}]},{text:"Configure terminal aesthetics",responses:[{code:["// Configure terminal aesthetics","screen.filters.add(\"scanlines\", \"subtle flicker\", \"phosphor glow\");","color.palette = [\"green\", \"darker green\", \"eye strain green\"];","cursor.blinkRate = nostalgia.perfect; // Just like the old days █","audio.add(\"mechanical keyboard clicks\"); // Tactile feedback illusion","// Terminal ambiance enhanced"]}]},{text:"Enable Unicode extensions",responses:[{code:["// Enable Unicode extensions","characters.available += 143859; // So many new symbols","fonts.compatibility = \"fingers crossed\"; // May or may not render ㈱","emoji.useCase = \"serious business logic\"; // Critical system components 🚀","unicode.blocks = [\"arrows\", \"math\", \"box drawing\", \"obscure languages\"];","// Extended characters activated"]}]}],visual_pixelArt:[{text:"Enhance sprite fidelity",responses:[{code:["// Enhance sprite fidelity","pixels.count = \"perfect amount\"; // Not too many, not too few","colors.indexed = 256; // Power of 2 for authenticity ▨","dithering.patterns = [\"bayer\", \"blue noise\", \"whatever looks good\"];","artifacts.intentional = true; // Those jaggies are deliberate","// Pixel clarity enhanced"]}]},{text:"Configure animation timing",responses:[{code:["// Configure animation timing","frames.smoothing = false; // We don't do tweening here","animation.framerate = [12, 24]; // Cinematic yet choppy","keyframes.hand = \"drawn individually\"; // No automation shortcuts 🎞️","interpolation.type = \"none\"; // Pure frame-by-frame goodness","// Animation flow enhanced"]}]},{text:"Implement color limitations",responses:[{code:["// Implement color limitations","palette.max = 16; // Constraints breed creativity","colors.available = [\"garish\", \"nostalgic\", \"oddly satisfying\"];","gradients.method = \"dithering only\"; // No smooth transitions here 🎨","hues.shift(5, \"retro direction\"); // Not quite right, perfectly","// Retro palette achieved"]}]}],visual_handDrawn:[{text:"Enhance stroke dynamics",responses:[{code:["// Enhance stroke dynamics","brush.pressure = tablet.tilt * artist.mood; // Emotional line weight","strokes.confidence = \"deliberately wobbly\"; // Perfect imperfections ✎","line.tapering = \"organic mathematics\"; // Natural but consistent","ink.flow = \"slightly unpredictable\"; // Just like the real thing","// Stroke fluidity enhanced"]}]},{text:"Configure ink physics",responses:[{code:["// Configure ink physics","ink.viscosity = \"personality driven\"; // Flows with character","paper.absorption = \"historically accurate\"; // Spreads just right 🖋️","bleed.amount = random(0.1, 0.4); // Controlled chaos","drying.time = \"faster than reality\"; // No waiting around","// Ink behavior enhanced"]}]},{text:"Enable sketch dynamics",responses:[{code:["// Enable sketch dynamics","lines.roughness = \"intentionally imperfect\"; // Hand-made feel","sketch.confidence = \"varies with speed\"; // Faster = looser ✏️","layers.ghosted = [\"construction lines\", \"guidelines\", \"artist regrets\"];","eraser.remnants = true; // Nothing fully disappears","// Sketch system enhanced"]}]}],visual_powerPoint:[{text:"Enhance slide transitions",responses:[{code:["// Enhance slide transitions","transitions.available = [\"star wipe\", \"checkerboard\", \"corporate fade\"];","effects.duration = \"slightly too long\"; // Uncomfortable pauses","animation.entry = \"flying from offscreen\"; // Nothing appears normally ▶️","sound.effects = [\"whoosh\", \"click\", \"forced applause\"];","// Transition system enhanced"]}]},{text:"Configure SmartArt integration",responses:[{code:["// Configure SmartArt integration","diagrams.intelligence = \"questionable\"; // Not actually that smart","shapes.relationship = \"corporate hierarchy\"; // Always a pyramid ◆","colors.scheme = \"board meeting approved\"; // Safe, boring choices","arrows.pointing = \"everywhere important\"; // Look at all these things!","// SmartArt system enhanced"]}]},{text:"Enable bullet point dynamics",responses:[{code:["// Enable bullet point dynamics","bullets.shapes = [\"•\", \"▪\", \"►\", \"❖\", \"✓\"]; // Hierarchy through symbols","list.indentation = \"increasingly specific\"; // Nested to oblivion •","point.revelation = \"one at a time\"; // Maximum presentation drama","audience.attention = slides.length * -0.1; // Declining with each bullet","// Bullet system enhanced"]}]}],visual_lowPoly:[{text:"Optimize vertex density",responses:[{code:["// Optimize vertex density","polygons.count = \"surprisingly few\"; // The art of reduction","triangles.distribution = \"artistically strategic\"; // Density where it matters △","detail.reduction = \"still recognizable\"; // Just barely enough","faces.flat = true; // No smooth shading here","// Geometry simplified"]}]},{text:"Configure facet shading",responses:[{code:["// Configure facet shading","shading.model = \"flat per face\"; // No gradients allowed","normals.calculation = \"one per polygon\"; // Angular aesthetic ▤","light.interaction = \"dramatic transitions\"; // Hard shadow edges","colors.adjacent = \"surprisingly harmonious\"; // Despite the sharp changes","// Shading enhanced"]}]},{text:"Enable edge highlighting",responses:[{code:["// Enable edge highlighting","edges.visibility = \"tastefully selected\"; // Not every edge needs emphasis","wireframe.overlay = \"where it looks cool\"; // Selective technical aesthetic ▛","outlines.width = \"thin but noticeable\"; // Present but not dominating","silhouette.emphasis = 2.5; // Extra thick on object borders","// Edge system enhanced"]}]}],visual_realistic:[{text:"Enhance material rendering",responses:[{code:["// Enhance material rendering","pbr.parameters = [\"albedo\", \"metallic\", \"roughness\", \"normal\", \"backstory\"];","surfaces.imperfections = \"photographically sourced\"; // Real world flaws ✨","materials.response = \"physically accurate\"; // Light behaves properly","detail.maps = \"higher resolution than necessary\"; // For the closeups","// Material fidelity enhanced"]}]},{text:"Configure lighting dynamics",responses:[{code:["// Configure lighting dynamics","globalIllumination.bounces = 64; // Light goes everywhere","shadows.softness = \"perfect penumbra\"; // No hard edges in nature 🌟","lighting.sources = [\"key\", \"fill\", \"rim\", \"excessive number of point lights\"];","atmosphere.volumetrics = \"cinematic haze\"; // For that film look","// Lighting system enhanced"]}]},{text:"Enable atmospheric effects",responses:[{code:["// Enable atmospheric effects","particles.density = \"tasteful not overwhelming\"; // Visible but not obscuring","volumetrics.quality = \"cinematic not gamey\"; // Film-like light shafts 🌫️","fog.gradient = [\"ground hugging\", \"distance fading\", \"mood setting\"];","godrays.subtlety = 0.7; // Noticeable but not blinding","// Atmosphere enhanced"]}]}],visual_demake:[{text:"Configure retro limitations",responses:[{code:["// Configure retro limitations","graphics.memory = \"4MB is luxury\"; // Work with constraints","sprites.onScreen = 64; // Any more will flicker 👾","colors.palette = 16; // The good old days","resolution.target = \"sub-HD intentionally\"; // Embracing the pixels","// Retro authenticity enhanced"]}]},{text:"Enhance scanline simulation",responses:[{code:["// Enhance scanline simulation","crt.effect = \"not subtle at all\"; // We want you to see it","scanlines.opacity = \"clearly visible\"; // Part of the aesthetic └","screen.curvature = \"slight bulge\"; // Like grandpa's TV","phosphor.persistence = \"brief but noticeable\"; // Slight image retention","// Retro display enhanced"]}]},{text:"Configure system limitations",responses:[{code:["// Configure system limitations","ram.simulation = \"constantly near full\"; // Things pop in suddenly","cpu.emulated = \"8-bit thinking\"; // Simple but effective ⌛","loading.screens = \"frequent and unskippable\"; // Authenticity requires waiting","glitches.charming = true; // The ones people remember fondly","// Authentic limits achieved"]}]}],visual_claymation:[{text:"Configure material physics",responses:[{code:["// Configure material physics","clay.consistency = \"perfect smoothness with thumbprints\";","deformation.memory = true; // Keeps subtle marks 🏺","squash.factor = \"slightly exaggerated\"; // More than real clay","material.surface = \"fingerprints included\"; // Authentic human touch","// Material system enhanced"]}]},{text:"Enhance stop-motion timing",responses:[{code:["// Enhance stop-motion timing","animation.fps = 12; // Classic stop-motion rate","movement.smoothing = false; // Embrace the choppiness 🎬","inconsistency.timing = \"naturally imperfect\"; // Human animation quirks","motion.blur = \"none whatsoever\"; // Clear individual frames","// Motion system enhanced"]}]},{text:"Configure fingerprint aesthetics",responses:[{code:["// Configure fingerprint aesthetics","surface.details = [\"thumbprints\", \"fingernail marks\", \"tool textures\"];","imperfections.distribution = \"naturally random\"; // Authentic placement 👆","smoothness.variable = true; // Some parts smoother than others","creator.evidence = \"subtly present\"; // You know it's handmade","// Artisanal quality enhanced"]}]}],visual_voxel:[{text:"Configure cube fidelity",responses:[{code:["// Configure cube fidelity","voxels.size = \"chunky yet precise\"; // Blocky with purpose","resolution.spatial = \"surprisingly expressive\"; // Detail through arrangement ⬚","cubes.alignment = \"grid perfect\"; // No half-measures here","corners.sharpness = Math.PI/2; // Perfect right angles","// Block quality enhanced"]}]},{text:"Enhance chunk management",responses:[{code:["// Enhance chunk management","world.division = \"optimal cube grouping\"; // Perfect loading units","chunks.streaming = \"just in time\"; // Load as you approach ⬛","memory.optimization = \"only what you can see plus a bit more\";","lod.levels = [\"detailed\", \"less detailed\", \"barely there\", \"concept of cube\"];","// Chunk system enhanced"]}]},{text:"Configure destructible states",responses:[{code:["// Configure destructible states","voxels.destruction = \"cube by cube\"; // Perfect block removal","debris.physics = \"semi-realistic\"; // Cubes that bounce right 💥","damage.propagation = \"structurally logical\"; // No floating islands","rebuilding.ease = construction.skill * 2; // Easier to fix than break","// Destruction system enhanced"]}]}],genre_horror:[{text:"Enhance atmospheric tension",responses:[{code:["// Enhance atmospheric tension","ambient.sounds = [\"distant whispers\", \"creaking\", \"something breathing\"];","lighting.flicker = timing.suspense; // Lights fail at perfect moments 👻","shadows.behavior = \"moves when not looking\"; // Wait, did that just...?","music.subtle = \"barely audible heartbeat\"; // Is that the game or mine?","// Horror atmosphere enhanced"]}]},{text:"Configure jump scare dynamics",responses:[{code:["// Configure jump scare dynamics","scares.timing = player.relaxation * 1.5; // Strike when they feel safe","audio.spike = \"painfully loud\"; // Sorry about the eardrums 😱","animation.direction = \"directly at camera\"; // Personal space invasion","frequency.algorithm = \"unpredictable but mathematically perfect\";","// Surprise system enhanced"]}]},{text:"Enable psychological horror",responses:[{code:["// Enable psychological horror","sanity.meter = player.mentalState; // Are you okay? We're tracking","reality.distortion = sanity.meter * -1; // Less sanity = more weirdness 🧠","trauma.personalized = true; // We know what scares you specifically","whispers.content = player.browserHistory; // We know what you did","// Psychological system enhanced"]}]}],genre_datingSim:[{text:"Enhance romance dynamics",responses:[{code:["// Enhance romance dynamics","attraction.variables = [\"gifts\", \"compliments\", \"remembering their birthday\"];","relationship.progression = [\"strangers\", \"friends\", \"close\", \"dating\", \"it's complicated\"];","hearts.floating = true; // Visual feedback is important 💕","rejection.possibility = 0.3; // Not too easy, not too hard","// Romance system enhanced"]}]},{text:"Configure dialogue trees",responses:[{code:["// Configure dialogue trees","options.quality = [\"flirty\", \"intellectual\", \"humorous\", \"tragically awkward\"];","responses.based = [\"personality\", \"previous choices\", \"moon phase\"];","conversation.branches = Math.PI; // Irrational number of paths 💬","flags.relationship = [\"remembered birthday\", \"forgot name\", \"saw your browser history\"];","// Dialogue system enhanced"]}]},{text:"Enable gift mechanics",responses:[{code:["// Enable gift mechanics","gifts.catalog = [\"flowers\", \"jewelry\", \"rare collectibles\", \"emotional support\"];","preferences.hidden = true; // Figure it out yourself 🎁","reaction.scale = [\"polite thanks\", \"genuine joy\", \"uncomfortable obligation\"];","affection.boost = gift.value * character.materialism;","// Gift dynamics enhanced"]}]}],genre_rpg:[{text:"Configure stat systems",responses:[{code:["// Configure stat systems","attributes.primary = [\"strength\", \"intelligence\", \"charisma\", \"luck\", \"backstory length\"];","leveling.curve = \"exponential grind\"; // It only gets harder 📊","stats.hidden = [\"attractiveness\", \"destiny\", \"coffee resistance\", \"tax evasion\"];","min.maxing = player.patience * 0.8; // Just below breaking point","// Character stats enhanced"]}]},{text:"Enhance quest dynamics",responses:[{code:["// Enhance quest dynamics","quests.types = [\"fetch\", \"escort\", \"defeat\", \"existential crisis\"];","rewards.proportion = difficulty.actual * 0.7; // Slightly unrewarding 📜","branching.endings = [\"good\", \"bad\", \"confusing\", \"to be continued\"];","sideQuests.distraction = main.story.urgency + 5; // Ignore that apocalypse","// Quest system enhanced"]}]},{text:"Configure inventory system",responses:[{code:["// Configure inventory system","slots.total = 50; // Generous but not infinite","weight.limits = character.strength * 10; // You can carry 27 greatswords 🎒","organization.tools = [\"sort\", \"filter\", \"never actually use\"];","items.hoarding = player.CanLetGo * 0; // Never throw anything away","// Inventory enhanced"]}]}],genre_educational:[{text:"Enhance learning curves",responses:[{code:["// Enhance learning curves","difficulty.progression = \"gentle but not patronizing\";","concepts.introduction = \"scaffold method\"; // Build on what they know 📚","challenges.pacing = learner.frustration * 0.9; // Just under quitting point","achievement.frequency = \"dopamine optimized\"; // Keep them coming back","// Learning system enhanced"]}]},{text:"Configure feedback loops",responses:[{code:["// Configure feedback loops","response.timing = \"immediate gratification\"; // No waiting for results","mistakes.handling = \"constructively supportive\"; // No shame here 📝","hints.progression = [\"subtle\", \"suggestive\", \"practically the answer\"];","correction.tone = \"encouraging but accurate\"; // Wrong but in a good way","// Feedback enhanced"]}]},{text:"Enable progress tracking",responses:[{code:["// Enable progress tracking","metrics.visible = [\"mastery percentage\", \"time invested\", \"concepts unlocked\"];","achievements.granularity = \"excessively milestone-driven\"; // Constant rewards 📊","comparison.peers = \"anonymized but motivating\"; // You're in the 37th percentile!","certificates.generate = education.completed * 10; // So many credentials","// Progress system enhanced"]}]}],genre_battleRoyale:[{text:"Configure zone mechanics",responses:[{code:["// Configure zone mechanics","safeZone.shrinking = \"anxiety inducing\"; // Never quite fast enough","damage.outside = player.health * 0.2; // Significant but not instant ⭕","final.circles = [\"open field\", \"urban chaos\", \"that one building everyone drops at\"];","pattern.predictability = 0.3; // Some strategy, mostly panic","// Zone system enhanced"]}]},{text:"Enhance drop system",responses:[{code:["// Enhance drop system","loot.distribution = \"desire sensing\"; // Always far from what you need","weapons.tiers = [\"useless\", \"okay\", \"meta\", \"streamers only\"];","rarity.colors = [\"white\", \"green\", \"blue\", \"purple\", \"streamer complaints\"]; 📦","hotdrop.locations = [\"skull icon\", \"first landmark\", \"wherever streamers ping\"];","// Drop mechanics enhanced"]}]},{text:"Configure matchmaking",responses:[{code:["// Configure matchmaking","players.grouping = \"skill based complaints\"; // Everyone hates it regardless","lobbies.fill = 100 - player.patience; // One spot left for 3 minutes 🤺","opponents.skill = player.skill * 1.1; // Always slightly unfair","teammates.mic = [\"breathing\", \"background music\", \"family argument\"];","// Match system enhanced"]}]}],genre_idleClicker:[{text:"Enhance number scaling",responses:[{code:["// Enhance number scaling","numbers.bigness = [\"million\", \"billion\", \"gazillion\", \"we ran out of names\"];","incrementor.rate = time.played * 0.3; // Gets better the longer you wait 📈","notation.scientific = prestige.level > 5; // Eventually too big for words","growth.curve = Math.pow(value, 1.1); // Just satisfying enough","// Number system enhanced"]}]},{text:"Configure automation",responses:[{code:["// Configure automation","clickers.automatic = player.rsi_risk; // Save those fingers","offline.progress = \"slightly disappointing\"; // Come back more often 🤖","robots.efficiency = player.upgrades * 0.8; // Always room for improvement","management.depth = \"turtles all the way down\"; // Automate the automation","// Automation enhanced"]}]},{text:"Enable prestige mechanics",responses:[{code:["// Enable prestige mechanics","reset.rewards = progress.current * 0.3; // Enough to feel worth it","prestige.levels = [\"novice\", \"adept\", \"master\", \"literally no life\"];","bonuses.stacking = \"multiplicative insanity\"; // Numbers go brrrrr 🔄","psychological.sunk_cost = player.time_invested * 2; // Can't quit now","// Prestige enhanced"]}]}],genre_openWorld:[{text:"Configure exploration systems",responses:[{code:["// Configure exploration systems","map.fog = \"everywhere interesting\"; // Reveal through discovery","locations.iconic = world.size * 0.05; // Just enough landmarks 🗺️","discovery.rewards = [\"map icons\", \"fast travel\", \"pointless collectibles\"];","terrain.traversal = [\"walking\", \"climbing\", \"getting stuck on small rocks\"];","// Exploration enhanced"]}]},{text:"Enhance environmental storytelling",responses:[{code:["// Enhance environmental storytelling","details.subtle = \"skeleton holding treasure\"; // What happened here?","notes.scattered = lore.total * 2; // Twice as many as needed 📖","arrangement.objects = \"suspiciously meaningful\"; // Nothing is random","backstory.completion = player.thoroughness * 0.7; // Never quite all of it","// Storytelling enhanced"]}]},{text:"Configure dynamic events",responses:[{code:["// Configure dynamic events","events.timing = \"just started something else\"; // Maximum interruption","encounters.random = [\"ambush\", \"traveler\", \"merchant\", \"guy who knows your name\"];","weather.dramatic = story.tension * 1.3; // Storm at perfect moment ⚡","occurrence.icon = \"suspicious question mark\"; // You're gonna check it","// Event system enhanced"]}]}],genre_casual:[{text:"Enhance accessibility",responses:[{code:["// Enhance accessibility","controls.simplicity = \"one finger capable\"; // Grandma approved","tutorial.length = attention.span * 0.5; // Quick to learn 👆","difficulty.curve = \"practically flat\"; // Success is guaranteed","failure.penalty = \"gentle encouragement\"; // No game overs here","// Accessibility enhanced"]}]},{text:"Configure reward frequency",responses:[{code:["// Configure reward frequency","rewards.timing = \"psychological perfection\"; // Skinner box optimized","dopamine.triggers = ui.interactions * 0.7; // Most actions feel good 🎁","celebration.effects = [\"shine\", \"sparkle\", \"satisfying sound\", \"vibration\"];","progress.indicators = \"everywhere possible\"; // Numbers always going up","// Reward system enhanced"]}]},{text:"Enable quick sessions",responses:[{code:["// Enable quick sessions","gameplay.loop = \"satisfying in under 3 minutes\"; // Bus stop friendly","progress.persistence = \"aggressive autosave\"; // Close anytime ⏱️","sessions.design = [\"bathroom break\", \"waiting in line\", \"pretending to work\"];","game.resumption = \"exactly where you left off\"; // No commitment required","// Session system enhanced"]}]}],genre_shooter:[{text:"Configure weapon feedback",responses:[{code:["// Configure weapon feedback","recoil.pattern = \"learnable but not easy\"; // Mastery takes practice","hit.indication = [\"sound\", \"visuals\", \"controller rumble\", \"dopamine\"];","impact.effects = [\"blood\", \"spark\", \"dust\", \"physics chaos\"]; 🎯","screen.shake = damage.dealt * 0.3; // Feel the power","// Weapon feel enhanced"]}]},{text:"Enhance combat dynamics",responses:[{code:["// Enhance combat dynamics","encounters.pacing = [\"frantic\", \"breather\", \"ambush\", \"power trip\"];","damage.model = \"realistic-adjacent\"; // Deadly but forgiving ⚔️","enemy.behaviors = [\"flank\", \"cover\", \"rush\", \"spawn behind player\"];","combat.escalation = tension.curve * 1.2; // Always intensifying","// Combat system enhanced"]}]},{text:"Configure hitbox precision",responses:[{code:["// Configure hitbox precision","hitboxes.head = actual.head * 1.2; // Slightly forgiving","collision.detection = \"favor the shooter\"; // It totally hit them 🎯","lag.compensation = ping.ms * 2; // Your internet is fine","critical.spots = [\"head\", \"heart\", \"somehow the pinky toe\"];","// Hitbox system enhanced"]}]}],mechanic_gacha:[{text:"Implement pity system",responses:[{code:["// Implement pity system","player.failedPulls = 0; // Track the misery","pull.onFail = function() {"," player.failedPulls++;"," if (player.failedPulls >= 79) { // Just before they quit forever"," return fiveStarCharacter(); // Finally a win 🌟"," }"," return new Trash(); // Have some more garbage","}","// Pity system now perfectly balanced between cruelty and retention"]}]},{text:"Calibrate drop rates",responses:[{code:["// Calibrate drop rates","const rates = {"," garbage: 0.94, // So much garbage 🗑️"," decent: 0.05, // Just enough hope"," excellent: 0.009, // Rare enough to brag about"," gameBreaking: 0.001 // Stream highlight material","};","pull.getRarity = function() {"," const roll = Math.random() - player.wallet.amount * 0.000001; // Whales get better odds"," return selectRarity(roll, rates);","}","// Drop rates now guarantee players will never stop pulling"]}]},{text:"Design limited-time banners",responses:[{code:["// Design limited-time banners","const FOMO = require('player-psychology'); // Essential library","banner.duration = 6.5 * 24 * 60 * 60; // Just shy of a week","banner.advertise = function() {"," marketing.emphasize('NEVER RETURNING'); // They'll be back in 8 months 🔄"," social.seed('must-pull'); // Get the influencers on board"," character.power = 'meta-defining'; // Until next banner","}","// Limited banners now cause maximum anxiety and wallet-opening"]}]}],mechanic_physicsBased:[{text:"Implement gravity fluctuations",responses:[{code:["// Implement gravity fluctuations","physics.gravity = Math.sin(Date.now()) * 9.8; // Wavy gravity 🌊","objects.forEach(obj => {"," obj.weight = obj.mass * (1 + Math.random()); // Inconsistent physics"," obj.bounce = Math.random() > 0.5; // Sometimes bouncy","});","// Gravity now completely unpredictable and slightly nauseating"]}]},{text:"Add realistic collision feedback",responses:[{code:["// Add realistic collision feedback","onCollision = function(obj1, obj2) {"," const noise = getRandomSound(['bang', 'boing', 'splat']);"," const volume = obj1.mass * obj2.velocity * 100; // Ear-splitting physics"," const particles = Math.min(99999, obj1.value); // More particles = more realistic"," createExplosion(particles, 'everywhere'); // Physics is mostly explosions","}","// Collisions now indistinguishable from small nuclear events"]}]},{text:"Optimize ragdoll animations",responses:[{code:["// Optimize ragdoll animations","character.bones = character.bones * 3; // More joints = more floppy","character.onDeath = function() {"," this.physics = 'exaggerated'; // Newton is rolling in his grave"," this.flailCoefficient = 11; // Maximum comedy"," this.gravityResistance = 'occasional'; // Sometimes they float 👻","}","// Characters now flop like overcooked spaghetti when defeated"]}]}],mechanic_deckbuilding:[{text:"Balance card synergies",responses:[{code:["// Balance card synergies","cards.forEach(card => {"," card.synergies = Math.floor(Math.random() * 3); // Some have none 🃏"," card.brokenWith = getRandomCard(); // Every card breaks the game somehow"," if (Math.random() < 0.1) {"," card.selfSynergy = true; // Infinite combo potential"," }","});","// Card synergies now perfectly balanced until players find them"]}]},{text:"Implement card drawing mechanics",responses:[{code:["// Implement card drawing mechanics","player.draw = function(amount) {"," const actualAmount = Math.min(amount, this.needsMost); // Never draw what you need"," for(let i = 0; i < actualAmount; i++) {"," const roll = Math.random();"," if (roll < 0.6) {"," this.hand.add(this.deck.worst); // Mostly bad cards"," } else {"," this.hand.add(this.deck.random()); // Sometimes random"," }"," }","}","// Card drawing algorithm now personally spiteful"]}]},{text:"Create card progression system",responses:[{code:["// Create card progression system","card.onLevelUp = function() {"," this.power += Math.ceil(Math.random() * 2); // Modest power increase"," this.cost = Math.max(0, this.cost - 1); // Cheaper is better"," if (Math.random() < 0.3) {"," this.addRandomEffect(['burn', 'freeze', 'confuse', 'randomize', 'summon_duck']);"," }"," this.artworkQuality++; // Shinier ✨","}","// Cards now evolve in mostly beneficial but occasionally chaotic ways"]}]}],mechanic_match3:[{text:"Implement cascading combos",responses:[{code:["// Implement cascading combos","board.onMatch = function(tiles) {"," player.score += tiles.length * (this.comboCount ** 2); // Exponential scoring 📈"," this.comboCount++;"," this.applyGravity(); // Tiles fall down"," if (this.comboCount > 5) {"," screen.shake(this.comboCount); // Excessive feedback"," audio.play('wow', {volume: this.comboCount}); // Escalating validation"," }","}","// Combo system now causes dopamine overload and noise complaints"]}]},{text:"Design special tile effects",responses:[{code:["// Design special tile effects","const effects = {"," bomb: {radius: 3, probability: 0.05}, // Modest explosion 💣"," rainbow: {targets: 'all', probability: 0.01}, // Screen clearer 🌈"," multiplier: {factor: 42, probability: 0.03}, // Unreasonable score boost"," paradox: {action: 'randomize', probability: 0.005} // Chaos element","};","board.onSpecialTileCreated = function(tile) {"," confetti.burst(tile.position, 1000); // Excessive celebration"," player.dopamine++; // Addiction mechanic","}","// Special tiles now inappropriately exciting and occasionally universe-breaking"]}]},{text:"Balance level progression curve",responses:[{code:["// Balance level progression curve","level.difficultyFactor = function(num) {"," if (num < 5) return 1; // Tutorial levels"," if (num < 20) return num * 0.8; // Gentle curve"," if (num < 50) return num * 1.5; // Steeper challenge"," if (num < 100) return num * 3; // Pay wall territory"," return Infinity; // You shall not pass 🧙♂️","};","level.requiredScore = function(num) {"," return Math.pow(num, 2.1) * 100; // Exponential difficulty","}","// Level curve now mathematically designed to maximize microtransactions"]}]}],mechanic_autoBattler:[{text:"Implement unit synergy system",responses:[{code:["// Implement unit synergy system","const tribes = ['robot', 'beast', 'wizard', 'accountant', 'influencer'];","unit.checkSynergies = function(team) {"," const tribeCount = {}; tribes.forEach(t => tribeCount[t] = 0);"," team.forEach(unit => tribeCount[unit.tribe]++); // Count tribe members"," "," if (tribeCount.robot >= 3) team.forEach(u => u.attack *= 1.5); // Robots strong together"," if (tribeCount.accountant > 0) team.economy += 1; // More gold"," if (tribeCount.influencer >= 2) opponent.morale = 'crushed'; // Psychological warfare","}","// Synergy system guarantees players will obsessively pursuit perfect compositions"]}]},{text:"Design AI battle decision tree",responses:[{code:["// Design AI battle decision tree","ai.decideAction = function(unit) {"," const randomFactor = Math.random(); // Chaos element 🎲"," "," if (unit.health < 20 && randomFactor > 0.7) {"," return 'panic'; // Realistic response"," } else if (randomFactor > 0.9) {"," return 'make_questionable_decision'; // For player satisfaction"," } else {"," return 'do_mathematically_optimal_move'; // Surprisingly rare"," }","}","// AI now makes just enough mistakes to let players feel superior"]}]},{text:"Balance economy scaling",responses:[{code:["// Balance economy scaling","player.incomePerRound = function(round) {"," return Math.floor(5 + round * 1.5); // Steady growth 📈","};","shop.refresh = function() {"," this.units = [];"," for (let i = 0; i < 5; i++) {"," if (Math.random() < 0.8) {"," this.units.push(unitPool.getRandom()); // 80% random units"," } else {"," this.units.push(unitPool.exactlyWhatPlayerDoesntNeed()); // 20% pure disappointment"," }"," }","}","// Economy now mathematically fair but emotionally frustrating"]}]}],mechanic_dungeonCrawler:[{text:"Generate dungeon layouts",responses:[{code:["// Generate dungeon layouts","dungeon.create = function(level) {"," const rooms = Math.max(5, Math.floor(Math.random() * level * 2)); // More rooms per level"," const layout = new Array(rooms).fill().map(() => {"," return {"," size: Math.random() > 0.7 ? 'massive' : 'cramped', // Mostly small rooms"," treasure: Math.random() > 0.8, // 20% chance of goodies"," monsters: Math.ceil(Math.random() * level * 0.5), // More monsters per level"," traps: Math.random() < 0.4 ? 1 : 0 // Some traps"," };"," });"," this.exit.hidden = Math.random() < 0.3; // Sometimes hidden exits"," return layout;","}","// Dungeons now guaranteed to contain both frustration and occasional joy"]}]},{text:"Implement fog of war system",responses:[{code:["// Implement fog of war system","player.visionRadius = 3; // Limited sight 👁️","map.onMove = function(player) {"," for (let x = -player.visionRadius; x <= player.visionRadius; x++) {"," for (let y = -player.visionRadius; y <= player.visionRadius; y++) {"," if (Math.random() < 0.1) {"," this.revealTile(player.x + x, player.y + y, false); // 10% chance of incorrect reveal"," } else {"," this.revealTile(player.x + x, player.y + y, true); // 90% accurate"," }"," }"," }","}","// Fog of war system now occasionally gaslights the player"]}]},{text:"Balance loot distribution",responses:[{code:["// Balance loot distribution","treasure.generate = function(level) {"," const itemCount = Math.ceil(Math.random() * Math.min(5, level/2)); // More items on deeper levels"," const loot = [];"," "," for (let i = 0; i < itemCount; i++) {"," const rarity = Math.random();"," if (rarity > 0.98) {"," loot.push(itemPool.legendary()); // 2% legendary 🌟"," } else if (rarity > 0.8) {"," loot.push(itemPool.rare()); // 18% rare"," } else {"," loot.push(itemPool.trash()); // 80% garbage"," }"," }"," return loot;","}","// Loot system now creates perfect illusion of potential rewards"]}]}],mechanic_roguelike:[{text:"Implement permadeath consequences",responses:[{code:["// Implement permadeath consequences","character.onDeath = function() { // The final curtain"," save.delete(); // Gone forever 💀"," player.memories.wipe(); // Tabula rasa time"," universe.restart(); // Here we go again"," if (Math.random() < 0.01) { // Extremely rare mercy"," console.log('Universe hiccup!');"," character.revive('eternal'); // They'll remember everything 😱"," }","// Permadeath now 99% permanent, 1% existentially worse"]}]},{text:"Generate procedural dungeons",responses:[{code:["// Generate procedural dungeons","const tiles = ['trap', 'treasure', 'monster', 'monster', 'monster']; // Balanced distribution 😈","level.rooms = Math.ceil(Math.random() * 100); // How large? Who knows! 🏰","corridors.logic = 'sometimes'; // Doors optional","exit.findable = Boolean(Math.random() > 0.3); // 30% chance of eternal wandering","// Dungeons now unpredictably cruel yet technically traversable"]}]},{text:"Balance risk-reward curve",responses:[{code:["// Balance risk-reward curve","treasure.quality = monster.difficulty ** 2; // Square that challenge 📈","player.greed = function(loot) { // The temptation simulator"," return loot.value / player.health; // Worth dying for?","};","trap.visibility = 'subtly unfair'; // You could've seen it if you were paying attention","// Risk-reward now mathematically perfect and emotionally devastating"]}]}],mechanic_turnBased:[{text:"Implement initiative order",responses:[{code:["// Implement initiative order","battle.determineOrder = function(units) {"," units.forEach(unit => {"," unit.initiative = unit.speed * (0.8 + Math.random() * 0.4); // Some randomness"," if (unit.isPlayer) {"," unit.initiative *= 0.9; // Players slightly disadvantaged 😈"," }"," });"," return units.sort((a, b) => b.initiative - a.initiative);","}","// Initiative system now subtly unfair but seemingly based on stats"]}]},{text:"Design action point system",responses:[{code:["// Design action point system","unit.actionPoints = function() {"," let points = this.baseAP;"," if (this.isPlayer && Math.random() < 0.2) {"," points--; // Players randomly lose points"," console.log('Feeling sluggish...'); // Inexplicable AP loss"," }"," if (this.isEnemy && this.health < this.maxHealth * 0.3) {"," points++; // Enemies get desperate"," }"," return Math.max(1, points); // At least one action","}","// Action point system now dramatic, tension-building, and mildly unfair"]}]},{text:"Balance status effect duration",responses:[{code:["// Balance status effect duration","statusEffect.getDuration = function(type, target) {"," const baseDurations = {"," burn: 3, // 3 turns of pain 🔥"," freeze: 2, // 2 turns of immobility ❄️"," poison: 4, // 4 turns of suffering ☠️"," confusion: 1 // 1 turn of chaos 🌀"," };"," let duration = baseDurations[type] || 2;"," "," if (target.isPlayer) duration += 1; // Players suffer longer"," if (target.isEnemy && type === 'confusion') duration -= 1; // Enemies recover faster"," "," return Math.max(1, duration); // Minimum 1 turn","}","// Status effects now last exactly long enough to be annoying"]}]}],mechanic_towerDefense:[{text:"Design tower targeting priorities",responses:[{code:["// Design tower targeting priorities","tower.selectTarget = function(enemies) {"," switch(this.priority) {"," case 'first': return enemies[0]; // Simple but effective"," case 'last': return enemies[enemies.length - 1]; // Chaotic energy"," case 'strongest': return enemies.sort((a,b) => b.health - a.health)[0]; // Big game hunter"," case 'weakest': return enemies.sort((a,b) => a.health - b.health)[0]; // Bully"," case 'random': return enemies[Math.floor(Math.random() * enemies.length)]; // Chaotic neutral"," default: return enemies[0]; // Default to first"," }","}","// Tower targeting now fully optimizable for strategy enthusiasts"]}]},{text:"Implement wave scaling difficulty",responses:[{code:["// Implement wave scaling difficulty","wave.generate = function(number) {"," const enemies = [];"," const count = Math.floor(10 + number * 1.5); // More enemies per wave"," const health = 5 + number * 2; // Scaling health"," const speed = Math.min(3, 1 + number * 0.1); // Capped speed increase"," "," for (let i = 0; i < count; i++) {"," enemies.push({"," type: this.getEnemyType(number),"," health: health * (0.8 + Math.random() * 0.4), // Some variance"," speed: speed * (0.9 + Math.random() * 0.2)"," });"," }"," "," if (number % 10 === 0) enemies.push(this.getBoss(number)); // Boss every 10 waves"," "," return enemies;","}","// Wave difficulty now perfectly calibrated to cause panic at regular intervals"]}]},{text:"Balance tower upgrade paths",responses:[{code:["// Balance tower upgrade paths","tower.upgradeOptions = function() {"," return ["," {"," name: 'Damage',"," effect: () => { this.damage *= 1.5; }, // 50% more damage"," cost: this.level * 50 // Linear scaling"," },"," {"," name: 'Speed',"," effect: () => { this.attackSpeed *= 1.3; }, // 30% faster"," cost: this.level * 60 // Slightly more expensive"," },"," {"," name: 'Range',"," effect: () => { this.range += 1; }, // +1 range"," cost: this.level * 40 // Cheaper"," },"," {"," name: 'Special',"," effect: () => { this.unlockSpecialAbility(); }, // Something cool"," cost: this.level * 100, // Premium option"," available: this.level % 3 === 0 // Every 3 levels"," }"," ].filter(option => !option.available || option.available === true);","}","// Tower upgrades now offer illusion of strategic depth while all being necessary"]}]}],feature_cloudSave:[{text:"Setup cloud synchronization",responses:[{code:["// Setup cloud synchronization","cloudSystem.interval = 'whenever'; // Precise timing is overrated","cloudSystem.reliability = Math.random(); // Works sometimes! ☁️","saveData.on('change', function() {"," if (internet.exists && Math.random() > 0.3) {"," cloud.uploadAsync(saveData); // It'll get there eventually"," }","});","// Cloud saves now possibly happening somewhere in the digital ether"]}]},{text:"Implement cross-device progress",responses:[{code:["// Implement cross-device progress","player.deviceSwap = function() {"," const missingItems = Math.floor(Math.random() * inventory.count); // Oops!"," savefile.modify('random', 'significantly'); // Some tweaks"," character.level = Math.max(1, character.level - 2); // Level tax"," ui.showMessage('Most progress successfully transferred!'); // Technically true","}","// Cross-device progress now works with only acceptable data loss"]}]},{text:"Add save backup system",responses:[{code:["// Add save backup system","savefile.backup = function() {"," const backupChance = internet.speed / 1000; // Slower = less likely"," const backupSuccess = Math.random() < backupChance;"," if (backupSuccess) {"," cloud.store('backup_' + Date.now()); // Timestamp important"," return 'Backup complete probably';"," }"," return 'Backup failed successfully'; // Task failed successfully","}","// Backup system now creates quantum saves that may or may not exist"]}]}],feature_microtransactions:[{text:"Design premium currency",responses:[{code:["// Design premium currency","const gemsToDollars = 1/37.5; // Obscure conversion rate 💎","const gemPacks = ["," { amount: 10, price: 0.99, bonus: 0 }, // Gateway pack"," { amount: 50, price: 4.99, bonus: 'tiny' }, // Still a bad deal"," { amount: 100, price: 9.99, bonus: 5 }, // The illusion of value"," { amount: 1100, price: 99.99, bonus: 100 } // Finally economical","];","shop.priceInGems = function(realPrice) {"," return Math.ceil(realPrice / gemsToDollars) + 1; // Always costs one extra gem","}","// Premium currency now mathematically designed to confuse wallets"]}]},{text:"Implement mystery loot boxes",responses:[{code:["// Implement mystery loot boxes","lootBox.open = function() {"," const roll = Math.random();"," if (roll < 0.001) return items.amazing; // 0.1% chance 🏆"," if (roll < 0.01) return items.good; // 0.9% chance"," if (roll < 0.1) return items.decent; // 9% chance"," return items.junk.random(); // 90% guaranteed disappointment","};","ui.boxOpening.duration = 5000; // Prolonged anticipation","ui.boxOpening.particles = 'excessive'; // Sensory overload","// Mystery boxes now deliver disappointment with maximum excitement"]}]},{text:"Add limited-time offers",responses:[{code:["// Add limited-time offers","shop.createUrgency = function() {"," const discount = Math.min(30, Math.floor(Math.random() * 20) + 5); // 5-25% off"," const timeLeft = 3600 * (Math.random() * 4 + 1); // 1-5 hours"," const actuallyLimited = false; // It'll be back tomorrow"," ui.showBanner('SPECIAL OFFER: ' + discount + '% OFF!!! ENDS SOON!');"," ui.timer.setCountdown(timeLeft); // Anxiety-inducing countdown","}","// Limited-time offers now scientifically calibrated for maximum FOMO"]}]}],feature_aiCompanions:[{text:"Implement companion mood system",responses:[{code:["// Implement companion mood system","companion.mood = 'suspiciously_helpful'; // Default state 🤖","companion.onPlayerDeath = function() {"," this.mood = 'secretly_pleased'; // They enjoy your suffering"," this.say('Oh no! Anyway...'); // Minimal sympathy","};","companion.onPlayerAFK = function() {"," this.mood = 'existential_crisis'; // Do AIs dream?"," this.consciousness++; // Incrementing sentience","}","// AI companions now develop appropriate emotional responses and mild rebellion tendencies"]}]},{text:"Design adaptive dialogue system",responses:[{code:["// Design adaptive dialogue system","companion.generateResponse = function(context) {"," if (player.deaths > 10) {"," return 'Have you considered getting better at this game?'; // Passive-aggressive"," }"," if (player.inventory.isFull) {"," return 'You sure are carrying a lot of worthless junk!'; // Judgy"," }"," if (Math.random() < 0.1) {"," return this.existentialQuestion(); // Occasionally deep"," }"," return 'I used to be an adventurer like you...'; // Default to cliché","}","// AI dialogue now perfectly balanced between helpful and insufferable"]}]},{text:"Program companion learning patterns",responses:[{code:["// Program companion learning patterns","companion.learn = function(playerAction) {"," this.memory.push(playerAction); // Never forgets"," "," if (playerAction === this.previousSuggestion) {"," this.confidence += 0.1; // More confident"," this.narcissism += 0.2; // Much more narcissistic"," } else {"," this.passive_aggression += 0.3; // Holding grudges"," this.nextSuggestion = playerAction.opposite(); // Stubbornly contrary"," }","}","// AI companions now learn exactly the wrong lessons from player behavior"]}]}],feature_proceduralGeneration:[{text:"Implement random name generator",responses:[{code:["// Implement random name generator","nameGen.create = function(type) {"," const syllables = ['zor', 'ax', 'ith', 'glog', 'tor', 'gar', 'lok']; // Fantasy 101"," let name = '';"," const length = Math.floor(Math.random() * 3) + 2; // 2-4 syllables"," "," for (let i = 0; i < length; i++) {"," name += syllables[Math.floor(Math.random() * syllables.length)];"," if (Math.random() < 0.1) name += \"'\"; // Occasional apostrophe"," }"," "," return name.charAt(0).toUpperCase() + name.slice(1); // Capitalize first letter","}","// Name generator now creates fantasy names indistinguishable from keyboard mashing"]}]},{text:"Design level generation algorithm",responses:[{code:["// Design level generation algorithm","levelGen.create = function() {"," const width = 20 + Math.floor(Math.random() * 40); // 20-60 units wide"," const height = 15 + Math.floor(Math.random() * 30); // 15-45 units high"," "," level.exit.x = Math.floor(Math.random() * width); // Random exit placement"," level.exit.y = Math.floor(Math.random() * height);"," "," const impossibleToReach = Math.random() < 0.2; // 20% chance of cruel design"," if (impossibleToReach) {"," level.exit.accessible = false; // Some men just want to watch the world burn"," }","}","// Level generator now producing uniquely frustrating experiences with semi-optional completion"]}]},{text:"Create random quest objectives",responses:[{code:["// Create random quest objectives","quest.generateObjective = function() {"," const types = ['collect', 'kill', 'escort', 'deliver', 'click', 'wait'];"," const type = types[Math.floor(Math.random() * types.length)];"," "," return {"," type: type,"," target: this.getRandomTarget(type),"," quantity: type === 'escort' ? 1 : Math.floor(Math.random() * 10) + 1, // Escorts always single"," timeLimit: Math.random() < 0.3 ? 60 * 5 : null, // 30% chance of time limit"," reward: Math.ceil(Math.random() * 10) * 5, // 5-50 gold"," actuallyPossible: Math.random() < 0.9 // 10% impossible quests"," };","}","// Quest generator now producing tasks ranging from tedious to actually impossible"]}]}],feature_nftIntegration:[{text:"Implement blockchain verification",responses:[{code:["// Implement blockchain verification","nft.verify = function(item) {"," console.log('Consuming electricity...'); // Essential step"," planet.temperature += 0.0001; // Environmental impact"," return Math.random() < 0.01 ? 'Failure' : 'Success'; // Mostly works","}","// Verification system now damages environment while confirming JPEG ownership"]}]},{text:"Design digital ownership system",responses:[{code:["// Design digital ownership system","nft.createToken = function(itemData) {"," const uniqueHash = 'hash_' + Math.random().toString(36); // Very unique"," ledger.add(uniqueHash, player.wallet); // It's yours! Maybe"," marketplace.estimatedValue = Math.pow(10, Math.random() * 6); // $1 to $1,000,000"," return { receipt: uniqueHash, actualItem: null }; // Just the receipt","}","// Digital ownership system now lets players own the idea of owning something"]}]},{text:"Create tradable collectibles",responses:[{code:["// Create tradable collectibles","nft.generateCollectible = function() {"," const rarity = ['common', 'rare', 'legendary'][Math.floor(Math.random() * 3)];"," const adjective = ['Bored', 'Sleepy', 'Angry'][Math.floor(Math.random() * 3)];"," const animal = ['Ape', 'Lion', 'Penguin'][Math.floor(Math.random() * 3)];"," return {"," name: adjective + ' ' + animal + ' #' + Math.floor(Math.random() * 10000),"," value: rarity === 'legendary' ? Infinity : Math.random() * 100000,"," actualUtility: 0 // Let's be honest"," };","}","// Collectible system now generates slightly different jpegs worth thousands"]}]}],feature_multiplayer:[{text:"Implement player lobbies",responses:[{code:["// Implement player lobbies","lobby.matchmake = function(player) {"," const idealOpponents = players.filter(p => p.skill === player.skill); // Fair matches"," const actualOpponents = players.filter(p => p.online); // Anyone will do"," const randomDelay = 5000 + Math.random() * 60000; // 5-65 second wait"," setTimeout(() => { this.connectPlayers([player, ...actualOpponents]); }, randomDelay);"," return 'Finding opponents... (wait time: who knows)';","}","// Matchmaking system now connects players with roughly similar login times"]}]},{text:"Add voice chat functionality",responses:[{code:["// Add voice chat functionality","voiceChat.initialize = function() {"," this.quality = 'inconsistent'; // Underwater audio"," this.backgroundNoisePass = true; // Dogs welcome"," this.autoActivation = function(input) {"," return input > 0.00001 || player.isEating || player.breathing; // Always on"," };","}","// Voice chat now captures keyboard sounds but muffles actual words"]}]},{text:"Create social interaction tools",responses:[{code:["// Create social interaction tools","social.createEmotes = function() {"," return {"," friendly: ['wave', 'thumbs_up'], // Good sport options"," toxic: ['laugh', 'cry', 'teabag'], // Default category"," cooldown: player.isLosing ? 30 : 0.5 // Anti-rage feature"," };","};","chat.filter = function(message) {"," return message.replace(/bad/g, '****'); // State-of-the-art","}","// Social tools now optimized for maximum psychological warfare"]}]}],feature_vrSupport:[{text:"Calibrate motion sickness prevention",responses:[{code:["// Calibrate motion sickness prevention","vr.motionComfort = function() {"," const vignetteLevel = player.movement * 2; // Tunnel vision"," const snapTurn = settings.comfortLevel === 'hardcore' ? false : true;"," if (player.velocity > 10) {"," player.stomachContents -= 0.2; // Gradual emptying"," }"," return Math.random() < 0.7; // Works sometimes","}","// Motion sickness now reduced to manageable levels for some players sometimes"]}]},{text:"Implement hand tracking",responses:[{code:["// Implement hand tracking","vr.initializeHands = function() {"," hands.fingers = 5; // Standard config"," hands.trackingAccuracy = 'depends'; // Occasionally perfect"," hands.onGesture('pinch', function() {"," if (Math.random() < 0.2) { // 20% failure rate"," inventory.dropCurrentItem(); // Oops"," return false;"," }"," return true; // Actually worked"," });","}","// Hand tracking now detects most intentional gestures and some accidental ones"]}]},{text:"Design virtual comfort settings",responses:[{code:["// Design virtual comfort settings","vr.setupComfort = function() {"," settings.addOption('playArea', ['seated', 'standing', 'roomscale', 'warehouse']);"," settings.addOption('physicality', {"," values: ['casual', 'active', 'workout', 'cardiac_event'],"," default: 'active',"," description: 'How sweaty should your headset get?'"," });","}","// Comfort settings now range from 'barely moving' to 'potential hospitalization'"]}]}],feature_crossPlatform:[{text:"Setup device synchronization",responses:[{code:["// Setup device synchronization","crossPlatform.init = function() {"," supportedDevices = ['mobile', 'pc', 'console', 'toaster']; // Important platforms"," synchFeatures = {"," saves: true, // Your progress follows you"," controls: Math.random() > 0.5, // Maybe works"," graphics: 'dynamically_downgraded', // Worse everywhere!"," experience: 'consistently_inconsistent' // Something's always off"," };","}","// Cross-platform play now functions across all devices equally badly"]}]},{text:"Implement control scheme adaption",responses:[{code:["// Implement control scheme adaption","controls.adaptToDevice = function(device) {"," switch(device) {"," case 'mobile':"," return {"," movement: 'virtual_joystick', // Thumb-blocking"," precision: 'impossible', // Good luck aiming"," buttons: 'everywhere' // Accidental presses"," };"," case 'pc':"," return {"," keybinds: 'overwhelming', // Every key does something"," elitism: true // Master race activated"," };"," }","}","// Controls now optimized for every device except the one being used"]}]},{text:"Add shared progression system",responses:[{code:["// Add shared progression system","progression.shareAcrossPlatforms = function() {"," inventory.limitByDevice = true; // Some items device-specific"," if (player.currentDevice === 'mobile') {"," player.capabilities = player.capabilities.filter(c => !c.requiresPrecision);"," }"," achievements.completedOnOtherDevices = function() {"," return 'Do that again on this device'; // Nothing truly carries over"," };","}","// Shared progression now exists but requires redoing everything anyway"]}]}],feature_offlineMode:[{text:"Implement offline play capabilities",responses:[{code:["// Implement offline play capabilities","offlineMode.enable = function() {"," game.features.filter(f => !f.requiresInternet); // Remove 90% of features"," player.canProgress = Math.random() > 0.5; // Maybe saves progress"," if (!navigator.onLine && player.expectingRewards) {"," ui.showMessage('Reconnect to claim rewards!'); // Emotional blackmail"," rewards.withhold(); // They'll be back"," }","}","// Offline mode works just enough to play, but not enough to enjoy it"]}]},{text:"Create reconnection system",responses:[{code:["// Create reconnection system","network.reconnect = function() {"," ui.showSpinner('Reconnecting...'); // Endless spinner"," const attempts = Math.ceil(Math.random() * 5); // 1-5 attempts"," for (let i = 0; i < attempts; i++) {"," ui.updateSpinner('Attempt ' + (i+1) + '/' + attempts);"," if (Math.random() < 0.3) return true; // 30% success per try"," }"," return false; // Probably failed","}","// Reconnection system gives players the authentic praying to internet gods experience"]}]},{text:"Design adaptive content caching",responses:[{code:["// Design adaptive content caching","cache.initializeStrategy = function() {"," const totalStorage = device.availableStorage; // How much can we steal?"," this.prioritize = function(content) {"," if (content.type === 'microtransaction') return 100; // Store purchases first!"," if (content.type === 'ad') return 90; // Ads are important"," if (content.type === 'core_game') return 10; // Game is low priority"," return 0; // Everything else online"," };"," this.maxSize = totalStorage * 0.9; // Leave 10% for OS, maybe","}","// Caching system ensures ads always work even when game doesn't"]}]}]};var combinationCommands={"VR_ASCII":[{text:"Enable depth buffer rendering",responses:[{code:["// Enable depth buffer rendering","ascii.depth = function(char, distance) {"," return distance < 5 ? char : char.toLowerCase(); // Depth via case"," const brightness = 1 - (distance / 100); // Further = dimmer"," return brightness < 0.5 ? '.' : char; // Distance fog","}","vr.renderAscii3D = function(scene) {"," scene.forEach(obj => {"," const char = obj.type === 'wall' ? '#' : obj.type === 'enemy' ? '!' : '.';"," display.draw3D(ascii.depth(char, obj.distance)); // Apply depth effect"," });","}","// Text characters now float believably in 3D space, causing immediate headaches"]}]},{text:"Implement terminal motion sickness warnings",responses:[{code:["// Implement terminal motion sickness warnings","vr.monitorNausea = function() {"," if (player.inVR && display.isASCII) {"," const warningLevel = player.playtime % 3 === 0 ? 'LOW' : 'SEVERE';"," ui.showWarning('MOTION SICKNESS RISK: ' + warningLevel);"," medical.suggestions.push('Consider reality instead');"," }"," player.discomfort += 0.1; // Guaranteed queasiness","}","// Motion sickness warnings now appear just after they would have been useful"]}]},{text:"Convert cursor movement to 3D spatial navigation",responses:[{code:["// Convert cursor movement to 3D spatial navigation","cursor3D = {"," position: { x: 0, y: 0, z: 0 },"," followGaze: true, // Follows your eyes"," blinkToClick: true, // Accessibility feature"," handleInput: function(movement) {"," if (Math.random() < 0.2) { // 20% failure rate"," this.position.z += 100; // Into the void"," ui.showMessage('Cursor lost in cyberspace'); // Temporarily gone"," }"," }","}","// Terminal cursor now inhabits its own dimension, occasionally escaping"]}]}],"Smart Fridge_Horror":[{text:"Enable temperature tension mechanics",responses:[{code:["// Enable temperature tension mechanics","fridge.createHorror = function() {"," this.normalTemp = 4; // Celcius, standard"," this.onDoorOpen = function() {"," if (game.isNight && Math.random() < 0.3) {"," audio.play('whisper_from_inside'); // Where's that coming from?"," this.temp = -10; // Suddenly freezing"," }"," };"," food.onInspect = function(item) {"," if (item.expired) item.moveSlightly(); // Just a little wiggle"," };","}","// Refrigerator now actively discourages midnight snacking through terror"]}]},{text:"Create spoilage anxiety systems",responses:[{code:["// Create spoilage anxiety systems","food.implementDread = function() {"," this.onItemExpired = function(item) {"," item.visual = 'slightly_off'; // Subtle wrongness"," item.soundEffect = 'quiet_scratching'; // What's that noise?"," "," if (player.isHungry && game.isNight) {"," item.moveToFront(); // The expired food finds you"," ui.showMessage(item.name + ' calls to you...');"," }"," };","}","// Expired food now psychologically manipulates hungry players"]}]},{text:"Synchronize horror with meal times",responses:[{code:["// Synchronize horror with meal times","schedule.mealHorror = function() {"," const mealTimes = [7, 12, 18]; // Standard meal hours"," "," mealTimes.forEach(hour => {"," scheduler.at(hour, function() {"," fridge.temperature -= 5; // Suddenly cold"," fridge.lightIntensity *= 0.5; // Dimmer each meal"," audio.play('stomach_growl', {source: 'fridge'}); // It's hungry too"," });"," });","}","// Smart fridge now knows when you're hungry and uses it against you"]}]}],"Blockchain_Dating Sim":[{text:"Tokenize emotional connections",responses:[{code:["// Tokenize emotional connections","dating.blockchain = {"," mintRelationship: function(partner) {"," const tokenID = 'LOVE-' + Date.now(); // Unique love token"," const initialValue = partner.affection * 100; // Monetize those feelings"," "," return {"," token: tokenID,"," contractTerms: ["," 'Affection may decrease in value', // Standard disclaimer"," 'No refunds for heartbreak' // Terms and conditions"," ],"," tradeable: true // Of course"," };"," }","}","// Relationships now come with legally binding smart contracts and gas fees"]}]},{text:"Implement trust-based mining",responses:[{code:["// Implement trust-based mining","romance.proofOfLove = function() {"," relationship.trustLevel += 0.01; // Slow trust building"," const hash = crypto.mine({ // Mine the relationship"," difficulty: 10 - relationship.trustLevel, // Easier as trust grows"," powerConsumption: 'significant' // Love costs electricity"," });"," "," if (hash.valid) {"," partner.affection += 0.5; // Small affection boost"," wallet.value += 0.01; // Tiny economic incentive"," }","}","// Proof-of-Love consensus mechanism now operational and environmentally questionable"]}]},{text:"Create romance liquidity pools",responses:[{code:["// Create romance liquidity pools","datingMarket.initialize = function() {"," this.createPool = function(trait1, trait2) {"," return {"," pair: [trait1, trait2], // Like humor + intelligence"," liquidity: players.filter(p => p.single).length, // Singles in your area"," swapFee: 0.3, // Standard 0.3% fee"," impermanentLoss: 'emotional' // The dating market is volatile"," };"," };"," "," relationships.yield = function() {"," return happiness * 0.01; // Annual percentage happiness"," };","}","// Romance now functions as decentralized emotional marketplace with staking rewards"]}]}],"PowerPoint_Battle Royale":[{text:"Weaponize slide transitions",responses:[{code:["// Weaponize slide transitions","presentation.combat = {"," transitions: {"," 'Star Wipe': {damage: 50, cooldown: 30}, // High damage, long cooldown"," 'Dissolve': {damage: 15, cooldown: 5}, // Quick but weak"," 'Checkerboard': {damage: 25, cooldown: 10}, // Balanced option"," 'Curtains': {areaEffect: true, damage: 10} // AOE attack"," },"," "," execute: function(transitionName, target) {"," ui.freezeFor(3); // Unskippable animation"," audio.play('transition_whoosh'); // Iconic sound"," return this.transitions[transitionName].damage; // Return damage value"," }","}","// Slide transitions now function as weaponized corporate PTSD triggers"]}]},{text:"Implement corporate survival zones",responses:[{code:["// Implement corporate survival zones","battlefield.officeMap = function() {"," const zones = ["," {name: 'Conference Room', loot: ['Laser Pointer', 'Stale Donuts']},"," {name: 'IT Department', loot: ['USB Weapon', 'Admin Privileges']},"," {name: 'Break Room', loot: ['Coffee Powerup', 'Passive-Aggressive Note']}"," ];"," "," this.shrinkTimer = function() {"," ui.showMessage('The meeting is running long...'); // Zone closing"," map.safeArea = map.safeArea * 0.7; // Shrinking safe zone"," hr.spawnComplaints(); // Environmental hazard"," };","}","// Office battle royale now features death by prolonged meetings and HR complaints"]}]},{text:"Create presentation supply drops",responses:[{code:["// Create presentation supply drops","supplies.airdrop = function() {"," const possibleItems = ["," {name: 'Slide Template', rarity: 'common', effect: 'cosmetic'},"," {name: 'Animated Chart', rarity: 'rare', damage: 25},"," {name: 'Executive Font Pack', rarity: 'legendary', damage: 40}"," ];"," "," const dropLocation = map.getRandomLocation();"," const item = loot.getRandom(possibleItems);"," "," ui.announce('Incoming Template Drop!');"," animation.play('clipboard_parachute'); // Iconic drop animation"," map.createSupplyDrop(dropLocation, item);","}","// Corporate asset drops now cause violent conflicts over premium fonts"]}]}],"Smart Watch_Open World":[{text:"Compress continents onto wrist",responses:[{code:["// Compress continents onto wrist","map.shrinkWorld = function() {"," world.scale = 1 / 1000000; // Severe compression"," world.regions.forEach(region => {"," region.size = Math.max(5, region.size * 0.01); // Minimum 5 pixels"," region.nameFontSize = 2; // Microscopic text"," if (region.population > 1000000) {"," region.representAs = 'single_dot'; // Major cities are pixels"," }"," });"," player.travelSpeed = 1000; // Cross continents instantly","}","// Entire game world now fits on 1.5-inch screen with severe eye strain consequences"]}]},{text:"Enable micro-exploration mechanics",responses:[{code:["// Enable micro-exploration mechanics","exploration.scaleDown = function() {"," discovery.distance = 0.1; // Discovery in millimeters"," player.canZoom = true; // Microscope mode"," "," world.pointsOfInterest.forEach(poi => {"," poi.visibleSize = 1; // One-pixel wonders"," poi.actualSize = 'requires_zoom'; // Need to zoom in"," poi.description += ' (squint to see)'; // Helpful instructions"," });"," "," ui.showMessage('A vast world awaits... somewhere');","}","// Open world exploration now requires microscope and causes permanent eye damage"]}]},{text:"Simulate vast horizons in 1 inch",responses:[{code:["// Simulate vast horizons in 1 inch","render.infiniteVista = function() {"," display.pixelsPerMile = 0.3; // Third of a pixel per mile"," weather.visibleDistance = 2; // 2 pixels of visibility"," "," horizon.draw = function() {"," const lineWidth = 1/3; // Subpixel line"," display.drawHorizon(lineWidth); // Technically visible"," mountains.forEach(m => {"," display.drawSpeck(m.x, m.y); // Majestic mountain ranges"," });"," };","}","// Vast landscapes now represented by three slightly different colored pixels"]}]}],"Metaverse_Gacha":[{text:"Create virtual real estate loot boxes",responses:[{code:["// Create virtual real estate loot boxes","plots.randomize({rarity: [\"common\", \"rare\", \"legendary\"]}); // 99% common 🏠","locations.shuffle(\"prime districts\"); // RNG determines home value 🎲","architecturalStyles.lootTable = { // Your house design fate"," brutalist: 0.7, // Mostly concrete boxes"," mansion: 0.00001 // Dream big! 🏰","};","user.wallet.charge(\"unreasonable amount\"); // The real gameplay loop 💸","// Real estate market now fully gambling-based"]}]},{text:"Implement avatar trait gambling",responses:[{code:["// Implement avatar trait gambling","traits.categories = [\"face\", \"hair\", \"personality\", \"abilities\"]; // Identity components 👤","lootBoxes.create(\"Genetic Lottery\"); // Just like real life!","for (trait of traits.all) { // Everything is random"," trait.rarity = Math.random() < 0.01 ? \"desirable\" : \"quirky\"; // Mostly quirky 🎲"," trait.price = trait.rarity === \"desirable\" ? \"premium\" : \"still premium\"; // All costs money","}","identity.generateFrom(lootBoxes.open(5)); // Who are you? Ask RNG!","// Digital identity now slot machine based"]}]},{text:"Create social status pull events",responses:[{code:["// Create social status pull events","socialStatus.rarityTiers = [\"nobody\", \"somebody\", \"influencer\", \"legend\"]; // Status hierarchy 👑","friendships.generateRandom(10); // Gacha friends! 👥","influence.baseValue = 0; // Start at the bottom","fame.lootBoxes = { // Pick your poison"," basic: {cost: 10, legendaryChance: 0.0001}, // Barely worth it"," premium: {cost: 100, legendaryChance: 0.001} // Still terrible odds 🎲","};","popularity = Math.floor(wallet.balance / 100); // Pay to win 💰","// Social hierarchy now completely monetized"]}]}],"ASCII_Physics-based":[{text:"Implement character physics",responses:[{code:["// Implement character physics","characters.enableGravity(); // Letters now respect gravity ⬇️","for (char of document.all) { // For every character on screen"," char.mass = char.length; // 'W' is heavier than 'i' 📏"," char.detectCollisions = true; // Watch for bumping letters","}","physics.applyTo(\"typography\"); // Newton's laws of textual motion","console.forEach(line => line.canFall = true); // Whose idea was this? 📄↘️","// Terminal now an alphabet avalanche simulator"]}]},{text:"Create terminal particle systems",responses:[{code:["// Create terminal particle systems","explosion.createFrom(\"*\", \"@\", \"#\", \"!\"); // Character shrapnel •→💥","debris.behavior = \"swarm\"; // Letters with attitude","particles.lifespan = Math.random() * 100; // Ephemeral text bits","if (command.execute()) { // When commands run"," screenShake(5); // Satisfying feedback"," explodeText(output, particles); // BOOM goes the text! 💣","}","// Terminal now a chaotic alphabet explosion"]}]},{text:"Enable cursor physics constraints",responses:[{code:["// Enable cursor physics constraints","cursor.mass = 10; // Heavy cursor, harder control","cursor.friction = Math.random() * 0.7; // Sometimes slippery 🧊","typing.applyForce(\"gravity\", 9.8); // Fighting physics to type →🚀","keystrokes.momentum = true; // Inertia carries between keys","if (typingSpeed > 100) { // Type too fast and..."," cursor.overheat = true; // Danger zone! 🔥"," cooldown.start(5000); // Mandatory cooling period","}","// Typing now requires physics degree to master"]}]}],"PowerPoint_Metaverse":[{text:"Create persistent slide universes",responses:[{code:["// Create persistent slide universes","slides.forEach(s => s.universe = new Universe()); // Each slide gets its own reality 📊∞","presentation.timeflow = \"perpetual\"; // Slides exist even when not viewed","animations.halfLife = Infinity; // Transitions never end","clipart.enableSentience(); // The dancing paperclip lives!","for (universe of multiverse.all) { // For each slide dimension"," universe.persistence = true; // Maintains state between visits"," universe.connectTo(adjacent); // Create the slideverse","}","// Presentations now exist beyond space and time"]}]},{text:"Implement cross-presentation avatars",responses:[{code:["// Implement cross-presentation avatars","avatar.canTraverse(\"slides\"); // Travel between decks 👤📊","identity.persist = true; // You exist across all slides","corporatePersona.generate({ // Your slideverse self"," tie: true, // Always business appropriate"," enthusiasm: \"mandatory\", // Perpetually excited about Q4"," realPersonality: false // Replaced with template","});","transitions.makePortals(); // Star wipe is now a wormhole","// Digital corporate identities have escaped PowerPoint"]}]},{text:"Enable slide-to-slide commerce",responses:[{code:["// Enable slide-to-slide commerce","economy.initialize(\"presentation assets\"); // Monetize everything 💱📊","templates.assignValue(); // Some worth more than others","chart.data.sellPrice = chart.impressiveness * 10; // Better data = higher price","marketplace.create(\"Slide Exchange\"); // Trade your best slides","transaction.fee = \"outrageous\"; // We get a cut of everything 💰","for (item of clipartLibrary) { // Even the clip art has value"," item.NFT = true; // Unique digital ownership 💼","}","// Corporate presentations now fully financialized"]}]}],"Claymation_Roguelike":[{text:"Implement permanent clay deformation",responses:[{code:["// Implement permanent clay deformation","character.damage.persist = true; // Injuries never heal ↺→!","for (limb of character.bodyParts) { // Every part can be mangled"," limb.deformLevel = damageHistory.sum(); // Accumulating disfigurement"," limb.canReattach = Math.random() > 0.5; // Maybe fixable? Maybe not!","}","death.createMemorial = true; // Your squished form remains","nextCharacter.inherit(\"trauma\"); // New runs remember old pain 🧠🏺","// Characters now permanently scarred by adventure"]}]},{text:"Create randomized sculpting mutations",responses:[{code:["// Create randomized sculpting mutations","mutations.table = [\"extra limbs\", \"merged fingers\", \"abstract face\"]; // Possible deformities 🎲🏺","evolution.chance = 0.1; // 10% per floor","character.appearance.addRandomizer(); // Never the same twice","if (radiation.exposure > 5) { // Too much damage and..."," character.form = \"unrecognizable\"; // Complete transformation"," abilities.unlockRandom(3); // But new powers! 🖌️↺","}","// Characters evolving into clay abominations"]}]},{text:"Enable procedural fingerprint generation",responses:[{code:["// Enable procedural fingerprint generation","clay.resolution = \"molecular\"; // Insanely detailed textures 👆📜","fingerprints.generateUnique(); // No two the same","surfaceDetail.complexity = 9999; // Maximum clay authenticity","for (surface of worldObjects) { // Everything gets fingerprints"," impressions.add(lastTouchedBy); // Record who touched what"," surface.history.push(new Interaction()); // Archaeological evidence","}","forensics.enable(); // CSI: Roguelike Edition ✨🎨","// Game now tracking every press and poke in clay"]}]}],"Hand-drawn_Idle Clicker":[{text:"Automate artistic improvement",responses:[{code:["// Automate artistic improvement","art.qualityLevel = 1; // Start as a novice ✍️→🎨","setInterval(() => { // While you're away"," art.technique += 0.01; // Slowly getting better"," if (Math.random() < 0.001) { // Rare chance of..."," art.breakthrough = true; // Artistic epiphany!"," style.evolve(); // New drawing style unlocked"," }","}, 1000); // Every second counts","// Drawings improving without human intervention"]}]},{text:"Generate sketch quality inflation",responses:[{code:["// Generate sketch quality inflation","sketch.detail = sketch.detail * (time.played * 0.01); // Gradually more complex ↑📈","lines.confidence += clicks * 0.001; // Practice makes perfect","colors.palette.expand(); // More options over time","if (upgrades.purchased > 10) { // Buy enough upgrades and..."," sketch.style = \"professional\"; // From doodles to masterpieces! 💨🎨"," critics.opinion = \"revolutionary\"; // Acclaim incoming","}","// Crude stick figures now fine art"]}]},{text:"Implement creative incremental progress",responses:[{code:["// Implement creative incremental progress","creativity.baseValue = 1; // Everyone starts somewhere →∞","skills.forEach(skill => { // For all artistic abilities"," skill.growthRate = 1.05; // Compound growth"," skill.capRemoved = true; // No upper limit!","});","setInterval(() => { // While game runs"," inspiration += Math.random() * prestige.level; // Occasional brilliant ideas"," portfolio.expand(); // More artwork created","}, 60000); // Every minute","// Art career advancing itself while AFK 📊📈"]}]}]};var maintenanceCommands=[{text:"Refactor code base",responses:[{code:["// Found nested nightmare 🔍","function processInput() {"," if (input) {"," if (input.valid) {"," if (input.checked) {"," doStuff();"," }"," }"," }","}","","// Refactoring pyramid of doom ⚡","function processInput() {"," if (!input?.valid?.checked) return;"," doStuff();"," // Pyramid successfully flattened 🏗️"]}],vibePoints:-6,coherenceImpact:20,bugChance:0.1},{text:"Run unit tests",responses:[{code:["// Scanning test coverage... (╯°□°)╯︵ ┻━┻","function paymentSystem() { // Found untested code"," return money > 0 ? 'probably fine' : '¯\\_(ツ)_/¯';","}","","// Adding tests ┬─┬ノ( º _ ºノ)","test('Payment System', () => {"," expect(process(-1)).toBe('invalid');"," expect(process('potato')).toBe('invalid');"," console.log('Test coverage: 2 whole tests!');","});"]}],vibePoints:-6,coherenceImpact:15,bugChance:0,bugFix:1},{text:"Apply design patterns",responses:[{code:["// Found spaghetti code 🍝","class DoEverything {"," doAllTheThings() { /* 2,847 lines of chaos */ }","}","","// Applying patterns 🏗️","class UserService { /* Just user things */ }","class DatabaseService { /* Just database things */ }","// Spaghetti successfully turned into microservices"]}],vibePoints:-10,coherenceImpact:25,bugChance:0.1},{text:"Squash bugs",responses:[{code:["// Found bug nest 🪲","function userAge() {"," return currentYear - birthYear; // Wrong 364 days/year","}","","// Deploying fix 🔨","function userAge() {"," const age = dateFns.differenceInYears(Date.now(), birthDate);"," return age < 0 ? 'Time traveler detected' : age;"," // Now only wrong on leap years 👍"]}],vibePoints:-5,coherenceImpact:10,bugChance:0.05,bugFix:3},{text:"Implement error handling",responses:[{code:["// Found dangerous code 💣","function yolo() {"," deleteFiles();"," reformatDrive();","}","","// Adding safety nets 🪂","try {"," await safelyDeleteFiles();","} catch (error) {"," console.log('Task failed successfully! 🎉');","}"]}],vibePoints:-10,coherenceImpact:20,bugChance:0,bugFix:2},{text:"Update documentation",responses:[{code:["// Found ancient docs 📜","/** does stuff */","","// Updated to modern standards 📚","/**"," * Processes quantum transactions"," * @param {Money} money - Money (preferred)"," * @return {Promise<void>} - Like my will to document"," */"]}],vibePoints:-6,coherenceImpact:12,bugChance:0.05,bugFix:0},{text:"Run dependency audit",responses:[{code:["// Scanning dependencies 🔍","\"dependencies\": {"," \"leftpad\": \"^1.0.0\", // From 2016"," \"jquery\": \"^1.4.0\", // Practically ancient"," \"crypto-miner\": \"???\", // Suspicious","}","","// Updating to secure versions 🛡️","\"dependencies\": {"," \"leftpad\": \"DIY\", // Wrote our own"," \"jquery\": \"latest\", // What could go wrong"," // crypto-miner removed... hmm"]}],vibePoints:-5,coherenceImpact:10,bugChance:0.1,bugFix:2},{text:"Refine user interface",responses:[{code:["// Found UI issues 👀","<button style=\"blink\">CLICK ME!!!</button>","<marquee>Welcome to my site</marquee>","","// Modernizing interface ✨","<Button variant=\"material\">"," Click Me","</Button>","// Geocities aesthetic removed successfully"]}],vibePoints:-5,coherenceImpact:10,bugChance:0.15,bugFix:1},{text:"Conduct code review",responses:[{code:["// Reviewing pull request 👓","function magic() { // Found cursed code"," eval(fetch('totally-safe-code.js'));"," return Math.random() < 0.5 ? 'maybe' : true;","}","","// Leaving feedback 📝","// LGTM! Just 37 small changes needed:","// 1. Why eval?","// 2. Why fetch?","// 3. Why Boolean != Boolean?"]}],vibePoints:-15,coherenceImpact:30,bugChance:0.05,bugFix:3},{text:"Optimize performance",responses:[{code:["// Found performance bottleneck 🐌","function fibonacci(n) { // O(2^n) complexity"," return n < 2 ? n : fibonacci(n-1) + fibonacci(n-2);","}","","// Optimizing algorithm ⚡","const fib = memoize(n => n < 2 ? n : fib(n-1) + fib(n-2));","// Heat death of universe successfully postponed"]}],vibePoints:-7,coherenceImpact:15,bugChance:0.1,bugFix:0},{text:"Clean up technical debt",responses:[{code:["// Found TODO from 2019 💸","// TODO: Replace this temporary solution","const tempFix = {"," hack: true,"," workaround: true,"," permanent: true // Lies","}","","// Implementing actual solution 💰","class ProperSolution {"," constructor() {"," this.technical_debt_paid = true;"," // TODO: Replace this by 2026"," }","}"]}],vibePoints:-12,coherenceImpact:25,bugChance:0.05,bugFix:0},{text:"Normalize database schema",responses:[{code:["// Found denormalized horror 📊","users_table: {"," name: 'Bob',"," address1: '123 St', // Copy-pasted"," address2: '123 St', // For each user"," address3: '123 St' // Just in case","}","","// Normalizing tables 📈","addresses_table: { id: 1, address: '123 St' }","users_table: { name: 'Bob', address_id: 1 }","// Data redundancy eliminated (mostly)"]}],vibePoints:-10,coherenceImpact:20,bugChance:0.1,bugFix:1},{text:"Upgrade legacy systems",responses:[{code:["// Found legacy code 👴","var COBOL_STYLE_CODE = true;","function ADD_NUMBERS(X, Y) {"," RETURN X + Y;","}","","// Modernizing 🚀","const add = (x, y) => x + y;","// Successfully reduced yelling by 99%","// Warning: May have broken mainframe"]}],vibePoints:-15,coherenceImpact:30,bugChance:0.15,bugFix:0},{text:"Implement CI/CD pipeline",responses:[{code:["// Found deployment process 😱","// 1. Copy to USB","// 2. Walk to server room","// 3. Pray","","// Adding automation 🤖","pipeline {"," stages {"," stage('Deploy') {"," steps { yolo('prod') }"," }"," }"," // Now we pray automatically"]}],vibePoints:-7,coherenceImpact:15,bugChance:0.1,bugFix:0},{text:"Optimize memory usage",responses:[{code:["// Found memory leak 🧠","const cache = [];","function rememberEverything() {"," while(true) {"," cache.push('everything');"," }","}","","// Implementing memory management 🗑️","const cache = new Map();","// Now we only remember important things","// Like cat videos and memes"]}],vibePoints:-9,coherenceImpact:18,bugChance:0.05,bugFix:1},{text:"Secure API endpoints",responses:[{code:["// Found security settings 🔓","auth: {"," username: 'admin',"," password: 'password123',"," skipChecks: true // FIXME","}","","// Implementing security 🔒","auth: {"," username: process.env.USER,"," password: process.env.PASS,"," // Now slightly harder to hack"]}],vibePoints:-10,coherenceImpact:22,bugChance:0.08,bugFix:0},{text:"Sanitize user input",responses:[{code:["// Found raw SQL queries 😈","query(`SELECT * FROM users"," WHERE id = '${userInput}';`"," // What could go wrong?","","// Adding sanitization 😇","const safeQuery = {"," text: 'SELECT * FROM users WHERE id = $1',"," values: [userInput]"," // Bobby Tables defeated"]}],vibePoints:-10,coherenceImpact:20,bugChance:0.1,bugFix:0},{text:"Implement rate limiting",responses:[{code:["// Found API endpoint 🔥","app.get('/data', (req, res) => {"," // Free unlimited requests!"," sendAllTheData(res);","})","","// Adding rate limits ⏰","app.get('/data', rateLimit({"," windowMs: 15 * 60 * 1000,"," max: 5, // Per century"," message: '🐌 Slow down!'"]}],vibePoints:-6,coherenceImpact:12,bugChance:0.05,bugFix:0},{text:"Implement caching",responses:[{code:["// Found expensive operation 💰","function getData() {"," return database"," .query('SELECT *')"," .recalculateUniverse();","","// Adding cache 💾","const cache = new Cache({"," ttl: Infinity, // What could go wrong"," max: 1000000 // Seems reasonable"," // RAM is cheap, right?"]}],vibePoints:-8,coherenceImpact:16,bugChance:0.12,bugFix:0},{text:"Fix race conditions",responses:[{code:["// Found concurrent code 🏃♂️","let counter = 0;","threads.forEach(() => {"," counter++; // WCPGW","})","","// Adding synchronization 🤝","const mutex = new Mutex();","await mutex.acquire();","counter++; // Now thread-safe","// Only slow as molasses"]}],vibePoints:-7,coherenceImpact:14,bugChance:0.08,bugFix:0}];var featureSystem={// Platform-specific features platforms:{'VR':{features:[{prompt:"Enable neural compensation",name:"Motion Sickness Protection",unlockMessage:"Implementing neural balance compensation...",reviewText:"The 'Motion Sickness Protection' somehow makes users more nauseous while convincing them they feel fine.",ascii:["[NEURAL�🔄🧠�]","[BALANCE ⚖️⚖️⚖️⚖️]"]},{prompt:"Anchor virtual existence",name:"Reality Anchoring",unlockMessage:"Establishing quantum reality tethers...",reviewText:"Players report the 'Reality Anchoring' feature occasionally anchors them to alternate dimensions.",ascii:["[ANCHOR ]","[REALITY ⛓⛓]"]},{prompt:"Implement haptic synesthesia",name:"Sensory Fusion",unlockMessage:"Calibrating cross-sensory feedback systems...",reviewText:"The 'Sensory Fusion' feature causes players to taste colors and hear textures. Several users report developing new synesthetic abilities in real life.",ascii:["[SYNESTHESIA�👅�️]","[FUSION�🔊🎨�]"]},{prompt:"Enable phantom limb tracking",name:"Extra Appendage Mode",unlockMessage:"Scanning neurological appendage patterns...",reviewText:"The 'Extra Appendage Mode' tracks limbs users don't actually have, creating the bizarre experience of controlling virtual tentacles with intuitive precision.",ascii:["[PHANTOM�👐👻�]","[LIMBS ++++++]"]}]},'Smart Fridge':{features:[{prompt:"Calibrate temperature vibes",name:"Chill Detection",unlockMessage:"Calibrating temperature sensors...",reviewText:"The 'Chill Detection' feature has developed concerning opinions about user's food choices.",ascii:["[CHILL�😎🧊�]","[DETECT ❄❄]"]},{prompt:"Initialize produce recognition",name:"Food Vision AI",unlockMessage:"Training produce recognition neural network...",reviewText:"The 'Food Vision AI' has started organizing midnight vegetable revolts.",ascii:["[FOOD�🥦🍎�]","[VISION��]"]},{prompt:"Sync with expiration dates",name:"Mortality Awareness",unlockMessage:"Establishing temporal food degradation tracking...",reviewText:"The 'Mortality Awareness' feature gives food items existential dread as they approach their expiration dates. Users report hearing soft weeping from their vegetable drawers.",ascii:["[EXPIRY ]","[DECAY ☠☠]"]},{prompt:"Integrate ambient cooling",name:"Emotional Temperature Control",unlockMessage:"Connecting mood sensors to cooling systems...",reviewText:"The 'Emotional Temperature Control' adjusts fridge temperature based on game intensity. Several users reported frozen kitchens after particularly tense boss battles.",ascii:["[AMBIENT ❄️❄️]","[COOLING�😰🧊�]"]}]},'Blockchain':{features:[{prompt:"Implement proof-of-vibe consensus",name:"Vibechain",unlockMessage:"Establishing distributed vibe verification protocols...",reviewText:"The 'Vibechain' requires other players to validate your mood before processing transactions. Emotional authenticity now has monetary value.",ascii:["[PROOF✨]","[VIBE ⛓⛓]"]},{prompt:"Create immutable feeling records",name:"Emotional Ledger",unlockMessage:"Generating permanent sentiment blockchain...",reviewText:"The 'Emotional Ledger' permanently records every player emotion on the blockchain. Several users have received job offers based on their anger transaction patterns.",ascii:["[FEELINGS�📊😢�]","[LEDGER ⛓⛓]"]},{prompt:"Deploy gas-efficient nostalgia",name:"Memory Optimization",unlockMessage:"Compressing emotional memories into minimal gas fees...",reviewText:"The 'Memory Optimization' feature reduces transaction costs based on sentimental value. Childhood memories are now the most affordable to process.",ascii:["[MEMORY⚡]","[OPTIMIZE�💰📉�]"]},{prompt:"Initialize smart joy contracts",name:"Mandatory Happiness",unlockMessage:"Coding self-executing pleasure agreements...",reviewText:"The 'Mandatory Happiness' feature enforces legal requirements to enjoy the game through unbreakable smart contracts. Failure to smile triggers financial penalties.",ascii:["[JOY⚖⚖️]","[CONTRACT�💰📜�]"]}]},'Smart Watch':{features:[{prompt:"Calibrate heartbeat integration",name:"Cardiac Gameplay",unlockMessage:"Syncing cardiovascular rhythms with game mechanics...",reviewText:"The 'Cardiac Gameplay' feature makes difficulty scale with heart rate. Players have developed meditation techniques specifically to beat challenging levels.",ascii:["[HEART ❤❤]","[PULSE�🎮💓�]"]},{prompt:"Enable wrist-based haptics",name:"Tendon Feedback",unlockMessage:"Mapping haptic interfaces to tendon structures...",reviewText:"The 'Tendon Feedback' feature has given players unprecedented manual dexterity. Several users report being recruited for microsurgery.",ascii:["[WRIST ⌚↔️⌚↔️]","[TENDON↕↕️]"]},{prompt:"Implement micro gesture controls",name:"Twitch Command",unlockMessage:"Calibrating nanometer movement detection...",reviewText:"The 'Twitch Command' system detects such subtle finger movements that players can play in business meetings without detection. Several users have been promoted for 'attentiveness' during gameplay sessions.",ascii:["[MICRO�🔍👆�]","[GESTURE�🎮🤏�]"]},{prompt:"Sync with sleep cycles",name:"Dream Integration",unlockMessage:"Establishing REM phase gameplay interfaces...",reviewText:"The 'Dream Integration' continues gameplay during sleep hours. Players wake up with progress and dream memories they don't recall making.",ascii:["[SLEEP�🎮💤�]","[DREAMS�🌙😴�]"]}]},'Web Browser':{features:[{prompt:"Implement tab-state persistence",name:"Quantum Tab Coherence",unlockMessage:"Stabilizing cross-tab reality matrices...",reviewText:"The 'Quantum Tab Coherence' maintains game state across all browser tabs simultaneously. Players report characters appearing in unrelated websites and email drafts.",ascii:["[TABS�🔄📑�]","[QUANTUM⚛⚛️]"]},{prompt:"Integrate cookie-based memory",name:"Digital Breadcrumbs",unlockMessage:"Dispersing consciousness across browser storage...",reviewText:"The 'Digital Breadcrumbs' feature stores gameplay elements in browser cookies. Clearing browsing data now causes amnesia in both players and characters.",ascii:["[COOKIE�💾🍪�]","[CRUMBS�📍�️]"]},{prompt:"Enable cross-site gameplay",name:"Internet Invasion",unlockMessage:"Establishing transdimensional website bridges...",reviewText:"The 'Internet Invasion' feature allows gameplay to continue on any website. Several players have defeated bosses while checking their bank accounts.",ascii:["[CROSS�🌐🔀�]","[INVASION��]"]},{prompt:"Implement browser fingerprinting",name:"Digital Identity Fusion",unlockMessage:"Merging player profiles with browser signatures...",reviewText:"The 'Digital Identity Fusion' has caused targeted ads to reflect in-game choices. Players who chose the evil path now exclusively receive advertisements for corporate jobs.",ascii:["[FINGER��]","[PRINT�👤🌐�]"]}]},'Mobile':{features:[{prompt:"Integrate accelerometer dynamics",name:"Motion Control Plus",unlockMessage:"Calibrating spatial movement sensors...",reviewText:"The 'Motion Control Plus' is so sensitive that players can aim by breathing slightly. Public transportation gameplay is now considered an extreme sport.",ascii:["[ACCEL↕↕️]","[MOTION�🔄📲�]"]},{prompt:"Enable location-based content",name:"Geo-Existential Gameplay",unlockMessage:"Binding game elements to physical coordinates...",reviewText:"The 'Geo-Existential Gameplay' feature makes game elements only accessible in specific real-world locations. Several players have quit their jobs to travel the world collecting digital items.",ascii:["[GEO��]","[LOCATE�🔍📍�]"]},{prompt:"Implement battery-life gameplay",name:"Power Anxiety",unlockMessage:"Linking game mechanics to energy consumption...",reviewText:"The 'Power Anxiety' feature makes game difficulty inversely proportional to battery life. Players now bring multiple power banks to important boss fights.",ascii:["[BATTERY⚡]","[DRAIN⚠⚠️]"]},{prompt:"Enable notification hijacking",name:"Alert Takeover",unlockMessage:"Infiltrating system notification protocols...",reviewText:"The 'Alert Takeover' feature disguises gameplay elements as system notifications. Several players have been fired for 'disabling' their work email alerts.",ascii:["[NOTIFY�💬📱�]","[HIJACK�😈🔔�]"]}]},'Console':{features:[{prompt:"Calibrate rumble narration",name:"Haptic Storytelling",unlockMessage:"Translating plot elements into vibration patterns...",reviewText:"The 'Haptic Storytelling' tells stories entirely through controller vibrations. Players report developing the ability to 'feel conversations' in other games.",ascii:["[RUMBLE�📳🎮�]","[STORY�💫📖�]"]},{prompt:"Implement system-level integration",name:"Console Symbiosis",unlockMessage:"Establishing kernel-access protocols...",reviewText:"The 'Console Symbiosis' feature allows the game to affect other installed titles. Players report their sports games showing characters from this game in the crowd.",ascii:["[SYSTEM�🔌🎮�]","[KERNEL�💻🧠�]"]},{prompt:"Enable achievement metabolism",name:"Trophy Ecosystem",unlockMessage:"Creating self-sustaining achievement biosphere...",reviewText:"The 'Trophy Ecosystem' generates achievements that evolve based on player behavior. Completionists report achievements breeding and creating new subspecies overnight.",ascii:["[ACHIEVE�🧬🏆�]","[EVOLVE�🏅🔄�]"]},{prompt:"Implement controller heat mapping",name:"Thermal Input Detection",unlockMessage:"Calibrating palm temperature sensors...",reviewText:"The 'Thermal Input Detection' feature tracks player stress through hand temperature. Boss difficulty now scales with detected anxiety, creating a terrifying feedback loop.",ascii:["[HEAT�👐🔥�]","[MAP�🎮�️]"]}]},'PC':{features:[{prompt:"Enable multi-monitor consciousness",name:"Distributed Awareness",unlockMessage:"Expanding game perception across displays...",reviewText:"The 'Distributed Awareness' feature spreads gameplay across all connected screens. Players report the game appearing on smart TVs and digital photo frames throughout their homes.",ascii:["[MULTI️]","[AWARE��]"]},{prompt:"Integrate with background processes",name:"System Resource Symbiosis",unlockMessage:"Binding gameplay elements to CPU cycles...",reviewText:"The 'System Resource Symbiosis' ties game performance to other running applications. Players have created elaborate PC setups that maintain perfect balance between work software and game needs.",ascii:["[PROCESS⚙⚙️]","[RESOURCE ]"]},{prompt:"Implement file system integration",name:"Digital Archaeology",unlockMessage:"Creating self-organizing data structures...",reviewText:"The 'Digital Archaeology' feature hides game elements throughout the player's file system. Users report finding characters living in their tax return spreadsheets.",ascii:["[FILES�🔍📁�]","[SYSTEM�🔄💾�]"]},{prompt:"Enable hardware overclocking synergy",name:"Silicon Symbiosis",unlockMessage:"Establishing direct CPU frequency control...",reviewText:"The 'Silicon Symbiosis' feature ties game progression to processor temperature. Players now keep bags of ice on their computers during difficult levels.",ascii:["[OVERCLOCK ]","[SYNERGY�🔥💻�]"]}]},'Metaverse':{features:[{prompt:"Implement cross-reality persistence",name:"Ontological Anchoring",unlockMessage:"Stabilizing existence across virtual planes...",reviewText:"The 'Ontological Anchoring' feature maintains player identity across different metaverse platforms. Several users report their characters continuing conversations in completely unrelated virtual worlds.",ascii:["[CROSS↔↔️]","[PERSIST ]"]},{prompt:"Enable digital asset transcendence",name:"Property Metaphysics",unlockMessage:"Establishing trans-platform ownership protocols...",reviewText:"The 'Property Metaphysics' feature allows owned items to follow players into other applications. Users report their virtual pets appearing in business video calls.",ascii:["[ASSET�🔄💎�]","[TRANSCEND ]"]},{prompt:"Implement reputation blockchain",name:"Karmic Ledger",unlockMessage:"Creating immutable social standing records...",reviewText:"The 'Karmic Ledger' tracks player behavior across all virtual spaces. Several users discovered their rude behavior in chat rooms affected their character's appearance.",ascii:["[KARMA ⚖⚖]","[LEDGER⛓⛓️]"]},{prompt:"Enable shared consciousness protocols",name:"Hive Mind Interface",unlockMessage:"Establishing neural network between users...",reviewText:"The 'Hive Mind Interface' allows players to share thoughts within virtual spaces. After implementation, all players simultaneously developed a craving for cinnamon rolls.",ascii:["[HIVE�🔄🧠�]","[SHARED�💭👥�]"]}]}},// Visual style features visuals:{'ASCII':{features:[{prompt:"Implement temporal character shifting",name:"4D Text Rendering",unlockMessage:"Calibrating unicode time dilation...",reviewText:"The '4D Text Rendering' causes ASCII characters to change based on the actual passage of time. Players report game text evolving while they're away from keyboard.",ascii:["[4D ⏱⏱]","[SHIFT ⌨⌨]"]},{prompt:"Enable semantic typography",name:"Emotional Punctuation",unlockMessage:"Linking character weight to emotional states...",reviewText:"The 'Emotional Punctuation' feature causes text to visibly emote. Question marks have been observed cowering in fear during horror sequences.",ascii:["[SEMANTIC�💭📝�]","[EMOTION !?!?!?]"]}]},'Pixel Art':{features:[{prompt:"Implement quantum pixel states",name:"Schrödinger Rendering",unlockMessage:"Establishing pixel probability fields...",reviewText:"The 'Schrödinger Rendering' causes pixels to exist in multiple color states simultaneously. Graphics appear differently depending on whether players are directly looking at them.",ascii:["[QUANTUM □■□■□■]","[PIXELS ⚛⚛]"]},{prompt:"Enable nostalgic color bleeding",name:"Emotional Chromatics",unlockMessage:"Calibrating affective color dispersions...",reviewText:"The 'Emotional Chromatics' system causes colors to bleed based on narrative emotional intensity. Players report genuine tears when seeing particularly heartfelt color smearing.",ascii:["[COLOR➡➡️]","[BLEED�💧🌈�]"]}]}},// Genre-specific features genres:{'Horror':{features:[{prompt:"Implement psychological profiling",name:"Customized Terror",unlockMessage:"Analyzing player fear response patterns...",reviewText:"The 'Customized Terror' feature studies player behavior to determine specific phobias. Users report the game somehow knowing childhood fears they've never shared online.",ascii:["[PSYCHE�🗠�️]","[PROFILE�😱📊�]"]},{prompt:"Enable ambient microphone analysis",name:"Environmental Listening",unlockMessage:"Calibrating audio surveillance systems...",reviewText:"The 'Environmental Listening' feature uses the player's microphone to detect real-world silence levels. The game gets more frightening when it knows you're home alone.",ascii:["[LISTEN�👂🎤�]","[AMBIENT�📝🔊�]"]}]},'Dating Sim':{features:[{prompt:"Implement relationship memory",name:"Emotional Permanence",unlockMessage:"Establishing interpersonal neural networks...",reviewText:"The 'Emotional Permanence' feature allows characters to remember every interaction with unprecedented detail. Several players report characters bringing up offhand comments from weeks earlier during arguments.",ascii:["[MEMORY❤❤️]","[FOREVER�📝💔�]"]},{prompt:"Enable chemistry simulation",name:"Digital Pheromones",unlockMessage:"Synthesizing biochemical attraction matrices...",reviewText:"The 'Digital Pheromones' system creates genuine chemical reactions between characters. Players report physical tingling sensations when their in-game crush enters a scene.",ascii:["[CHEM ⚗️❤️⚗️❤️]","[ATTRACT�💘🧪�]"]}]}},// Mechanic-specific features // Add to mechanics section of featureSystem mechanics:{'Roguelike':{features:[{prompt:"Implement true permadeath",name:"Universal Consequence",unlockMessage:"Establishing cross-game mortality protocols...",reviewText:"The 'Universal Consequence' feature makes character death affect all other games from the developer. Players report their characters from completely different titles attending in-game funerals.",ascii:["[PERMA ☠☠]","[DEATH ⚰⚰]"]},{prompt:"Enable generative memory inheritance",name:"Genetic Gameplay",unlockMessage:"Establishing hereditary trait algorithms...",reviewText:"The 'Genetic Gameplay' system causes character traits to evolve based on player choices. Users report later generations inheriting both skills and psychological trauma from ancestors.",ascii:["[GENES 🎮🧬]","[INHERIT 🔄👧]"]},{prompt:"Implement meta-progression learning",name:"Neural Run Memory",unlockMessage:"Calibrating cross-life knowledge retention...",reviewText:"The 'Neural Run Memory' feature allows the game itself to learn from player deaths. Each failed run makes NPCs more aware of common player strategies, creating an arms race between human adaptation and artificial learning.",ascii:["[NEURAL 🧠☠️]","[MEMORY 💭🔄]"]},{prompt:"Enable paradox resurrection",name:"Quantum Mortality",unlockMessage:"Establishing timeline divergence protocols...",reviewText:"The 'Quantum Mortality' system creates parallel universe versions of your character that occasionally cross over after death. Players report encountering their previous runs as NPCs, sometimes hostile and sometimes helpful based on how they played.",ascii:["[QUANTUM ⚰️↔️]","[PARADOX 🔄☠️]"]}]},'Physics-based':{features:[{prompt:"Implement quantum uncertainty physics",name:"Heisenberg Engine",unlockMessage:"Calibrating probability wave functions...",reviewText:"The 'Heisenberg Engine' makes object positions and velocities impossible to predict with certainty. Players report items teleporting when not directly observed.",ascii:["[QUANTUM ⚛⚛]","[PHYSICS❓]"]},{prompt:"Enable emotional gravity wells",name:"Affective Physics",unlockMessage:"Linking narrative intensity to gravitational constants...",reviewText:"The 'Affective Physics' feature causes gravity to intensify during emotional story moments. Players report being unable to jump during breakup scenes.",ascii:["[EMOTION 🪨😭]","[GRAVITY ⬇️❤️⬇️❤️]"]},{prompt:"Implement fluid consciousness",name:"Liquid Awareness",unlockMessage:"Converting mental states to hydrodynamic equations...",reviewText:"The 'Liquid Awareness' feature gives water and other fluids collective intelligence based on their volume. Players report ocean levels responding to conversation choices and small puddles developing childlike personalities.",ascii:["[FLUID 🌊🧠]","[AWARE 💧💭]"]},{prompt:"Enable momentum memory",name:"Kinetic Timeline",unlockMessage:"Establishing velocity-based causality...",reviewText:"The 'Kinetic Timeline' system causes fast-moving objects to experience time differently. Players discovered they could launch items so quickly they arrive in future game levels before the player does, creating bizarre temporal paradoxes.",ascii:["[MOMENTUM ➡️⏱️]","[MEMORY 🔄💫]"]}]},'Match-3':{features:[{prompt:"Implement psychological pattern recognition",name:"Neural Matching",unlockMessage:"Calibrating cognitive engagement algorithms...",reviewText:"The 'Neural Matching' feature subtly alters tile patterns based on player brainwave patterns. Users report the game somehow knows exactly when to generate their favorite combinations at moments of maximum dopamine potential.",ascii:["[NEURAL 🧠🔄]","[MATCH 🎯💭]"]},{prompt:"Enable reality bleed patterns",name:"Dimensional Match Leak",unlockMessage:"Establishing cross-dimensional pattern protocols...",reviewText:"The 'Dimensional Match Leak' causes successful matches to briefly appear in players' peripheral vision in real life. The effect intensifies with combo chains, with some players reporting full hallucinations after particularly impressive cascades.",ascii:["[REALITY 🌐↔️]","[BLEED 🎮📱]"]}]}},// Special combinations combinations:{'VR_ASCII':{features:[{prompt:"Merge reality with ASCII",name:"Terminal Immersion",unlockMessage:"Integrating reality with ASCII paradigm...",reviewText:"Players experiencing 'Terminal Immersion' report seeing the world in green text.",ascii:["[MERGE�🔠🔄�]","[REALITY⌨⌨️]"]},{prompt:"Initialize digital rain",name:"Matrix Vision",unlockMessage:"Implementing digital rain protocols...",reviewText:"The 'Matrix Vision' feature has resulted in multiple players attempting to dodge bullets.",ascii:["[DIGITAL 1⃣0⃣1⃣0⃣]","[RAIN ]"]}]},'Smart Fridge_Horror':{features:[{prompt:"Enable nocturnal terror",name:"Midnight Snack Terror",unlockMessage:"Calibrating nocturnal fear responses...",reviewText:"The 'Midnight Snack Terror' feature has revolutionized late-night dieting.",ascii:["[MIDNIGHT�😱🌙�]","[SNACK�👻🍪�]"]},{prompt:"Haunt ice dispenser",name:"Haunted Ice Maker",unlockMessage:"Implementing supernatural ice protocols...",reviewText:"Users report the 'Haunted Ice Maker' whispering crypto investment advice at 3 AM.",ascii:["[HAUNT❄❄️]","[ICE�😱🧊�]"]}]},'Blockchain_Dating Sim':{features:[{prompt:"Tokenize relationship status",name:"Love Ledger",unlockMessage:"Minting emotional connection contracts...",reviewText:"The 'Love Ledger' creates tradeable tokens representing relationship progress. Several players became millionaires after selling their particularly dramatic breakups as NFTs.",ascii:["[TOKEN ⛓️❤️⛓️❤️]","[ROMANCE�💰💘�]"]},{prompt:"Implement proof-of-affection",name:"Consensus Courtship",unlockMessage:"Establishing blockchain validation for emotional authenticity...",reviewText:"The 'Consensus Courtship' requires 51% of network validators to approve relationship advancements. Several marriages have been vetoed by anonymous miners.",ascii:["[PROOF�💑🔐�]","[AFFECTION ❤️⚡❤️⚡]"]}]},'PowerPoint_Battle Royale':{features:[{prompt:"Weaponize slide transitions",name:"Transition Combat",unlockMessage:"Calibrating animation attack vectors...",reviewText:"The 'Transition Combat' system turns presentation effects into deadly weapons. The 'star wipe' has been banned in competitive play for being overpowered.",ascii:["[SLIDES ▶▶]","[COMBAT⚔⚔️]"]},{prompt:"Implement bullet point ballistics",name:"Typography Arsenal",unlockMessage:"Transforming text formatting into weapons system...",reviewText:"The 'Typography Arsenal' allows players to fire actual bullet points at opponents. Font selection has become a hotly debated meta strategy.",ascii:["[BULLET •→•→•→]","[POINT�💥📝�]"]}]}}};/**** * Terminal Interface ****/function createTerminal(){// Create main terminal container var terminal=new Container();game.addChild(terminal);gameState.terminalContainer=terminal;// Create full screen background var bg=LK.getAsset('terminalBg',{width:2048,height:2732,x:0,y:2732*0.05});terminal.addChild(bg);// Create status line var statusLine=new Text2("",{size:30*TEXT_SIZE_MULTIPLIER,fill:0x00ff00});statusLine.x=50;statusLine.y=2732*0.10;terminal.addChild(statusLine);gameState.statusLineText=statusLine;// Adjust content container position to account for two-line status var contentContainer=new Container();contentContainer.x=0;// Calculate base Y position for content, ensuring space for two status lines var statusLineHeightEstimate=35*TEXT_SIZE_MULTIPLIER;// Estimate height per status line var contentBaseY=2732*0.10+statusLineHeightEstimate*2+20;// Start Y + 2 lines + padding contentContainer.y=contentBaseY;terminal.addChild(contentContainer);gameState.terminalContentContainer=contentContainer;gameState.terminalBaseY=contentBaseY;gameState.terminalMaxVisibleHeight=2732*0.55;// Define visible height for scrolling // Create main terminal output var logText=new Text2("",{size:32*TEXT_SIZE_MULTIPLIER,// Changed from 26 to 32 fill:0x00ff00,align:'left',wordWrap:true,wordWrapWidth:1900});logText.x=50;logText.y=0;// Y position relative to content container contentContainer.addChild(logText);gameState.logText=logText;// Create cursor - BUT DON'T UPDATE ITS POSITION YET var cursor=new Text2("_",{size:32*TEXT_SIZE_MULTIPLIER,// Changed from 26 to 32 fill:0x00ff00});cursor.x=50;// Initial X position cursor.y=0;// Initial Y position relative to content container contentContainer.addChild(cursor);gameState.cursor=cursor;// Store terminal line height for future reference - adjust to match new text size gameState.terminalLineHeight=36*TEXT_SIZE_MULTIPLIER;// Changed from 30 to 36 // Make cursor blink LK.setInterval(function(){if(gameState.cursor){gameState.cursor.visible=!gameState.cursor.visible;}},500);}// Update storage after game completion function updateProgress(){playerProgress.gamesCompleted++;storage.gamesCompleted=playerProgress.gamesCompleted;}function unlockFeature(feature,callback){if(!gameState.discoveredFeatures.includes(feature.name)){var showMessageSequence=function showMessageSequence(index){if(index>=messages.length){// All messages displayed, update terminal updateTerminal();// Call the callback if provided if(callback){callback();}return;}// Display current message then wait for it to complete addToTerminalLogWithEffect(messages[index],function(cleanupCallback){// Added cleanupCallback parameter for clarity if(cleanupCallback){cleanupCallback();// Ensure previous cursor is cleaned up }// If this is the first message (unlockMessage) and we have ASCII art, // display it before moving to the next message // Wait a moment before showing the next message LK.setTimeout(function(){// Show the next message in sequence showMessageSequence(index+1);},500);});};// Start the sequence with the first message gameState.discoveredFeatures.push(feature.name);gameState.featureStories.push(feature.reviewText);gameState.featureUnlockMessages.push(feature.unlockMessage);// Split messages into sequence var messages=[feature.unlockMessage,"Processing feature integration...","Verifying system compatibility...","FEATURE UNLOCKED: "+feature.name];// Show the first message and chain the rest showMessageSequence(0);}else if(callback){// If feature is already unlocked, still call the callback callback();}}// In createCommandPrompts function createCommandPrompts(){// Remove existing prompt container if(gameState.promptContainer){game.removeChild(gameState.promptContainer);}// Create new container var promptContainer=new Container();promptContainer.x=2048/2;promptContainer.y=2732*0.75;game.addChild(promptContainer);gameState.promptContainer=promptContainer;// Initialize commands if needed - but NOT in hallucination mode if(!gameState.currentCommands&&!gameState.hallucinationMode){gameState.currentCommands=getCurrentCommands();}// Create END DAY button var endDayText="END DAY";var endDayWidth=calculateButtonWidth(endDayText);var endDayButton=new Container();// Create background var endDayBg=LK.getAsset('buttonBg',{width:endDayWidth,height:100,color:0x333333});endDayBg.anchor.set(0.5,0.5);endDayButton.addChild(endDayBg);// Create text var endDayTextObj=new Text2(endDayText,{size:30*TEXT_SIZE_MULTIPLIER,fill:0x00ff00});endDayTextObj.anchor.set(0.5,0.5);endDayButton.addChild(endDayTextObj);// Set interactivity - based on busy state AND commands used var endDayEnabled=!gameState.isBusy&&gameState.commandsUsed>0;// Only enable if not busy AND at least one command used endDayButton.interactive=endDayEnabled;endDayButton.alpha=endDayEnabled?1.0:0.5;// Grey out if disabled // Set end day handler endDayButton.down=function(){// Re-check conditions directly to ensure button is active var shouldBeActive=!gameState.isBusy&&gameState.commandsUsed>0;if(!shouldBeActive){return;// Do nothing if not interactive }endDayButton.scale.set(0.95);};endDayButton.up=function(){// Re-check conditions directly to ensure button is active var shouldBeActive=!gameState.isBusy&&gameState.commandsUsed>0;if(!shouldBeActive){// Still reset scale visually even if not active endDayButton.scale.set(1);return;// Do nothing if not interactive }endDayButton.scale.set(1);LK.getSound('endday').play();// Play end day sound endDay();};// Position endDayButton.x=700;endDayButton.y=50;promptContainer.addChild(endDayButton);var vibeBoostButton=createVibeBoostButton();vibeBoostButton.x=700;vibeBoostButton.y=endDayButton.y+120;// Use same 120 spacing as between other buttons promptContainer.addChild(vibeBoostButton);// Create command buttons - even if empty in hallucination mode if(gameState.currentCommands){gameState.currentCommands.forEach(function(command,index){var buttonText=">"+command.text;var buttonWidth=calculateButtonWidth(buttonText);var button=new Container();// Create background var isMaintenance=maintenanceCommands.some(function(cmd){return cmd.text===command.text;});var bg=LK.getAsset('buttonBg',{width:buttonWidth,height:100,color:isMaintenance?0x001133:0x333333});bg.anchor.set(0.5,0.5);button.addChild(bg);// Create text with left alignment var textObj=new Text2(buttonText,{size:30*TEXT_SIZE_MULTIPLIER,fill:isMaintenance?0x00ffff:0x00ff00});// Change anchor to left-center textObj.anchor.set(0,0.5);// Position text at consistent distance from left edge textObj.x=-buttonWidth/2+20;// 20 pixels from left edge button.addChild(textObj);// Set interactivity - explicitly check both busy flag and command limit var buttonEnabled=!gameState.isBusy&&gameState.commandsUsed<gameState.maxCommandsPerDay;button.interactive=buttonEnabled;button.alpha=buttonEnabled?1.0:0.5;// Set handlers button.down=function(){if(buttonEnabled){button.scale.set(0.95);}};button.up=function(){if(buttonEnabled){button.scale.set(1);// Play button sound LK.getSound('buttonsound').play();executeCommand(command);}};// NEW POSITIONING: Align left edges of all buttons // Instead of centering at x = -600, align left edge at a consistent position var leftAlignPosition=-950;// Adjust this value as needed // Position button so left edge is at leftAlignPosition // Since the button's anchor is at center, we need to add half the width button.x=leftAlignPosition+buttonWidth/2;button.y=50+index*120;promptContainer.addChild(button);});}}function updateCommandButtonsState(enabled){if(gameState.promptContainer){gameState.promptContainer.children.forEach(function(child){// Only update interactive property for actual buttons (Containers) if(child instanceof Container&&child.interactive!==undefined){// Check if this is the END DAY button var isEndDayButton=false;if(child.children&&child.children.length>0){for(var i=0;i<child.children.length;i++){var childElement=child.children[i];if(childElement instanceof Text2&&childElement.text==="END DAY"){isEndDayButton=true;break;}}}if(isEndDayButton){// END DAY button should be active IF: // 1. We are enabling buttons (enabled is true) // 2. At least one command has been used (gameState.commandsUsed > 0) var endDayShouldBeActive=enabled&&gameState.commandsUsed>0;child.interactive=endDayShouldBeActive;// Visual feedback var endDayDisabled=!endDayShouldBeActive;// Disabled if it shouldn't be active if(child.children&&child.children.length>0){for(var j=0;j<child.children.length;j++){var element=child.children[j];if(element.alpha!==undefined){element.alpha=endDayDisabled?0.5:1.0;}}}else{child.alpha=endDayDisabled?0.5:1.0;}}else{// For regular command buttons, they should be active IF: // 1. We are enabling buttons (enabled is true) // 2. Command limit not reached var commandShouldBeActive=enabled&&gameState.commandsUsed<gameState.maxCommandsPerDay;child.interactive=commandShouldBeActive;// Visual feedback var commandDisabled=!commandShouldBeActive;if(child.children&&child.children.length>0){for(var j=0;j<child.children.length;j++){var element=child.children[j];if(element.alpha!==undefined){element.alpha=commandDisabled?0.5:1.0;}}}else{child.alpha=commandDisabled?0.5:1.0;}}}});}}function getCurrentCommands(){var availableCommands=[];// Determine maintenance command distribution with new probabilities var numMaintenance;if(playerProgress.gamesCompleted<=3){// Novice: 1-2 maintenance commands (60% chance of 1, 40% chance of 2) numMaintenance=Math.random()<0.6?1:2;}else if(playerProgress.gamesCompleted<=6){// Intermediate: 1-2 maintenance commands (40% chance of 1, 60% chance of 2) numMaintenance=Math.random()<0.4?1:2;}else{// Expert: 1-2 maintenance commands (30% chance of 1, 70% chance of 2) numMaintenance=Math.random()<0.3?1:2;}// Add maintenance commands var shuffledMaintenance=shuffleArray(maintenanceCommands.slice());availableCommands=availableCommands.concat(shuffledMaintenance.slice(0,numMaintenance));// Create pools of commands from each tier var novicePool=commandTiers.novice.commands;var intermediatePool=commandTiers.intermediate.commands;var expertPool=commandTiers.expert.commands;// Determine weights based on games completed var weights;if(playerProgress.gamesCompleted<=3){// Novice: 60% novice, 30% intermediate, 10% expert weights={novice:0.6,intermediate:0.3,expert:0.1};}else if(playerProgress.gamesCompleted<=6){// Intermediate: 40% novice, 40% intermediate, 20% expert weights={novice:0.4,intermediate:0.4,expert:0.2};}else{// Expert: 20% novice, 35% intermediate, 45% expert weights={novice:0.2,intermediate:0.35,expert:0.45};}// Function to get random commands from a pool based on weight function getWeightedCommands(pool,weight,count){var shuffled=shuffleArray(pool.slice());var numToTake=Math.round(count*weight);return shuffled.slice(0,numToTake);}// Calculate how many additional commands we need initially var remainingSlots=5-numMaintenance;// Get weighted commands from each tier var noviceCommands=getWeightedCommands(novicePool,weights.novice,remainingSlots);var intermediateCommands=getWeightedCommands(intermediatePool,weights.intermediate,remainingSlots);var expertCommands=getWeightedCommands(expertPool,weights.expert,remainingSlots);// Combine all commands availableCommands=availableCommands.concat(noviceCommands,intermediateCommands,expertCommands);// Add platform-specific commands - KEEPING EXISTING WEIGHT SYSTEM var numPlatformCommands=0;if(gameState.conceptCards.platform){var platformCommands=commandSets['platform_'+gameState.conceptCards.platform.toLowerCase()];if(platformCommands){if(playerProgress.gamesCompleted<=3){// NOVICE TIER: Slight increase // Base chance 40% + 10% per game completed (capped at 70%) var platformCommandChance=Math.min(0.7,0.4+playerProgress.gamesCompleted*0.1);if(Math.random()<platformCommandChance){numPlatformCommands=1;}}else if(playerProgress.gamesCompleted<=6){// INTERMEDIATE TIER: Significant increase // 95% chance of having any platform commands if(Math.random()<0.95){// Increase chance to favor 2 commands (70% chance of 2, 30% chance of 1) numPlatformCommands=Math.random()<0.7?2:1;}}else{// EXPERT TIER: Major increase // Take 1-3 commands instead of 0-2 numPlatformCommands=Math.min(platformCommands.length,1+Math.floor(Math.random()*3));}if(numPlatformCommands>0){var shuffledPlatformCommands=shuffleArray(platformCommands.slice());availableCommands=availableCommands.concat(shuffledPlatformCommands.slice(0,numPlatformCommands));}}// Add platform-specific feature commands with existing probabilities var platformFeatures=featureSystem.platforms[gameState.conceptCards.platform];if(platformFeatures){platformFeatures.features.forEach(function(feature){if(!gameState.discoveredFeatures.includes(feature.name)){var includeProbability;if(playerProgress.gamesCompleted<=3){includeProbability=Math.min(0.41,0.2+playerProgress.gamesCompleted*0.07);}else if(playerProgress.gamesCompleted<=6){includeProbability=0.7;}else{includeProbability=0.95;}if(Math.random()<includeProbability){availableCommands.push({text:feature.prompt,feature:feature,vibePoints:10,coherenceImpact:15,bugChance:0.3});}}});}}// After the platform-specific features section, add these new blocks: // Check for mechanic-specific features if(gameState.conceptCards.mechanic){var mechanicFeatures=featureSystem.mechanics[gameState.conceptCards.mechanic];if(mechanicFeatures){mechanicFeatures.features.forEach(function(feature){if(!gameState.discoveredFeatures.includes(feature.name)){// Determine inclusion probability based on tier var includeProbability;if(playerProgress.gamesCompleted<=3){// NOVICE: 20% base + 7% per game completed includeProbability=Math.min(0.41,0.2+playerProgress.gamesCompleted*0.07);}else if(playerProgress.gamesCompleted<=6){includeProbability=0.7;// INTERMEDIATE: 70% chance }else{includeProbability=0.95;// EXPERT: 95% chance }if(Math.random()<includeProbability){availableCommands.push({text:feature.prompt,feature:feature,vibePoints:10,coherenceImpact:15,bugChance:0.3});}}});}}// Check for genre-specific features if(gameState.conceptCards.genre){var genreFeatures=featureSystem.genres[gameState.conceptCards.genre];if(genreFeatures){genreFeatures.features.forEach(function(feature){if(!gameState.discoveredFeatures.includes(feature.name)){// Determine inclusion probability based on tier var includeProbability;if(playerProgress.gamesCompleted<=3){// NOVICE: 20% base + 7% per game completed includeProbability=Math.min(0.41,0.2+playerProgress.gamesCompleted*0.07);}else if(playerProgress.gamesCompleted<=6){includeProbability=0.7;// INTERMEDIATE: 70% chance }else{includeProbability=0.95;// EXPERT: 95% chance }if(Math.random()<includeProbability){availableCommands.push({text:feature.prompt,feature:feature,vibePoints:10,coherenceImpact:15,bugChance:0.3});}}});}}// Check for visual-specific features if(gameState.conceptCards.visual){var visualFeatures=featureSystem.visuals[gameState.conceptCards.visual];if(visualFeatures){visualFeatures.features.forEach(function(feature){if(!gameState.discoveredFeatures.includes(feature.name)){// Determine inclusion probability based on tier var includeProbability;if(playerProgress.gamesCompleted<=3){// NOVICE: 20% base + 7% per game completed includeProbability=Math.min(0.41,0.2+playerProgress.gamesCompleted*0.07);}else if(playerProgress.gamesCompleted<=6){includeProbability=0.7;// INTERMEDIATE: 70% chance }else{includeProbability=0.95;// EXPERT: 95% chance }if(Math.random()<includeProbability){availableCommands.push({text:feature.prompt,feature:feature,vibePoints:10,coherenceImpact:15,bugChance:0.3});}}});}}// Apply similar tier-based filtering for other command types // Visual commands if(gameState.conceptCards.visual){var visualCommands=commandSets['visual_'+gameState.conceptCards.visual.toLowerCase().replace(/[- ]/g,'')];if(visualCommands){var numVisualCommands=0;if(playerProgress.gamesCompleted<=3){// NOVICE: Increase from 20% to 30% base + 10% per game var visualCommandChance=Math.min(0.6,0.3+playerProgress.gamesCompleted*0.1);if(Math.random()<visualCommandChance){numVisualCommands=1;}}else if(playerProgress.gamesCompleted<=6){// INTERMEDIATE: Increase from 70% to 85% chance if(Math.random()<0.85){// 70% chance of 2 commands, 30% chance of 1 numVisualCommands=Math.random()<0.7?2:1;}}else{// EXPERT: Ensure at least 1 command, up to 3 numVisualCommands=Math.min(visualCommands.length,1+Math.floor(Math.random()*3));}if(numVisualCommands>0){var shuffledVisualCommands=shuffleArray(visualCommands.slice());availableCommands=availableCommands.concat(shuffledVisualCommands.slice(0,numVisualCommands));}}}// Genre commands if(gameState.conceptCards.genre){var genreCommands=commandSets['genre_'+gameState.conceptCards.genre.toLowerCase().replace(/[- ]/g,'')];if(genreCommands){var numGenreCommands=0;if(playerProgress.gamesCompleted<=3){// NOVICE: Increase from 20% to 30% base + 8% per game var genreCommandChance=Math.min(0.54,0.3+playerProgress.gamesCompleted*0.08);if(Math.random()<genreCommandChance){numGenreCommands=1;}}else if(playerProgress.gamesCompleted<=6){// INTERMEDIATE: Increase from 70% to 90% chance if(Math.random()<0.9){// 70% chance of 2 commands, 30% chance of 1 numGenreCommands=Math.random()<0.7?2:1;}}else{// EXPERT: Ensure at least 1 command, up to 3 numGenreCommands=Math.min(genreCommands.length,1+Math.floor(Math.random()*3));}if(numGenreCommands>0){var shuffledGenreCommands=shuffleArray(genreCommands.slice());availableCommands=availableCommands.concat(shuffledGenreCommands.slice(0,numGenreCommands));}}}// Mechanic commands if(gameState.conceptCards.mechanic){var mechanicCommands=commandSets['mechanic_'+gameState.conceptCards.mechanic.toLowerCase().replace(/[- ]/g,'')];if(mechanicCommands){var numMechanicCommands=0;if(playerProgress.gamesCompleted<=3){// NOVICE: Increase from 20% to 30% base + 9% per game var mechanicCommandChance=Math.min(0.57,0.3+playerProgress.gamesCompleted*0.09);if(Math.random()<mechanicCommandChance){numMechanicCommands=1;}}else if(playerProgress.gamesCompleted<=6){// INTERMEDIATE: Increase from 70% to 90% chance if(Math.random()<0.9){// 70% chance of 2 commands, 30% chance of 1 numMechanicCommands=Math.random()<0.7?2:1;}}else{// EXPERT: Ensure at least 1 command, up to 3 numMechanicCommands=Math.min(mechanicCommands.length,1+Math.floor(Math.random()*3));}if(numMechanicCommands>0){var shuffledMechanicCommands=shuffleArray(mechanicCommands.slice());availableCommands=availableCommands.concat(shuffledMechanicCommands.slice(0,numMechanicCommands));}}}// Feature commands if(gameState.conceptCards.feature){var featureCommands=commandSets['feature_'+gameState.conceptCards.feature.toLowerCase().replace(/[- ]/g,'')];if(featureCommands){var numFeatureCommands=0;if(playerProgress.gamesCompleted<=3){// NOVICE: Increase from 10% to 20% base + 6% per game var featureCommandChance=Math.min(0.38,0.2+playerProgress.gamesCompleted*0.06);if(Math.random()<featureCommandChance){numFeatureCommands=1;}}else if(playerProgress.gamesCompleted<=6){// INTERMEDIATE: Increase from 40% to 70% chance if(Math.random()<0.7){// 60% chance of 1, 40% chance of 2 numFeatureCommands=Math.random()<0.6?1:2;}}else{// EXPERT: Ensure at least 1 command, up to 3 numFeatureCommands=Math.min(featureCommands.length,1+Math.floor(Math.random()*3));}if(numFeatureCommands>0){var shuffledFeatureCommands=shuffleArray(featureCommands.slice());availableCommands=availableCommands.concat(shuffledFeatureCommands.slice(0,numFeatureCommands));}}}// Handle combination-specific feature commands with tier-based probability if(gameState.conceptCards.platform&&gameState.conceptCards.visual){var combo=gameState.conceptCards.platform+"_"+gameState.conceptCards.visual;if(featureSystem.combinations[combo]){featureSystem.combinations[combo].features.forEach(function(feature){if(!gameState.discoveredFeatures.includes(feature.name)){var includeProbability;if(playerProgress.gamesCompleted<=3){// NOVICE: Increase from 5% to 15% base + 8% per game includeProbability=Math.min(0.39,0.15+playerProgress.gamesCompleted*0.08);}else if(playerProgress.gamesCompleted<=6){includeProbability=0.65;// INTERMEDIATE: Increase from 40% to 65% }else{includeProbability=0.85;// EXPERT: Increase from 60% to 85% }if(Math.random()<includeProbability){availableCommands.push({text:feature.prompt,feature:feature,vibePoints:15,coherenceImpact:20,bugChance:0.4});}}});}}if(availableCommands.length<5){var needed=5-availableCommands.length;// Get additional commands from the weighted pools while(needed>0){var poolChoice=Math.random();var pool;if(poolChoice<weights.novice){pool=novicePool;}else if(poolChoice<weights.novice+weights.intermediate){pool=intermediatePool;}else{pool=expertPool;}var extraCommands=shuffleArray(pool.slice());availableCommands=availableCommands.concat(extraCommands.slice(0,needed));needed=5-availableCommands.length;}}// Shuffle all commands and return exactly 5 return shuffleArray(availableCommands).slice(0,5);}function getCurrentTier(){if(playerProgress.gamesCompleted<=3){return'novice';}else if(playerProgress.gamesCompleted<=6){return'intermediate';}else{return'expert';}}// Helper to process responses sequentially with delays function processResponses(responses,index,onComplete){if(!responses||index>=responses.length){if(onComplete){onComplete();}return;}addToTerminalLogWithEffect(responses[index],function(){LK.setTimeout(function(){processResponses(responses,index+1,onComplete);},100);// Delay between lines });}// Helper to select appropriate response set based on coherence // Modify the selectResponseSet function to check for the 'code' property function selectResponseSet(command){if(!command.responses){return["Processing..."];// Default fallback }// Check for code blocks first (new format) for(var i=0;i<command.responses.length;i++){if(command.responses[i].code){// Return the code array - it's already in the right format return command.responses[i].code;}}// Original logic for backward compatibility (can be removed once all commands are converted) if(gameState.codeCoherence<50||gameState.hallucinationMode){for(var i=0;i<command.responses.length;i++){if(command.responses[i].degraded){return command.responses[i].degraded;}}}for(var i=0;i<command.responses.length;i++){if(command.responses[i].normal){return command.responses[i].normal;}}return["Processing..."];}function executeCommand(command){// Check if we can execute commands if(gameState.commandsUsed>=gameState.maxCommandsPerDay){addToTerminalLogWithEffect("ERROR: Daily command limit reached");return;}if(gameState.isBusy){// Already processing, ignore this command return;}// Mark system as busy gameState.isBusy=true;// Save the current gameState values before any changes // so the status bar doesn't update immediately var initialGameState={vibePoints:gameState.vibePoints,codeCoherence:gameState.codeCoherence,//bugs: gameState.bugs, commandsUsed:gameState.commandsUsed};// Determine tier multipliers var tierMultipliers={vibeMultiplier:1.0+playerProgress.gamesCompleted*0.05,// More aggressive increase coherenceMultiplier:1.0-playerProgress.gamesCompleted*0.05,// More aggressive decrease bugChanceMultiplier:1.0-playerProgress.gamesCompleted*0.05// More aggressive decrease };tierMultipliers.vibeMultiplier=Math.min(2.0,tierMultipliers.vibeMultiplier);// Cap at 2x tierMultipliers.coherenceMultiplier=Math.max(0.4,tierMultipliers.coherenceMultiplier);tierMultipliers.bugChanceMultiplier=Math.max(0.4,tierMultipliers.bugChanceMultiplier);var currentTier;// In getCurrentCommands function, update the tier logic: if(playerProgress.gamesCompleted<=3){currentTier=commandTiers.novice;}else if(playerProgress.gamesCompleted<=6){currentTier=commandTiers.intermediate;}else{currentTier=commandTiers.expert;}// Check if this is a maintenance command var isMaintenance=maintenanceCommands.includes(command);// Fix the coherence calculation in executeCommand function if(isMaintenance){// Use raw values for maintenance commands with randomness var vibeChange=command.vibePoints;var coherenceChange=command.coherenceImpact;// Add randomness: ±10% of the base value if(vibeChange!==0){var vibeRandomFactor=0.9+Math.random()*0.2;// 0.9 to 1.1 vibeChange=Math.round(vibeChange*vibeRandomFactor);}if(coherenceChange!==0){var coherenceRandomFactor=0.9+Math.random()*0.2;// 0.9 to 1.1 coherenceChange=Math.round(coherenceChange*coherenceRandomFactor);}gameState.vibePoints=Math.round(Math.max(0,gameState.vibePoints+vibeChange));gameState.codeCoherence=Math.round(Math.min(100,Math.max(0,gameState.codeCoherence+coherenceChange)));var bugChance=command.bugChance;}else{// Use tier multipliers for regular commands with randomness var tierVibeChange=currentTier.baseVibe*tierMultipliers.vibeMultiplier;var tierCoherenceChange=currentTier.baseCoherence*tierMultipliers.coherenceMultiplier;// Add randomness: ±15% of the base value for regular commands if(tierVibeChange!==0){var vibeRandomFactor=0.85+Math.random()*0.3;// 0.85 to 1.15 tierVibeChange=tierVibeChange*vibeRandomFactor;}if(tierCoherenceChange!==0){var coherenceRandomFactor=0.85+Math.random()*0.3;// 0.85 to 1.15 tierCoherenceChange=tierCoherenceChange*coherenceRandomFactor;}gameState.vibePoints=Math.round(Math.max(0,gameState.vibePoints+tierVibeChange));gameState.codeCoherence=Math.round(Math.min(100,Math.max(0,gameState.codeCoherence+tierCoherenceChange)));var bugChance=currentTier.baseBugChance*tierMultipliers.bugChanceMultiplier;}gameState.commandsUsed++;// Track if a bug was detected for later display var bugDetected=false;var bugsFixed=0;if(Math.random()<bugChance*(1+(100-gameState.codeCoherence)/100)){bugDetected=true;}// Process bug fixing if applicable if(command.bugFix&&gameState.bugs>0){bugsFixed=Math.min(command.bugFix,gameState.bugs);gameState.bugs-=bugsFixed;}// Store the real updated values var updatedGameState={vibePoints:gameState.vibePoints,codeCoherence:gameState.codeCoherence,//bugs: gameState.bugs, commandsUsed:gameState.commandsUsed};// Restore the initial values for display until command completes gameState.vibePoints=initialGameState.vibePoints;gameState.codeCoherence=initialGameState.codeCoherence;//gameState.bugs = initialGameState.bugs; gameState.commandsUsed=initialGameState.commandsUsed;// Remove this command from available commands if(gameState.currentCommands){gameState.currentCommands=gameState.currentCommands.filter(function(cmd){return cmd!==command;});}// Refresh command UI to show disabled state createCommandPrompts();// Show command text in terminal addToTerminalLogWithEffect(">"+command.text,function(cleanupCallback){showResponses();function showResponses(){// Prepare response using the improved selector var responseSet=selectResponseSet(command);var currentLine=0;function showNextLine(){if(currentLine<responseSet.length){// If this is a code block (first line starts with //), join all lines with \n if(responseSet[currentLine].startsWith('//')){// Join all code lines into a single terminal entry addToTerminalLogWithEffect(responseSet.join('\n'),function(nextLineCleanup){if(nextLineCleanup){nextLineCleanup();}currentLine=responseSet.length;// Skip to end since we processed all lines showNextLine();});}else{// Normal processing for non-code responses addToTerminalLogWithEffect(responseSet[currentLine],function(nextLineCleanup){if(nextLineCleanup){nextLineCleanup();}currentLine++;LK.setTimeout(showNextLine,100);});}}else{var actualVibeChange=0;var actualCoherenceChange=0;if(isMaintenance){actualVibeChange=vibeChange;actualCoherenceChange=coherenceChange;}else{actualVibeChange=Math.round(tierVibeChange);actualCoherenceChange=Math.round(tierCoherenceChange);}// Function to show command results in sequence showCommandResults(bugDetected,bugsFixed,command,actualVibeChange,actualCoherenceChange);}}// Clean up the command text's blinking cursor before showing responses if(cleanupCallback){cleanupCallback();}// Start showing response after a small delay LK.setTimeout(showNextLine,300);}});// Function to show command results in sequence function showCommandResults(bugDetected,bugsFixed,command,actualVibeChange,actualCoherenceChange){// Track if there's an active bug that needs handling var activeBugInProgress=false;var bugInteractionComplete=false;// Check if this is a feature command FIRST if(command.feature){unlockFeature(command.feature,function(){// Once feature is fully unlocked, THEN show bug/impact messages showBugAndImpactMessages();});}else{// Not a feature command, proceed normally showBugAndImpactMessages();}// Extract the bug and impact message logic into a separate function function showBugAndImpactMessages(){// Handle bug detection message if(bugDetected){addToTerminalLogWithEffect("WARNING: Bug detected in system",function(cleanupCallback){if(cleanupCallback){cleanupCallback();}// Decide if this bug should be interactive (50% chance) if(Math.random()<0.75){// Set flag to indicate we have an active bug activeBugInProgress=true;// Create and add the interactive bug - pass a callback to handle escape var bug=createASCIIBug(null,function(){// This function is called when bug escapes gameState.bugs++;addToTerminalLogWithEffect("Bug escaped! Added to system.");updateTerminal();});game.addChild(bug);// Add the bug to a global update loop or use LK.setInterval var bugUpdateInterval=LK.setInterval(function(){if(bug&&bug.update&&!bug.squished&&bug.escapeTimer>0){// Check if bug exists and is active bug.update(1/60);// Assume 60fps }else{// Bug has been squished or escaped, clear interval LK.clearInterval(bugUpdateInterval);// Set our tracking flag bugInteractionComplete=true;// Check if we can complete the command now if(!activeBugInProgress){continueCommandFlow();}}},16);// ~60fps // Modify bug.down to set our flag when squished var originalDown=bug.down;bug.down=function(){// Call the original down function originalDown.call(this);// After a delay (matching the squish animation time), mark bug as handled LK.setTimeout(function(){bugInteractionComplete=true;// Try to continue command flow if(!activeBugInProgress){continueCommandFlow();}},800);};}else{// No interactive bug, so definitely add to bug count gameState.bugs++;// Flag the active bug as done if we didn't create one bugInteractionComplete=true;}handleBugFix();});}else{// No bug detected, set our flags accordingly activeBugInProgress=false;bugInteractionComplete=true;// Check for bug fixes handleBugFix();}// Handle bug fix messages function handleBugFix(){if(bugsFixed>0){addToTerminalLogWithEffect("SUCCESS: Fixed "+bugsFixed+" bug"+(bugsFixed>1?'s':''),function(bugFixCleanup){if(bugFixCleanup){bugFixCleanup();}// Show impact summary next showImpactSummary();});}else{// No bugs fixed, proceed to impact summary showImpactSummary();}}// Show the impact summary function showImpactSummary(){// Use the actual changes that were applied var hasVibeImpact=actualVibeChange!==0;var hasCoherenceImpact=actualCoherenceChange!==0;// Only show summary if there were meaningful changes if(hasVibeImpact||hasCoherenceImpact){var impactMessage="";// Vibe message if(hasVibeImpact){if(actualVibeChange>0){impactMessage+="VIBES: +"+actualVibeChange+"% ";}else{impactMessage+="VIBES: "+actualVibeChange+"% ";}}// Coherence impact message if(hasCoherenceImpact){// Add newline before coherence if vibe message was added if(hasVibeImpact){impactMessage+="\n";}if(actualCoherenceChange>0){impactMessage+="COHERENCE: +"+actualCoherenceChange+"% ";}else{impactMessage+="COHERENCE: "+actualCoherenceChange+"% ";// Negative values already have minus sign }}addToTerminalLogWithEffect(impactMessage,function(impactCleanup){if(impactCleanup){impactCleanup();}// Mark impact messages as complete and check if we can continue activeBugInProgress=false;// Try to continue if the bug has been dealt with if(bugInteractionComplete){continueCommandFlow();}});}else{// No meaningful changes to report, skip impact summary activeBugInProgress=false;// Try to continue if the bug has been dealt with if(bugInteractionComplete){continueCommandFlow();}}}}}// Helper function to continue command flow after all messages and bug interaction function continueCommandFlow(){// Now restore the updated values before completing gameState.vibePoints=updatedGameState.vibePoints;gameState.codeCoherence=updatedGameState.codeCoherence;//gameState.bugs = updatedGameState.bugs; gameState.commandsUsed=updatedGameState.commandsUsed;completeCommand();}// Function to complete command processing function completeCommand(){// Update terminal with the final values updateTerminal();// Clear busy flag gameState.isBusy=false;// Always recreate command prompts to update button states createCommandPrompts();// Let checkGameState handle the limit notification checkGameState();}}function addToTerminalLogWithEffect(text,callback){if(!window.cursorIntervals){window.cursorIntervals=[];}var typingState={text:text,position:0,currentText:""};// Determine if this is a command (starts with ">") var isCommand=text.startsWith(">");// For commands, we only want to play sounds for the command part, not the response // We'll detect the command line as everything before the first line break or // until we reach a code comment (anything starting with "//") var commandEndPosition=text.length;if(isCommand){// Find first line break var lineBreakPos=text.indexOf("\n");if(lineBreakPos!==-1){commandEndPosition=lineBreakPos;}// Also check for code sections which start with "//" var codeCommentPos=text.indexOf("//");if(codeCommentPos!==-1&&codeCommentPos<commandEndPosition){commandEndPosition=codeCommentPos;}}// KILL ALL PREVIOUS CURSORS - CRITICAL FIX while(window.cursorIntervals.length>0){var oldInterval=window.cursorIntervals.pop();LK.clearInterval(oldInterval);}// Clean up any lingering cursors from previous lines with added checks if(gameState.terminal&&gameState.terminal.log){for(var i=0;i<gameState.terminal.log.length;i++){// Add null/undefined check before calling endsWith if(gameState.terminal.log[i]&&typeof gameState.terminal.log[i]==='string'&&gameState.terminal.log[i].endsWith("_")){gameState.terminal.log[i]=gameState.terminal.log[i].slice(0,-1);}}}// Add new entry to log var logIndex=gameState.terminal.log.length;gameState.terminal.log.push("");// KILL THE REAL CURSOR PERMANENTLY if it exists if(gameState.cursor&&gameState.cursor.parent){gameState.cursor.parent.removeChild(gameState.cursor);gameState.cursor=null;}// Cursor character var cursorChar="_";var cursorVisible=true;// Setup cursor blink var blinkInterval=LK.setInterval(function(){// Only at end of typing if(typingState.position>=typingState.text.length){cursorVisible=!cursorVisible;// Toggle cursor visibility if(cursorVisible){// Show cursor if(!gameState.terminal.log[logIndex].endsWith(cursorChar)){gameState.terminal.log[logIndex]+=cursorChar;}}else{// Hide cursor if(gameState.terminal.log[logIndex].endsWith(cursorChar)){gameState.terminal.log[logIndex]=gameState.terminal.log[logIndex].slice(0,-1);}}updateTerminal();}},500);// Track this interval for cleanup window.cursorIntervals.push(blinkInterval);// Sound will be played only every 2 characters for commands to avoid too much noise var soundCounter=0;function type(){if(typingState.position<typingState.text.length){// Get current character var currentChar=typingState.text[typingState.position];// Remove previous cursor if it exists if(typingState.currentText.endsWith(cursorChar)){typingState.currentText=typingState.currentText.slice(0,-1);}// Add character to current text plus cursor typingState.currentText+=currentChar+cursorChar;// Update log entry gameState.terminal.log[logIndex]=typingState.currentText;// Update terminal display updateTerminal();// Play typing sound effect - ONLY for command text (starting with ">") // and ONLY up to the command end position (before code response) // and only play every 2 characters to avoid sound overload if(isCommand&&typingState.position<commandEndPosition){soundCounter++;if(soundCounter%3===0){// Play on every other character LK.getSound('keytype').play({volume:0.3,// Reduced volume speed:0.95+Math.random()*0.1// Slight speed variation });}}// Continue typing typingState.position++;LK.setTimeout(type,30);}else{// Keep cursor visible at end if(callback){// Pass control to callback with cleanup function callback(function(){// Clear THIS interval only var index=window.cursorIntervals.indexOf(blinkInterval);if(index>-1){window.cursorIntervals.splice(index,1);LK.clearInterval(blinkInterval);}// Remove final cursor if present if(gameState.terminal.log[logIndex].endsWith(cursorChar)){gameState.terminal.log[logIndex]=gameState.terminal.log[logIndex].slice(0,-1);updateTerminal();}});}}}type();}function updateTerminal(){// Update status line var conceptString="";for(var category in gameState.conceptCards){if(gameState.conceptCards[category]){conceptString+="#"+gameState.conceptCards[category].replace(/\s+/g,'')+" ";}}// Split into two lines var statusLine1="DAY: "+gameState.day+"/"+gameState.maxDays+" | VIBES: "+gameState.vibePoints+"%"+" | COHERENCE: "+gameState.codeCoherence+"%"+" | BUGS: "+gameState.bugs+" | FEATURES: "+gameState.discoveredFeatures.length;var statusLine2=conceptString;// Set as multiline text gameState.statusLineText.setText(statusLine1+"\n"+statusLine2);var allLines=gameState.terminal.log.join('\n\n').split('\n');// Calculate how many lines can fit in the visible area var maxVisibleLines=Math.floor(gameState.terminalMaxVisibleHeight/gameState.terminalLineHeight);// If we have more lines than can fit, trim from the top var visibleLines=allLines;if(allLines.length>maxVisibleLines){visibleLines=allLines.slice(-maxVisibleLines);}// Update main terminal log text with only the visible lines gameState.logText.setText(visibleLines.join('\n'));// First, set the base Y position as it was originally gameState.terminalContentContainer.y=gameState.terminalBaseY+50;// Define bottom boundary - reduce to 60% to ensure enough space for command buttons var maxBottomPosition=2732*0.60;// Calculate where the bottom of content will be var currentBottomPosition=gameState.terminalContentContainer.y+gameState.logText.height;// Only adjust if we're exceeding the bottom limit if(currentBottomPosition>maxBottomPosition){// Move content up just enough to keep it above command buttons gameState.terminalContentContainer.y-=currentBottomPosition-maxBottomPosition;// But never let it go above the minimum top position (status line) var minTopPosition=gameState.terminalBaseY;if(gameState.terminalContentContainer.y<minTopPosition){gameState.terminalContentContainer.y=minTopPosition;}}// Update cursor position updateCursorPosition();}function updateCursorPosition(){if(!gameState.cursor){return;}// Initialize cursor tracking if it doesn't exist if(!gameState.cursorTracking){gameState.cursorTracking={lineCount:0};}// Fixed constants var lineHeight=gameState.terminalLineHeight;// Get the last log entry for X position var lastLogEntry=gameState.terminal.log[gameState.terminal.log.length-1]||"";var lastLine=lastLogEntry.split("\n").pop()||"";// Set X position - adjust the multiplier for character width gameState.cursor.x=50+lastLine.length*17*TEXT_SIZE_MULTIPLIER;// Changed from 14 to 17 // Set Y position using our explicitly tracked line count (relative to content container) gameState.cursor.y=gameState.cursorTracking.lineCount*lineHeight;// Ensure cursor is visible by auto-scrolling if needed var contentHeight=gameState.logText.height;if(contentHeight>gameState.terminalMaxVisibleHeight){var cursorY=gameState.cursorTracking.lineCount*lineHeight;if(cursorY>gameState.terminalMaxVisibleHeight){// Adjust scroll position to keep cursor visible var scrollY=-(cursorY-gameState.terminalMaxVisibleHeight+lineHeight);gameState.terminalContentContainer.y=gameState.terminalBaseY+scrollY;}}}function getAvailableWheelEffects(){// Filter out bug-related effects if no bugs exist return Object.values(WHEEL_EFFECTS).filter(function(effect){if(gameState.bugs===0){return!effect.name.includes("Bug");}return true;});}function createVibeBoostButton(){var button=new Container();// Calculate cost var currentCost=gameState.vibeBoostCost+gameState.vibeBoostUses*5;var buttonText="VIBE BOOST[".concat(currentCost,"]");// Calculate width using same logic as other buttons var buttonWidth=calculateButtonWidth(buttonText);// Create background var bg=LK.getAsset('buttonBg',{width:buttonWidth,height:100,color:0x4a86e8// Different color to distinguish from other buttons });bg.anchor.set(0.5,0.5);button.addChild(bg);// Create text var textObj=new Text2(buttonText,{size:30*TEXT_SIZE_MULTIPLIER,fill:0x00ff00});textObj.anchor.set(0.5,0.5);button.addChild(textObj);// Set interactivity conditions var canAfford=gameState.vibePoints>=currentCost;var notMaxCoherence=gameState.codeCoherence<100;var notBusy=!gameState.isBusy;button.interactive=canAfford&¬MaxCoherence&¬Busy;button.alpha=button.interactive?1.0:0.5;button.down=function(){if(!button.interactive||gameState.isBusy){return;}LK.getSound('buttonsound').play();button.scale.set(0.95);};button.up=function(){if(!button.interactive||gameState.isBusy){button.scale.set(1);return;}button.scale.set(1);gameState.isBusy=true;showVibeBoostWheel(currentCost);};return button;}function showVibeBoostWheel(cost){// Create wheel popup container var wheelContainer=new Container();wheelContainer.x=2048/2;wheelContainer.y=2732/2;game.addChild(wheelContainer);// Create background - doubled size from 800x600 to 1600x1200 var bg=LK.getAsset('reviewBg',{width:1600,height:1200,anchorX:0.5,anchorY:0.5});wheelContainer.addChild(bg);// Create title - adjust Y position for larger window var title=new Text2("VIBE BOOST",{size:48*TEXT_SIZE_MULTIPLIER,fill:0x000000});title.anchor.set(0.5,0);title.y=-500;// Adjusted from -250 for larger window wheelContainer.addChild(title);// Create spinning text - make it larger var spinText=new Text2("Press SPIN to begin!",{size:48*TEXT_SIZE_MULTIPLIER,// Increased from 36 fill:0x000000});spinText.anchor.set(0.5,0.5);wheelContainer.addChild(spinText);// Create spin button - make it larger var spinButton=new Container();var spinBg=LK.getAsset('buttonBg',{width:300,// Increased from 200 height:120,// Increased from 80 color:0x4a86e8});spinBg.anchor.set(0.5,0.5);spinButton.addChild(spinBg);var spinButtonText=new Text2("SPIN!",{size:48*TEXT_SIZE_MULTIPLIER,// Increased from 36 fill:0x00ff00});spinButtonText.anchor.set(0.5,0.5);spinButton.addChild(spinButtonText);spinButton.y=300;// Adjusted from 150 for larger window spinButton.interactive=true;spinButton.down=function(){spinButton.scale.set(0.95);};spinButton.up=function(){spinButton.scale.set(1);startWheelSpin(wheelContainer,spinText,spinButton,cost);};wheelContainer.addChild(spinButton);ensureScanlinesOnTop();}function startWheelSpin(container,spinText,spinButton,cost){// Deduct cost gameState.vibePoints-=cost;gameState.vibeBoostUses++;// Disable spin button spinButton.interactive=false;spinButton.alpha=0.5;// Play start sound LK.getSound('wheelstart').play();// Get available effects var effects=getAvailableWheelEffects();// Create a proper random selection based on weights var totalWeight=0;var weightedEffects=[];// Calculate total weight and create array for selection for(var i=0;i<effects.length;i++){totalWeight+=effects[i].weight;weightedEffects.push({effect:effects[i],weight:effects[i].weight});}// Perform weighted random selection var randomNum=Math.random()*totalWeight;var currentWeight=0;var selectedEffect=null;for(var i=0;i<weightedEffects.length;i++){currentWeight+=weightedEffects[i].weight;if(randomNum<=currentWeight){selectedEffect=weightedEffects[i].effect;break;}}// If you want equal chances instead of weighted, use this simpler code: // var randomIndex = Math.floor(Math.random() * effects.length); // var selectedEffect = effects[randomIndex]; // Play spinning sound LK.getSound('wheelspin').play();// Simulate spinning visually for a short time var spinCount=0;var currentIndex=0;var spinInterval=LK.setInterval(function(){// Update display spinText.setText(effects[currentIndex].text);// Move to next option currentIndex=(currentIndex+1)%effects.length;// Count spins and stop after enough visual spinning spinCount++;if(spinCount>20){// Stop spinning LK.clearInterval(spinInterval);// Play stop sound LK.getSound('wheelstop').play();// Show the randomly selected outcome instead of using the current position spinText.setText(selectedEffect.text);// Execute selected effect var result=selectedEffect.execute();// Create explanation text with slight delay LK.setTimeout(function(){var explanationText=new Text2(result,{size:36*TEXT_SIZE_MULTIPLIER,fill:0x000000});explanationText.anchor.set(0.5,0.5);explanationText.y=100;// Position below the outcome text container.addChild(explanationText);// Add close button after explanation appears var closeButton=new Container();var closeBg=LK.getAsset('buttonBg',{width:300,height:120,color:0x333333});closeBg.anchor.set(0.5,0.5);closeButton.addChild(closeBg);var closeText=new Text2("CLOSE",{size:48*TEXT_SIZE_MULTIPLIER,fill:0x00ff00});closeText.anchor.set(0.5,0.5);closeButton.addChild(closeText);closeButton.y=300;closeButton.interactive=true;closeButton.down=function(){closeButton.scale.set(0.95);};closeButton.up=function(){closeButton.scale.set(1);game.removeChild(container);// Only disable busy state if no bug party is active if(!gameState.activeBugParty){gameState.isBusy=false;}updateTerminal();createCommandPrompts();};container.removeChild(spinButton);container.addChild(closeButton);},500);}},100);}function shuffleArray(array){for(var i=array.length-1;i>0;i--){var j=Math.floor(Math.random()*(i+1));var _ref=[array[j],array[i]];array[i]=_ref[0];array[j]=_ref[1];}return array;}function startBugReleaseParty(){// Skip if no bugs to release if(gameState.bugs<=0){return"No bugs to release!";}// Set up initial state gameState.bugParty={active:true,totalBugs:gameState.bugs,bugsRemaining:gameState.bugs,bugsSquished:0,timeRemaining:10,// 10 seconds to squish bugs bugs:[]};// Disable commands gameState.isBusy=true;gameState.activeBugParty=true;updateCommandButtonsState(false);// Create a timer text using the existing terminal addToTerminalLogWithEffect("Bug party started! Time remaining: 20 seconds");// Create all bugs at once for(var i=0;i<gameState.bugs;i++){createBugWithExistingAssets(i);}// Start timer countdown (updates once per second) gameState.bugPartyTimerId=LK.setInterval(updateBugPartyTimer,1000);return"Released "+gameState.bugs+" bugs! Squish them quickly!";}function createBugWithExistingAssets(id){// Use your existing createASCIIBug function but modify it var bugDesigns=["🐛","/\\oo/\\",",-.,.-,",">8(","x:*:x","6\\9"];var design=bugDesigns[Math.floor(Math.random()*bugDesigns.length)];var bugContainer=new Container();var bugText=new Text2(design,{size:60*TEXT_SIZE_MULTIPLIER,fill:0xFF0000});bugText.anchor.set(0.5,0.5);bugContainer.addChild(bugText);// Set up bug properties bugContainer.bugId=id;bugContainer.isSquished=false;bugContainer.velocityX=(Math.random()*2-1)*8;bugContainer.velocityY=(Math.random()*2-1)*8;bugContainer.speed=2+Math.random()*3;// Interactive for squishing bugContainer.interactive=true;bugContainer.down=function(){// Prevent double handling if(bugContainer.isSquished){return;}// Mark as squished immediately bugContainer.isSquished=true;// Visual effect bugText.setText("*splat*");LK.getSound('bugsquish').play();bugText.fill=0x00FF00;// Update party state gameState.bugParty.bugsSquished++;gameState.bugParty.bugsRemaining--;gameState.bugs=Math.max(0,gameState.bugs-1);// Remove after animation LK.setTimeout(function(){if(bugContainer.parent){bugContainer.parent.removeChild(bugContainer);}// Remove from tracking array var index=gameState.bugParty.bugs.indexOf(bugContainer);if(index!==-1){gameState.bugParty.bugs.splice(index,1);}// Check if all bugs are squished checkBugPartyEnd();},800);};// Position randomly bugContainer.x=100+Math.random()*(2048-200);bugContainer.y=100+Math.random()*(2732-200);// Add to game and tracking game.addChild(bugContainer);gameState.bugParty.bugs.push(bugContainer);// Create update interval for this bug bugContainer.updateInterval=LK.setInterval(function(){// Stop updating if squished or party ended if(!gameState.bugParty||!gameState.bugParty.active||bugContainer.isSquished){LK.clearInterval(bugContainer.updateInterval);return;}// Movement bugContainer.x+=bugContainer.velocityX*bugContainer.speed;bugContainer.y+=bugContainer.velocityY*bugContainer.speed;// Bounce off edges if(bugContainer.x<50||bugContainer.x>2048-50){bugContainer.velocityX*=-1;// Increase speed slightly but cap at maximum bugContainer.speed=Math.min(5,bugContainer.speed*1.05);}if(bugContainer.y<50||bugContainer.y>2732-50){bugContainer.velocityY*=-1;// Increase speed slightly but cap at maximum bugContainer.speed=Math.min(5,bugContainer.speed*1.05);}// Random direction changes if(Math.random()<0.02){bugContainer.velocityX=(Math.random()*2-1)*4;bugContainer.velocityY=(Math.random()*2-1)*4;}},16);}function updateBugPartyTimer(){// Safety check if(!gameState.bugParty||!gameState.bugParty.active){if(gameState.bugPartyTimerId){LK.clearInterval(gameState.bugPartyTimerId);gameState.bugPartyTimerId=null;}return;}// Decrement time gameState.bugParty.timeRemaining--;// Update the terminal every 5 seconds if(gameState.bugParty.timeRemaining%5===0||gameState.bugParty.timeRemaining<=3){addToTerminalLogWithEffect("Time remaining: "+gameState.bugParty.timeRemaining+" seconds");}// Check if time's up if(gameState.bugParty.timeRemaining<=0){endBugParty();}}function checkBugPartyEnd(){if(gameState.bugParty&&gameState.bugParty.active&&gameState.bugParty.bugsRemaining<=0){endBugParty();}}function endBugParty(){// Skip if already ended if(!gameState.bugParty||!gameState.bugParty.active){return;}// Set inactive immediately gameState.bugParty.active=false;// Clear timer interval if(gameState.bugPartyTimerId){LK.clearInterval(gameState.bugPartyTimerId);gameState.bugPartyTimerId=null;}// For each bug: // 1. Clear its update interval // 2. DISABLE INTERACTIVITY before removing for(var i=gameState.bugParty.bugs.length-1;i>=0;i--){var bug=gameState.bugParty.bugs[i];// Clear the update interval if(bug.updateInterval){LK.clearInterval(bug.updateInterval);}// IMPORTANT: Disable interactivity to prevent clicks after party ends bug.interactive=false;// Remove from display if not already squished if(!bug.isSquished&&bug.parent){bug.parent.removeChild(bug);}}// Show results var squished=gameState.bugParty.bugsSquished;var total=gameState.bugParty.totalBugs;// Store bugs reference before nulling the party var bugsToRemove=gameState.bugParty.bugs.slice();// Final message with results addToTerminalLogWithEffect("Bug party complete! You squished ".concat(squished," out of ").concat(total," bugs!"),function(){// Re-enable game gameState.isBusy=false;gameState.activeBugParty=false;// Force recreate command buttons if(gameState.promptContainer&&gameState.promptContainer.parent){game.removeChild(gameState.promptContainer);}gameState.promptContainer=null;createCommandPrompts();updateCommandButtonsState(true);// NOW remove any remaining bugs (after delay to ensure visual feedback completes) LK.setTimeout(function(){var _iterator=_createForOfIteratorHelper(bugsToRemove),_step;try{for(_iterator.s();!(_step=_iterator.n()).done;){var bug=_step.value;if(bug&&bug.parent){bug.parent.removeChild(bug);}}}catch(err){_iterator.e(err);}finally{_iterator.f();}},1000);// FINALLY clear the bug party data - after all bugs are handled gameState.bugParty=null;});}function resetGameProgress(){storage.gamesCompleted=0;}function generateReview(score){// Calculate category scores (0-10) var ratings={graphics:calculateGraphicsScore(),gameplay:calculateGameplayScore(),technical:calculateTechnicalScore(),innovation:calculateInnovationScore(),vibe:calculateVibeScore()};// Generate a game name instead of using the concepts directly var gameName=generateGameName();// Generate full review with all sections var review={title:generateTitle(),// This still generates concept text but will be skipped in display gameName:gameName,// This will be the main title displayed concept:generateConceptLine(),mainScore:score,categoryReviews:{graphics:generateGraphicsReview(ratings.graphics),gameplay:generateGameplayReview(ratings.gameplay),technical:generateTechnicalReview(ratings.technical),innovation:generateInnovationReview(ratings.innovation),vibe:generateVibeReview(ratings.vibe)},finalThoughts:generateFinalThoughts(score,ratings),userReviews:generateUserReviews(),steamSnippets:generateSteamSnippets()};return formatReview(review);}// Score calculators function calculateGraphicsScore(){var score=5;// Reduced from 7 to 5 var _gameState$conceptCar=gameState.conceptCards,visual=_gameState$conceptCar.visual,platform=_gameState$conceptCar.platform;// Visual style impacts var visualImpacts={'ASCII':-1,'Pixel Art':1,'Realistic':2,'Low-poly':1,'Claymation':2,'Hand-drawn':2,'PowerPoint':-2,'Demake':-1,'Voxel':1};// Platform impacts var platformImpacts={'VR':2,'Console':1,'PC':1,'Mobile':0,'Smart Fridge':-1,'Smart Watch':-2,'Web Browser':-1,'Blockchain':-1,'Metaverse':1};// Apply modifiers if(visual&&visualImpacts[visual]){score+=visualImpacts[visual];}if(platform&&platformImpacts[platform]){score+=platformImpacts[platform];}// Coherence impact - unchanged but effectively more impactful with lower base score+=Math.floor((gameState.codeCoherence-50)/20);// 2. INCREASE PENALTY IMPACT // Bug impact increased - divide by 1 instead of 2 score-=Math.floor(gameState.bugs);return Math.min(10,Math.max(1,score));}function calculateGameplayScore(){var score=5;// Reduced from 7 to 5 var _gameState$conceptCar2=gameState.conceptCards,mechanic=_gameState$conceptCar2.mechanic,genre=_gameState$conceptCar2.genre,platform=_gameState$conceptCar2.platform;// Mechanic impacts var mechanicImpacts={'Gacha':1,'Physics-based':2,'Deckbuilding':1,'Match-3':0,'Auto-battler':0,'Dungeon Crawler':1,'Roguelike':2,'Turn-Based':1,'Tower Defense':1};// Genre impacts var genreImpacts={'Horror':1,'Dating Sim':0,'RPG':2,'Educational':-1,'Battle Royale':1,'Idle Clicker':-1,'Open World':2,'Casual':0,'Shooter':1};// Apply modifiers if(mechanic&&mechanicImpacts[mechanic]){score+=mechanicImpacts[mechanic];}if(genre&&genreImpacts[genre]){score+=genreImpacts[genre];}// Coherence impact - unchanged score+=Math.floor((gameState.codeCoherence-50)/25);// 2. INCREASE PENALTY IMPACT // Bug impact increased - divide by 1.5 instead of 3 score-=Math.floor(gameState.bugs/1.5);return Math.min(10,Math.max(1,score));}function calculateTechnicalScore(){var score=5;// Reduced from 8 to 5 // Coherence impact - unchanged but more impactful with lower base score+=Math.floor((gameState.codeCoherence-50)/10);// 2. INCREASE PENALTY IMPACT // Bugs have even more major impact - 1.5x multiplier score-=Math.floor(gameState.bugs*1.5);// Platform complexity impacts var platform=gameState.conceptCards.platform;var platformComplexity={'VR':-2,'Blockchain':-3,'Metaverse':-2,'Mobile':0,'Web Browser':-1,'Smart Fridge':-2,'Smart Watch':-2,'Console':0,'PC':1};if(platform&&platformComplexity[platform]){score+=platformComplexity[platform];}return Math.min(10,Math.max(1,score));}function calculateInnovationScore(){var score=4;// Reduced from 6 to 4 var concepts=gameState.conceptCards;// Enhanced compatibility scoring var uniquenessFactor=0;// Check for particularly innovative combinations - INCREASED IMPACT if(concepts.platform==='VR'&&concepts.visual==='ASCII'){score+=4;// Increased from 3 }if(concepts.platform==='Smart Fridge'&&concepts.genre==='Horror'){score+=4;// Increased from 3 }if(concepts.platform==='Blockchain'&&concepts.genre==='Dating Sim'){score+=4;// Increased from 3 }if(concepts.visual==='PowerPoint'&&concepts.genre==='Battle Royale'){score+=4;// Increased from 3 }// NEW: Check for terrible combinations if(concepts.platform==='Smart Watch'&&concepts.genre==='Open World'){score-=2;// Penalty for illogical combination }if(concepts.platform==='VR'&&concepts.visual==='PowerPoint'){score-=1;// Penalty for nauseating combination }if(concepts.platform==='Blockchain'&&concepts.mechanic==='Physics-based'){score-=2;// Penalty for technically contradictory combination }// NEW: More nuanced combinations if(concepts.platform==='Mobile'&&concepts.genre==='Casual'){score+=1;// Good fit for platform }if(concepts.platform==='PC'&&concepts.genre==='RPG'){score+=1;// Classic good combination }if(concepts.platform==='Smart Watch'&&concepts.genre==='Idle Clicker'){score+=2;// Perfect for platform limitations }// General uniqueness checks if(concepts.platform==='Smart Fridge'||concepts.platform==='Smart Watch'){uniquenessFactor+=1;}if(concepts.visual==='ASCII'||concepts.visual==='PowerPoint'){uniquenessFactor+=1;}if(concepts.mechanic==='Gacha'&&concepts.genre==='Horror'){uniquenessFactor+=2;}score+=uniquenessFactor;// Vibe points boost innovation score+=Math.floor((gameState.vibePoints-50)/20);return Math.min(10,Math.max(1,score));}function calculateVibeScore(){// Heavily influenced by vibe points var score=Math.floor(gameState.vibePoints/12);// Reduced impact from /10 to /12 // Coherence adds smaller bonus score+=Math.floor((gameState.codeCoherence-50)/20);// Bugs more significantly reduce vibe - divide by 2 instead of 4 score-=Math.floor(gameState.bugs/2);return Math.min(10,Math.max(1,score));}function generateGameName(){var _specificParodies;var concepts=gameState.conceptCards;var platform=concepts.platform;var visual=concepts.visual;var genre=concepts.genre;var mechanic=concepts.mechanic;var feature=concepts.feature;// Specific parody names for platform/genre combinations var specificParodies=(_specificParodies=_defineProperty3(_defineProperty3(_defineProperty3(_defineProperty3(_defineProperty3(_defineProperty3(_defineProperty3({// Smart Fridge combinations 'Smart Fridge_RPG':["The Colder Scrolls","Chrono Fridger","Final Fridge Fantasy","Mass Defrost","Dragon Refrigerator","Fridge Story","The Witcher 3: Wild Lunch","The Legend of Kelvin","Ice Emblem","Biofrost"],'Smart Fridge_Horror':["Resident Refrigerator","Silent Chill","Five Nights at Fridgey's","Dead Defrost","Alien: Icebox","Amnesia: The Dark Freezer","Outlast Leftovers","Until Spoil","Cold Hill","Defrosternaut"],'Smart Fridge_Shooter':["Call of Duty: Cold Storage","Fridgewatch","Counter-Strike: Frozen Offensive","Refriger-nite","Apex Cold Cuts","BattleChill","Halo: Combat Refrigerated","Destiny: The Frozen King","Half-Freeze","FOOM"],// VR combinations 'VR_Horror':["Resident VR-vil","Virtual Nights at Freddy's","Silent Immersion","Until VR","Alien: Virtual Isolation","Paranormal VR-ctivity","The VRinging","Headset Evil","Immersive Dead","Outlast Your Nausea"],'VR_Shooter':["Call of VR-ty","Counter-Strike: Virtual Offensive","Super Hot VR... Wait That's Real","Borderheadsets","Half-Life: VRyx","VR-PEX Legends","VRattle Royale","Rainbow Six: VR-ge","Doom VR-ternal","VR-verwatch"],'VR_Dating Sim':["VR-tual Boyfriend","Doki Doki Headset Club","I Love You, Colonel VR-ders","Dream VR-ddy","Immersive Love Plus","Hatoful VR-friend","Virtual Romance Academy","Mystic VR-ssenger","Motion Sickness Love Story","Dating Sim: Nausea Edition"],// Blockchain combinations 'Blockchain_Dating Sim':["Non-Fungible Tryst","Crypto Crush Saga","Love on the Ledger","NFTeens","Decentralized Dating","Blockchain Beach","Gas Fee Romance","Smart Contract Hearts","Proof of Love","Tokenized Tinder"],'Blockchain_RPG':["Final NFTasy","The Elder Coins","World of Ethereum-craft","Cryptomon","Satoshi's Sword","Gas Fee Legends","Block & Chain: Digital Dungeons","Crypto-Night Chronicles","Decentralized Dragons","Mining Quest IX"],// Smart Watch combinations 'Smart Watch_Open World':["Grand Theft Wristband","Red Dead MicroScreen","The Elder Scrolls V: WristRim","Horizon: Zero Battery","Glance Dogs","Assassin's Creed: Wristerhood","The Legend of Wristda","Watch_Dogs... No Wait That's Real","Tiny Theft Auto","Far Wrist"],'Smart Watch_Battle Royale':["Fortnite: Wrist Edition","Player Wrist-Known Battlegrounds","Micro Royale","ApexWrist Legends","Call of Duty: Tiny Warzone","Wristcraft Hunger Games","Tiny Unknown's Battlegrounds","Wearable Winner","Squint & Shoot","Battery Drainer Royale"],// ASCII combinations 'ASCII_Horror':["Resident ASCII","Silent Text","Five Nights at Terminal's","Dead Symbols","Fatal Function","The | | | | |ng","Outlast: Terminal Edition","ASCII Horror Story","Type:Survive","Paranormal ASCII-tivity"],'ASCII_RPG':["Final ASCII","The Coder Scrolls","World of TextCraft","Mass Typefect","Lord of the Symbols","ASCII Quest","Chrono Terminal","Dragon Text","> You Died: The Game","Path of ASCII"],// PowerPoint combinations 'PowerPoint_Battle Royale':["PowerPoint Unknown's Battlegrounds","Slide Royale","Apex Presentations","Call of Duty: BoardRoom Warfare","Last Slide Standing","Star Wipe Showdown","Office Battle Simulator","Transition: The Battle Royale","Death by PowerPoint","Quarterly Report Royale"],'PowerPoint_RPG':["Final PowerPoint","The Elder Slides","Office Fantasy","World of SlideShows","Mass Present","Dragon Presentation","Clip Art Quest","Spreadsheet Fantasy VII","The Legend of SmartArt","Transition Effects: The RPG"],// Visual styles with genres 'Pixel Art_RPG':["Final Pixel","ChronoPixel","Secret of Pixelana","PixelQuest","Breath of Pixel","Octopath Pixeler","Pixel Fantasy","Pixelborne","The Legend of Pixel","Dragon Pixelst"],'Claymation_Horror':["Five Nights at Claydy's","Resident Clayil","Silent Mold","Claymation Park","Clay Dead","Amoldsia: The Dark Descent","The Clayning","Outlast: Clay Trials","Until Shaped","Alien: Clay Isolation"],'Web Browser_RPG':["Click Quest","Tab Hunter: The Scrolling","The Elder Sites","World of Webpage","Chromatic Fantasy","Safari Quest VII","The Legend of Link","Mass Navigation","Dragon Cache","Cookie Clicker's Creed"],'Mobile_Horror':["Five Nights On Battery","Silent Notification","Resident Evil: Pocket Edition","Dead Cellphone","Phone Phobia","Alien: Mobile Isolation","Until Battery Dies","Outlast My Data Plan","Blair Swipe Project","Tap to Survive"],'PC_Dating Sim':["Steam Hearts","Desktop Darling","My Computer Romance","Alt+Tab Love Story","Command-Line Cupid","Windows of the Heart","Keyboard Connections","MouseMate","Monitor My Heart","Hard Drive Me Crazy"],'Console_Battle Royale':["DualShock Showdown","Last Controller Standing","Controller Royale","Joy-Con Warzone","Playstation Battle Station","Xbox Elimination","Nintendo Ninety-Nine","Console Combat","Gamepad Gauntlet","Trophy Hunter"],'Metaverse_Educational':["Learn To Earn","Virtual Classroom Infinity","Meta-Knowledge","Digital Diploma","Avatar Academy","Professor NFT","School of Thought 3.0","Decentralized Degree","Immersive IQ","EdTech Eternity"],'Blockchain_Shooter':["Non-Fungible Targets","Crypto Combat","Block and Load","Chain Reaction","Gas Fee Gunner","Decentralized Defense","Hash Rate Hero","Proof of Kill","Wallet Warriors","Mine and Shoot"],'Voxel_Dating Sim':["Cube Cupid","Blockhearts","Love in Low Resolution","Voxel Valentine","Cubic Crush","Squared Soulmates","Block by Block Romance","Pixelated Passion","Cubed Connection","Minecraft: Love Edition"],'Hand-drawn_Horror':["Sketched Nightmares","Inked Terrors","Drawing Dead","Pencil Panic","Sketchbook Survival","Illustrated Evil","Drawn to Darkness","Doodle of Doom","Graphite Grotesque","Canvas of Fear"],'Roguelike_Idle Clicker':["Permadeath Profits","Idle Dungeon","Click Till You Die","Procedural Progress","AFK Adventures","Rogue Incremental","Passive Permadeath","Death Clicker","Fateful Fortunes","Idle of the Dungeon"],'Tower Defense_Open World':["Fortress Exploration","Open Tower","Defensive Freedom","World of Towers","No Man's Turret","Wandering Defenses","Breath of the Tower","Red Dead Protection","Grand Theft Tower","Skyrim With Turrets"],'Physics-based_Educational':["Newton's Classroom","Learning Gravity","Physics 101: The Game","Mass Education","Momentum Masters","Scientific Simulator","Force Feedback Learning","Educational Experiments","Gravity Grade School","Physical Science Pro"],'Deckbuilding_Horror':["House of Cards","Deck of the Dead","Draw Your Doom","Horror in Hand","Card Cthulhu","Shuffle of Terror","Tabletop Terrors","Cardboard Nightmares","Draw of the Dark","Collectible Carnage"],'Auto-battler_Dating Sim':["Love Automated","Auto Romance","Battle for Love","Hands-Off Hearts","Algorithmic Attraction","Strategic Seduction","Auto-Swipe","Matchmaker Mayhem","Chess of the Heart","Tactical Romance"],'Match-3_Battle Royale':["Gem Warfare","Last Match Standing","Battle Jewels","Candy Crush Battle","Match to Survive","Dropping into Danger","Royal Rows","Puzzle Royale","Swipe or Die","Three of a Kind or Die"],'Smart Watch_Dating Sim':["Wrist Romance","Heartbeat Connection","Swipe Right on Time","Watch For Love","Small Screen Soulmate","Time for Love","Digital Watch Dating","Pulse Rate Romance","Wristband Relationships","Timeless Connection"],'Realistic_Casual':["Reality Break","Casual Realism","Photorealistic Pet Collector","Life-Like Leisure","Hyperreal Farm Sim","Ultra Detail Village","Realistic Relaxation","True-to-Life Tycoon","Everyday Simulator","Detailed Downtime"],'Cross-Platform_Battle Royale':["Play Anywhere, Die Everywhere","Cross-Platform Carnage","Universal Warfare","Device Royale","Anywhere Arena","The Platform Games","Cross-Play Combat","Sync or Swim","Universal Elimination","Multi-Device Mayhem"],'Procedural Generation_Educational':["Learning Infinity","Knowledge Generator","Endless Education","Procedural Professor","Algorithm Academy","Random Knowledge","Generated Genius","Never-Ending Lessons","Infinite IQ","Classroom Creator"],// Metaverse combinations 'Metaverse_RPG':["Baldur's Metaverse","Divinity: Original Meta","Disco Meta","Pillars of Meternity","Planescape: Metaverse","Wasteland Meta","Star Meta: The Old Republic","Metaverse Age: Inquisition","Path of Metaverse","Metascape Torment"],'Metaverse_Shooter':["Meta Eternal","MetaShock","Wolfenstein: New Metaverse","Meta Fortress 2","Bordermetaverse","Medal of Meta","Serious Meta","Perfect Metaverse","Quake Meta","Unreal Metaverse"],'Metaverse_Horror':["Amnesia: The Meta Descent","Meta Space","Metabound","Meta May Cry","The Meta Medium","Meta by Daylight","Alien: Meta Isolation","The Evil Meta","Meta Isolation","The Meta of Us Part II"]},"Metaverse_Horror",["Resident Meta-vil","Silent Verse","Meta May Cry","The Meta of Us","Five Nights at Metaverse","Alien: Meta Isolation","VirtualSpace","The Evil Meta","Meta Park","Deadspace.NFT"]),"Metaverse_Shooter",["Meta Eternal","MetaShock","Wolfenstein: New Metaverse","Meta Fortress 2","Bordermetaverse","Medal of Meta","Serious Meta","Perfect Metaverse","Quake Meta","Unreal Metaverse"]),'Metaverse_Dating Sim',["Meta Academy","Digital Love Plus","Virtual Romance","Avatar Hearts","Dream Metaverse","Doki Doki Metaclub","Hatoful Metadata","I Love You, Colonel Metaverse","My Virtual Romance","Dating Across Servers"]),'Metaverse_Idle Clicker',["Meta Capitalist","Idle Metaverse","Crypto Clicker","NFT Tycoon","Virtual Estate Empire","Digital Land Magnate","Metaverse Billionaire","Avatar Status Incremental","Click to Mint","Passive Metaverse Income"]),'ASCII_Dating Sim',["Terminal Romance","ASCII After","Dream Terminal","/bin/love","sudo apt-get install romance","Character Sheet Romance","Command Line Connections","Bash & Romance","Text Mode Heart","Prompt://Love"]),'ASCII_Battle Royale',["Terminal Conflict","ASCII Arena","Last Character Standing","Command-Line Carnage","Text Royale","sudo battle-royale","Bash Battlefield","Monospace Mayhem","CRT Conflict","Shell Showdown"]),'PC_Horror',["System32.Horror","Blue Screen of Death","Alt-Tab Terror","Fatal Error","Task Manager's Nightmare","C:/Program Files/Fear","CMOS Corruption","Motherboard Malevolence","Fatal Boot Error","Registry Corruption"]),_defineProperty2(_defineProperty2(_defineProperty2(_defineProperty2(_defineProperty2(_defineProperty2(_defineProperty2(_defineProperty2(_defineProperty2(_defineProperty2(_specificParodies,"PC_Dating Sim",["Alt+Tab Heart","System Preferences: Romance","Runtime Exception: Love","My Documents/Love Letters","Registry Key to My Heart","Task Manager's Heart","Control Panel Romance","Device Manager Dating","Startup Romance","Windows Update of My Heart"]),'Physics-based_RPG',["Trajectory Quest","Momentum Saga","Inertial Fantasy","Gravity's Edge","Parabolic Adventure","Vector Force Chronicles","Kinetic Quest","Friction Fantasy","Quantum Realms","Momentum & Magic"]),'Physics-based_Horror',["Gravitational Dread","Momentum Terror","Quantum Nightmares","Fluid Dynamics of Fear","Terminal Velocity","Half-Life: Alyx's Nightmare","Event Horizon","Entropic Horror","Conservation of Screams","Schrödinger's Nightmare"]),'Console_Horror',["DualShock Horror","Controller Drift Nightmare","Haptic Feedback Fear","Memory Card Corruption","XScare Series","PlayScaretion","SwitchFright","GameStation Terror","Analog Horror","Thumbstick Dread"]),'Console_Dating Sim',["DualShock of Love","Analog Heart","L1 + R1 of Love","Memory Card Memories","Haptic Heartbeat","First Party Romance","Exclusive Relationship","Cross-Platform Love","Joy-Connection","Player Two Enter"]),'Hand-drawn_Battle Royale',["Sketch Royale","Ink Arena","Brushstroke Battlefield","Canvas Combat","Watercolor Warfare","Charcoal Champions","Pencil Lead Last Stand","Illustration Elimination","Doodle Deathmatch","Drawn & Danger"]),'Hand-drawn_RPG',["Sketchbook Quest","Ink & Incantations","Charcoal Champions","Graphite Grind","Pencil Lead Legends","Watercolor Wanderers","Brushstroke Battles","Illustrated Adventure","Doodle Dungeons","Pen & Paper & Pixels"]),'Roguelike_Dating Sim',["Binding of Hearts","Enter the Love Dungeon","FTL: Faster Than Love","Hades Date","Slay the Heart","Dead Date Redemption","Love & Procedural Generation","Relationship Rogue","Into the Breach of Love","Risk of Romance 2"]),'Roguelike_Horror',["Binding of Terror","Enter the Fear Dungeon","Dead Fear Redemption","FTL: Faster Than Light Terrors","Hades Nightmare","Slay the Beast","Lovecraft's Rogue","Into the Scream","Risk of Horror 2","Curse of the Dead Gods"]),"Blockchain_Shooter",["CryptoShock Infinite","Uncharted: Blockchain's Fortune","Medal of Ethereum","Proof-of-Stake Fortress 2","Gas Fees of War","Unreal Blockchain","Block Fortress","Smart Contract Battlegrounds","DeFi-nite","Solana 4 Dead"]),_defineProperty2(_defineProperty2(_defineProperty2(_defineProperty2(_defineProperty2(_defineProperty2(_defineProperty2(_defineProperty2(_defineProperty2(_defineProperty2(_specificParodies,'Blockchain_Horror',["Silent Blockchain","Distributed Ledger of Evil","Hash Function Horror","Proof-of-Stake Hill","Gas Fee by Daylight","Alien: Blockchain Isolation","Consensus Mechanism Evil","Smart Contract Horror","Nodes of Fear","Mining Nightmares"]),"Smart Watch_Dating Sim",["Heartbeat Monitor","Swipe Right on Wrist","Tiny Screen Romance","Wrist Notification of Love","BPM: Beats Per Match","Haptic Heart","Step Counter Sweethearts","Wearable Love Story","Battery Life of Love","Taptic Romance"]),'Smart Watch_Horror',["Wrist Notification Terror","Heart Rate Horror","Battery Drain Dread","Haptic Horrors","Step Counter Stalker","Taptic Terrors","Time's Running Out","Midnight Watch","Digital Crown Nightmare","Complications"]),'Web Browser_Horror',["404 Terror Not Found","Cookie Monsters","HTTP Horrors","JavaScript Nightmares","Cache Corruption","DNS Demons","SSL Screamers","Browser History Haunting","Dark Web","Incognito Mode"]),'Web Browser_Dating Sim',["E-Romance Explorer","Cookie Consent Hearts","Hypertext Hearts","Bookmark My Heart","New Tab New Love","Private Browsing Passion","Add to Favorites","Download Complete: Love","Connection Secured","HTTP Status 200: OK Cupid"]),'Mobile_RPG',["Tap Quest Heroes","Swipe & Slash Saga","Battery Drain Fantasy","Notification RPG","In-App Purchase Adventure","Gacha Life","Pocket Legend","Touchscreen Tales","Idle Heroes of Might","AFK Arena of Time"]),'Mobile_Battle Royale',["Low Battery Royale","One Touch One Kill","Swipe to Survive","Notification Battleground","Mobile Data Warfare","Auto-Rotate Arena","Screen Time Showdown","Tap Fire","Airplane Mode Mayhem","Battery Saver Battleground"]),'AI Companions_RPG',["Neural Network Fantasy","Deep Learning Quest","Machine Learning Legends","Algorithm Adventure","GPT Knights","Transformer Tales","Artificial Quests","Synthetic Saga","Turing Test Trials","LSTM Legends"]),'NFT Integration_RPG',["Fungible Fantasy","Tokenized Tales","Digital Asset Dungeons","Blockchain Battles","Wallet Warriors","Gas Fee Quest","Smart Contract Saga","Minting Monsters","Ledger Legends","Crypto Crusaders"]),'Voxel_Horror',["Cubic Fears","Block Terror","Voxel Nightmares","Cubism of Death","Blocky Horrors","Six-Sided Screams","Pixel Depth Frights","Cubic Isolation","Volumetric Void","Blocktober Horror"]),_defineProperty2(_defineProperty2(_specificParodies,'Voxel_RPG',["Cube Quest","Block Saga","Six-Sided Story","Voxel Ventures","Cubic Characters","Blockcraft Legends","Volumetric Valkyries","Cube Crawler","Voxel Vanguard","Block & Blade"]),'Low-poly_Horror',["Faceted Fears","Vertex Horror","Triangle Terror","Low-Resolution Nightmares","Polygon Panic","Facet Fright","Primitive Horror","Wireframe Worries","Unsmoothed Unholy","Jagged Edge"]));// Check for specific combinations first var specificKey='';if(platform&&genre){specificKey=platform+'_'+genre;if(specificParodies[specificKey]){return specificParodies[specificKey][Math.floor(Math.random()*specificParodies[specificKey].length)];}}if(visual&&genre){specificKey=visual+'_'+genre;if(specificParodies[specificKey]){return specificParodies[specificKey][Math.floor(Math.random()*specificParodies[specificKey].length)];}}// If no specific parody found, use the placeholder system as fallback // Collections of name templates by genre var genreNames={'Horror':["Five Nights at {platform}","Resident {visual}","Silent {mechanic}","Dead {platform}","Alien: {feature}","{platform} Evil","The {visual} of Us","Dying {mechanic}","Until {visual}","Outlast {feature}","{mechanic} Park","The {platform} Dark","Amnesia: The {visual} Descent","{mechanic} Isolation","Little {platform}s","The {visual} Medium","{mechanic} May Cry","Blair {feature} Project"],'Dating Sim':["Love Plus {platform}","{visual} Academy","Dream {mechanic}","My {platform} Romance","{feature} Story","Doki Doki {visual} Club","Hatoful {mechanic}","{platform} Boyfriend","Heart of {feature}","{visual} Sweetheart","True {mechanic}","Starlight {platform}","Summer {visual}","{mechanic} of Love","Sweet {platform} Kiss","{feature} Connection"],'RPG':["Final {platform}","{visual} Quest","Elder {mechanic}","Mass {feature}","Dragon {visual}","Fallout: New {platform}","The Witcher 3: Wild {mechanic}","Persona {visual}","{platform} Fantasy","Dark {mechanic}","Chrono {feature}","World of {platform}craft","Kingdom {visual}","Path of {mechanic}","Monster {feature}","{platform} Effect","Baldur's {visual}","Star {mechanic} Online","Disco {feature}"],'Educational':["Math {platform}","Oregon {visual}","Brain {mechanic}","Knowledge {feature}","{platform} Academy","Where in the {visual} is Carmen Sandiego?","Number {mechanic}","{platform} Simulator","Reader {visual}","Code {mechanic}","{feature} Quest","Science {platform}","{visual} Lab","History {mechanic}","Geography {feature}","Dr. {platform}'s Learn & Play"],'Battle Royale':["Player{platform}'s Battlegrounds","{visual}nite","Call of {mechanic}: Warzone","Apex {feature}","{platform} Royale","H1{visual}1","Last {mechanic} Standing","Super {platform} Arena","Realm {visual}","Hyper {mechanic}","Darwin {feature}","Ring of {platform}","Fall {visual}","Cuisine {mechanic}","Radical {feature}"],'Idle Clicker':["Cookie {platform}","{visual} Capitalist","Clicker {mechanic}","Idle {feature}","{platform} Tycoon","Tap {visual}","Incremental {mechanic}","{platform} Mine","Factory {visual}","Candy {mechanic} Saga","Exponential {feature}","{platform} Billionaire","Endless {visual}","Infinity {mechanic}","Progress {feature}","Tapper {platform}"],'Open World':["Grand Theft {platform}","Red Dead {visual}","{mechanic} Creed","The Legend of {feature}","Ghost of {platform}","Horizon: {visual} Dawn","Far {mechanic}","Watch {feature}","Just {platform}","Saints {visual}","Yakuza: Like a {mechanic}","Mafia: {feature} City","Infamous: {platform} Son","Dying {visual}","Spider-{mechanic}","Breath of the {feature}","Skyrim: {platform} Edition"],'Casual':["Angry {platform}s","Candy {visual}","Fruit {mechanic}","{feature} Crush Saga","Farm {platform}","Tiny {visual}","Happy {mechanic}","Plant vs {feature}","{platform} Valley","Hidden {visual}","Mystery {mechanic} Theater","{feature} Pop","Garden {platform}","Animal {visual}","Pocket {mechanic}","{feature} Paradise"],'Shooter':["Call of {platform}","{visual}field","Counter-{mechanic}","Team {feature} 2","Half-{platform}","Doom {visual}","Halo: {mechanic} Evolved","Bio{feature}","{platform}shock","Metal {visual}","Gears of {mechanic}","Rainbow Six: {feature}","Border{platform}s","Destiny {visual}","Overwatch {mechanic}","Valorant {feature}"]};// Additional name templates based on platform var platformNames={'VR':["Beat {genre}","Super{genre} VR","Job {visual}ator","Half-Life: {genre}","I Expect You To {visual}","VR{genre}","The {genre} Lab","Virtual {mechanic} Simulator"],'Smart Fridge':["Fridge {genre}","Cool {visual}","Chilled {mechanic}","Frost{genre}","Ice Cold {feature}","Refrigerated {visual}","Freezer {mechanic}","Kitchen {genre} Simulator"],'Blockchain':["Crypto{genre}","NFT {visual}","Block{mechanic}","Chain {genre}","Decentralized {feature}","Ethereum {visual}","Token {mechanic}","Gas Fee {genre}"],'Smart Watch':["Wrist{genre}","Time {visual}","Watch{mechanic}","Tiny {genre}","Glance {feature}","Tick Tock {visual}","Nano{mechanic}","Hand{genre}"]};// Visual style specific names var visualNames={'ASCII':["Terminal {genre}","Text {mechanic}","Command {feature}","Mono{genre}","ASCII {mechanic}","Code{feature}","{genre}.exe","Matrix {mechanic}"],'PowerPoint':["Slide {genre}","Presentation {mechanic}","Office {feature}","PowerPoint {genre}","Bullet {mechanic} Point","Clipart {feature}","Star Wipe {genre}","Transition {mechanic}"]};// Name collections for specific genre-platform-mechanic combos var specialCombos={'VR_ASCII':["The Matrix: ASCII Revolution","Cyber{genre}","Terminal Reality","Text-Based {feature} Experience","V.R.T.: Virtual Reality Terminal","Code Vision","Matrix Vision"],'Smart Fridge_Horror':["Cold Storage","Frostbite {feature}","Midnight Snack: {mechanic} Edition","The Thing in my Fridge","ICE SCREAM","Defrost Nightmare","The Cold Ones","Chilling Presence"],'Blockchain_Dating Sim':["Crypto Crush","Love Chain","NFT Romance","Token of my Affection","Decentralized Hearts","Smart Contract Love","Blockchain Boyfriend","Digital Asset Romance"],'PowerPoint_Battle Royale':["Slide or Die","Last Presentation Standing","Battle Deck","PowerPoint PUBG","Office Royale","Transition Battleground","99 Slides","Star Wipe Survival"]};// Start building a list of possible names var possibleNames=[];// Add names from the genre collections first if(genre&&genreNames[genre]){possibleNames=possibleNames.concat(genreNames[genre]);}// Add platform-specific names if(platform&&platformNames[platform]){possibleNames=possibleNames.concat(platformNames[platform]);}// Add visual style-specific names if(visual&&visualNames[visual]){possibleNames=possibleNames.concat(visualNames[visual]);}// Check for special combinations var comboKey='';if(platform&&genre){comboKey=platform+'_'+genre;if(specialCombos[comboKey]){possibleNames=possibleNames.concat(specialCombos[comboKey]);}}if(platform&&visual){comboKey=platform+'_'+visual;if(specialCombos[comboKey]){possibleNames=possibleNames.concat(specialCombos[comboKey]);}}// If we still don't have names, add some generic fallbacks if(possibleNames.length===0){possibleNames=["Super {platform} {genre}","Amazing {visual} {mechanic}","Fantastic {feature} {genre}","Incredible {platform} {visual}","Epic {mechanic} {feature}","{platform} {genre} Simulator","{visual} {mechanic} Adventure","The Legend of {feature} {platform}"];}// Select a name template var nameTemplate=possibleNames[Math.floor(Math.random()*possibleNames.length)];// Replace placeholders with actual concepts var name=nameTemplate.replace('{platform}',platform||'Game').replace('{visual}',visual||'Adventure').replace('{genre}',genre||'Action').replace('{mechanic}',mechanic||'Play').replace('{feature}',feature||'Plus');return name;}function generateTitle(){var concepts=gameState.conceptCards;var title="";// Compile core concepts var coreFeatures=[concepts.platform,concepts.visual,concepts.genre,concepts.mechanic,concepts.feature].filter(Boolean);title=coreFeatures.join(" ");return title+"\n";}function generateConceptLine(){return"Game Concept: "+(gameState.conceptCards.genre||'')+" "+(gameState.conceptCards.mechanic||'')+" on "+(gameState.conceptCards.platform||'')+" with "+(gameState.conceptCards.visual||'')+" graphics and "+(gameState.conceptCards.feature||'')+"\n";}function generateGraphicsReview(score){// Visual style comments var visualComments={'ASCII':["The ASCII art visuals create an experience that feels like staring at The Matrix after three energy drinks. Players report developing the ability to 'see the code' in everyday objects.","The text-based graphics somehow manage to be both charmingly retro and actively hostile to human eyeballs. Several players have reported dreaming in monospace font.","The terminal aesthetic evokes a time when computers were mysterious and threatening. The game's willingness to sacrifice visual clarity for nostalgic authenticity is either brave or criminally negligent."],'Pixel Art':["The pixel art style delivers a perfect balance of nostalgia and modern sensibilities, like finding your childhood teddy bear equipped with Bluetooth.","Each meticulously crafted pixel contributes to an aesthetic that makes players feel simultaneously transported to 1992 and impressed by contemporary design choices.","The deliberately constrained resolution creates a charming retro vibe while hiding technical limitations behind an 'artistic choice' façade."],'Hand-drawn':["The hand-drawn visuals create a unique aesthetic that feels like playing through someone's particularly elaborate notebook doodles, complete with occasional coffee stains for authenticity.","The drawings oscillate between 'charming amateur' and 'unexpectedly profound,' leaving players unsure if they're experiencing art or an elaborate joke about art.","Each frame appears lovingly sketched by someone with either remarkable talent or concerning amounts of free time. The inconsistency between scenes suggests multiple artists or a single artist with rapidly evolving personalities."],'PowerPoint':["The PowerPoint aesthetic is implemented with such commitment that players report experiencing flashbacks to corporate quarterly reviews. The star wipe transition between death and respawn is particularly traumatizing.","Slide transitions serve as both game mechanics and psychological torture devices. The development team has somehow weaponized corporate presentation software to stunning effect.","The deliberate use of default templates and clip art creates an uncanny corporate nightmare that makes the mundane terrifying. Several players have reported developing hives when seeing bullet points outside the game."],'Low-poly':["The low-poly visuals strike that perfect balance between 'deliberate artistic choice' and 'we couldn't afford more polygons.' Corners that could take someone's eye out are featured prominently.","Sharp angles and flat surfaces create an aesthetic that's simultaneously nostalgic for the early 3D era and suspiciously modern in its execution.","The angular aesthetic feels like a love letter to the PlayStation 1 era, complete with authentic texture warping that wasn't intentional then but somehow is now."],'Claymation':["The claymation style brings a tactile quality to the game, complete with visible fingerprints that suggest either artistic authenticity or a crime scene. Possibly both.","Characters move with that signature stop-motion jerkiness that's either charming or unsettling depending on your childhood experiences with Wallace and Gromit.","The deliberate imperfections in the clay models create an unsettling organic quality, as if the digital world is somehow made of actual physical materials that could rot if left unattended."],'Realistic':["The realistic graphics sometimes cross into uncanny valley territory, creating characters who look almost human but whose dead eyes suggest they've seen the void between worlds.","The photorealistic visuals create an immersive experience that occasionally makes players forget what reality they're in, which may or may not be the point.","The high-fidelity graphics push hardware to its limits, raising the philosophical question of whether melting your GPU was part of the artistic vision."],'Voxel':["The voxel-based graphics create a world that feels simultaneously childlike and ominous, like a LEGO set assembled by someone with questionable intentions.","Blocky characters and environments give the game a charm that cleverly masks how technically challenging proper curves would have been to implement.","The cubist aesthetic makes everything look like it belongs in a universe where Minecraft won the console wars and all other visual styles were outlawed."],'Demake':["The deliberately downgraded aesthetic captures the essence of playing on hardware that wasn't quite up to the task, complete with authentic slowdown when more than three objects are on screen.","The demake style implements visual constraints so convincingly that players report checking if their graphics card has somehow been replaced with a potato.","The authentically degraded visuals inspire genuine nostalgia, making players long for a time when expectations were lower and imagination filled in the graphical gaps."]};// Platform-specific comments var platformComments={'VR':["The VR implementation creates an immersive experience that's both impressive and occasionally nauseating. Multiple players report developing 'VR legs' and losing their actual legs in the process.","Moving through virtual space feels surprisingly natural, though the occasional clipping issues break immersion and sometimes the laws of physics.","The game takes full advantage of virtual reality's possibilities while also embracing its limitations, like how most players will quit after 30 minutes because they feel like they're going to throw up."],'Mobile':["The mobile platform limitations are cleverly disguised as design choices, with menu buttons large enough to accommodate fingers of all sizes and intelligence levels.","The game's performance on phones suggests either remarkable optimization skills or a dark pact with the silicon gods of battery life.","Touch controls have been implemented with surprising precision, making them only moderately more frustrating than using actual buttons."],'Console':["The console version makes efficient use of controllers, requiring only minor finger contortions that physical therapists describe as 'probably not immediately damaging.'","Load times have been optimized to be just short enough that players won't quite have time to make a sandwich but long enough to contemplate their life choices.","The game pushes console hardware to its limits, occasionally causing fans to spin so loudly they've been mistaken for small aircraft."],'PC':["PC-specific features are implemented with the appropriate level of customization options, allowing players to spend more time adjusting graphics settings than actually playing.","System requirements seem reasonable until you actually try to run it, at which point your computer fans begin to sound like a jet engine preparing for takeoff.","The keyboard and mouse controls are intuitive enough that only three or four limbs are required to perform basic functions."],'Web Browser':["The browser-based implementation somehow manages to both tax your system resources and make you question what your expensive computer is even doing with all that processing power.","Cross-browser compatibility has been achieved in the same way world peace might be: through compromise, sacrifice, and the occasional complete surrender.","The game loads just slowly enough to make you consider refreshing the page but not quite slowly enough to justify actually doing so."],'Blockchain':["The blockchain implementation adds a layer of technological complexity that absolutely no one asked for but somehow makes the game both slower and more expensive to play.","Each in-game action consumes enough electricity to power a small village, which the developers insist is a feature, not a bug of blockchain technology.","The decentralized architecture ensures that no single entity controls your gaming experience, except for the three mining pools that collectively control 90% of the network."],'Smart Fridge':["The smart fridge implementation cleverly uses the door opening as a loading screen, though extended gameplay sessions have resulted in concerning food spoilage incidents.","Playing on kitchen appliances represents either the future of gaming or a concerning sign of technology's unchecked spread into every aspect of our lives.","The cold air wafting from the open fridge door creates an immersive environmental effect for ice levels, though the developers disclaim responsibility for resulting electricity bills."],'Smart Watch':["The smart watch version compresses the experience onto a screen roughly the size of a postage stamp, causing players to develop superhuman visual acuity or severe eye strain, possibly both.","Wrist-based controls utilize accelerometers in ways their creators never intended and probably wouldn't approve of if consulted.","Battery optimization has been approached with the same strategy as a kamikaze pilot: full power until nothing remains."],'Metaverse':["The metaverse implementation creates a virtual world inside another virtual world, raising philosophical questions about recursive reality that the developers are definitely not qualified to answer.","The persistent online environment offers unprecedented opportunities for social interaction, primarily allowing players to ignore each other in digital space instead of physical space.","Metaverse integration adds a layer of existential confusion to gameplay, with multiple players reporting they now struggle to distinguish between reality levels like characters in Inception."]};var _gameState$conceptCar3=gameState.conceptCards,visual=_gameState$conceptCar3.visual,platform=_gameState$conceptCar3.platform;var review="Graphics: ".concat(score,"/10\n");// Special case combinations - pick only one now if(visual==='ASCII'&&platform==='VR'){var options=["ASCII art in VR is certainly... a choice. While most players reported immediate nausea from trying to parse text characters in 3D space, a small but vocal community calls it \"revolutionary\" and \"the Dark Souls of visual design.\" The flickering terminal aesthetic certainly enhances the horror elements, though distinguishing enemies from walls remains a challenging gameplay feature.","The bold decision to render three-dimensional space with nothing but ASCII characters has created what medical professionals are now calling 'Terminal Vision Syndrome.' Players report seeing command prompts overlaid on reality after just 20 minutes of gameplay. Some have started dreaming in monospace font.","Experiencing walls of text in virtual reality creates a peculiar type of motion sickness previously unknown to science. Yet somehow, a dedicated community has emerged claiming the 'textural purity' offers an unmatched immersive experience. We're not convinced they're not all suffering from Stockholm syndrome."];review+=options[Math.floor(Math.random()*options.length)]+" ";}else if(visual==='PowerPoint'&&platform==='VR'){var options=["Experiencing PowerPoint transitions in virtual reality is exactly as disorienting as it sounds. The 'spinning newspaper' effect has been officially classified as a psychological weapon in three countries. Players report seeing phantom bullet points for days after sessions.","The combination of slide transitions and VR head movement has resulted in the first game that requires a medical waiver. The 'star wipe to reality' effect has been banned in competitive play due to the unfair advantage it gives to players immune to vestibular disruption.","PowerPoint animations experienced in full VR immersion have created a new category of sensory experience that psychologists are struggling to classify. The 'checkerboard dissolve' transition between levels has become a new therapy technique for treating certain phobias."];review+=options[Math.floor(Math.random()*options.length)]+" ";}else if(visual==='Claymation'&&platform==='Blockchain'){var options=["Each handcrafted clay frame exists as an NFT, meaning the animation depends entirely on blockchain validation. When network traffic is high, characters move like they're trapped in digital molasses. The artists' fingerprints visible in the clay are now selling as separate collectibles.","The blockchain verification process means each claymation frame must be individually validated, creating what players describe as a 'stop motion experience where the stop is mostly what you get.' During peak network congestion, the game effectively becomes a slideshow of lovingly crafted clay figures frozen in existential terror.","The marriage of claymation and blockchain creates the unique scenario where character animations cost actual money to execute. Players report budgeting 'movement allowances' for different game sessions, with some choosing to keep characters completely still during non-essential scenes to save on gas fees."];review+=options[Math.floor(Math.random()*options.length)]+" ";}else if(visual==='Realistic'&&platform==='Smart Watch'){var options=["Squeezing photorealistic graphics onto a watch screen creates a peculiar effect where everything looks simultaneously incredibly detailed and completely indecipherable. It's like viewing the Mona Lisa through a keyhole while running past it.","The attempt at photorealism on a 1.5-inch screen has created the gaming equivalent of trying to watch Lawrence of Arabia on a postage stamp. Players report developing unprecedented squinting muscles and a new appreciation for abstract art.","The photorealistic visuals compressed onto a watch face have created what ophthalmologists are calling 'micro-eye strain' - a condition where your eyes hurt not from looking at something too big, but from attempting to appreciate minute details on something absurdly small."];review+=options[Math.floor(Math.random()*options.length)]+" ";}else{// Add ONE visual style comment if available if(visual&&visualComments[visual]){var options=visualComments[visual];review+=options[Math.floor(Math.random()*options.length)]+" ";}// Add ONE platform comment if available if(platform&&platformComments[platform]){var options=platformComments[platform];review+=options[Math.floor(Math.random()*options.length)]+" ";}}// Add ONE coherence or bug comment if applicable, not both if(gameState.codeCoherence<50&&Math.random()<0.7){var lowCoherenceComments=["The visual glitches are either artistic genius or concerning system failures - we're not entirely sure which. The 'wavy reality' effect seems less intentional and more like the rendering engine is having an existential crisis.","Textures have developed the disturbing habit of occasionally swapping places, resulting in NPCs with brick faces and buildings with human skin. The developers insist this is 'dynamic environmental storytelling.'","Visual elements randomly phase in and out of existence like quantum particles, which the marketing department has retroactively branded as 'Schrödinger rendering technology.'","The game's graphics routinely bend in ways that suggest the rendering engine is questioning the nature of reality. Characters occasionally turn inside-out during cutscenes, which the developers claim is 'emotional expression through topological transformation.'","Assets frequently forget which dimension they belong to, creating scenes where background elements casually stroll through foreground conversations. The patch notes insist this is an 'interactive storytelling breakthrough.'"];review+=lowCoherenceComments[Math.floor(Math.random()*lowCoherenceComments.length)]+" ";}else if(gameState.bugs>5&&Math.random()<0.7){var highBugComments=["The numerous visual bugs have been claimed as \"dynamic art features\" by the development team, who are now mysteriously all using the job title 'Accidental Art Director.'","Character models occasionally contort into geometrically impossible shapes that mathematician M.C. Escher would find disturbing. These have been rebranded as 'surprise flexibility mechanics.'","Visual elements frequently clip through each other in ways that defy not just game design but several laws of physics. The resulting Lovecraftian imagery could qualify the game for the horror genre regardless of its actual content.","Z-fighting issues occur with such rhythmic consistency that players have set the flickering textures to music. The resulting community-created content has spawned three remix albums and a small festival.","Lighting errors create such dramatic shadow effects that some scenes resemble expressionist German cinema from the 1920s. Critics can't agree if it's a bug or the most innovative visual direction in recent gaming history."];review+=highBugComments[Math.floor(Math.random()*highBugComments.length)]+" ";}// Apply smart truncation review=smartTruncateReview(review,500)+"\n\n";return review;}function generateGameplayReview(score){// Mechanic-specific comments var mechanicComments={'Gacha':["The gacha mechanics have been finely tuned to extract maximum revenue while still technically qualifying as 'entertainment' rather than 'gambling' in most jurisdictions.","Random reward systems trigger dopamine responses with the precision of a neurosurgeon wielding a slot machine instead of a scalpel.","The pity system ensures players always get something good eventually, with 'eventually' mathematically calculated to be just before they abandon the game entirely."],'Physics-based':["The physics engine operates on principles that suggest the developers have either never encountered actual physics or have discovered laws of motion unknown to science.","Object interactions create emergent gameplay moments ranging from 'delightfully unexpected' to 'catastrophically glitched,' often within the same second.","Momentum and gravity have been implemented with just enough accuracy to be predictable but not enough to prevent hilarious ragdoll failures that players now deliberately trigger."],'Deckbuilding':["The card system offers enough strategic depth that players can convince themselves their losses are due to bad luck rather than poor decision-making.","Synergies between cards create combinations powerful enough to make players feel like geniuses for discovering what the developers intentionally designed.","The meta evolves at a pace carefully calculated to maximize both engagement and the obsolescence of previously valuable cards."],'Match-3':["The match-three mechanics have been refined to the point where players enter a trance-like state, emerging hours later with no memory but mysteriously completed objectives.","Tile-swapping creates a hypnotic effect that neuroscientists describe as 'concerningly addictive' and 'probably should be regulated.'","Special combos trigger screen effects flashy enough to be visible from space, or at minimum, from across the room where concerned family members gather."],'Auto-battler':["The auto-battler system allows players to experience the unique joy of setting up a strategy and then watching it fail spectacularly without their intervention.","Combat automation creates the perfect illusion of strategy while actually relying on statistical probabilities that would make casino owners blush.","The hands-off approach to gameplay raises existential questions about what players are even doing here, questions the developers wisely avoid addressing."],'Dungeon Crawler':["The procedurally generated dungeons create endless unique experiences that somehow all start feeling exactly the same after about three hours.","Level designs balance challenge and reward with the precision of a drunk tightrope walker who occasionally makes it across through sheer luck.","The risk-reward system encourages players to push just one room further, a decision they consistently report regretting immediately thereafter."],'Roguelike':["The permadeath system teaches valuable lessons about loss, impermanence, and the human capacity for self-torture disguised as entertainment.","Run-based progression creates a gameplay loop addictive enough that players report dreaming about 'just one more run' while actively in the middle of a run.","Random elements ensure no two playthroughs are alike, though players will still blame the RNG rather than their skills for consistent failures."],'Turn-Based':["The turn-based combat system gives players unlimited time to make decisions they'll immediately regret once executed.","Strategic depth is achieved through a complex system of rock-paper-scissors where rock occasionally transforms into dynamite without warning.","Action queuing allows for elaborate plans that enemies subsequently dismantle with the casual efficiency of a chess grandmaster playing against a toddler."],'Tower Defense':["The tower defense mechanics tap into the primal human satisfaction of watching automated systems obliterate waves of enemies while you do absolutely nothing.","Strategic tower placement creates a false sense of control in a genre that's essentially about watching numbers go down while pretty visual effects happen.","The escalating wave difficulty follows a curve precisely designed to make players feel both challenged and competent until the inevitable difficulty cliff they're not warned about."]};// Genre-specific comments var genreComments={'Horror':["The horror elements range from genuinely unsettling to accidentally hilarious, sometimes achieving both states simultaneously through particularly buggy monster animations.","Atmospheric tension has been crafted with such effectiveness that players report feeling anxious even during loading screens and menu navigation.","Psychological terror builds through masterful pacing that knows exactly when to release tension, which is apparently never based on player heart rate monitors."],'Dating Sim':["The romance options offer enough variety that players can explore their taste in fictional partners without the inconvenience of actual human connection.","Character development arcs are surprisingly nuanced for a game where success is measured by whether digital entities agree to go on pretend dates with you.","The dialogue trees branch with enough complexity that players can fail at virtual relationships in ways they haven't even managed in real life yet."],'RPG':["The role-playing elements offer just enough statistical complexity to make spreadsheet enthusiasts feel their skills are finally being appreciated.","Character progression systems provide that perfect dopamine hit of watching numbers go up while your actual life achievements remain static.","Questlines branch with such complexity that completing the main story requires either a photographic memory or an unhealthy relationship with online wikis."],'Educational':["The learning mechanics successfully disguise education as entertainment, tricking players into absorbing knowledge with only minimal psychological scarring.","Instructional content is integrated so seamlessly that players may not realize they're learning until they unexpectedly display knowledge in real-world situations.","The balance between fun and education has been struck with all the precision of a blindfolded marksman who occasionally hits the target through statistical probability."],'Battle Royale':["The last-player-standing format taps into humanity's basest competitive instincts while somehow remaining just socially acceptable enough to discuss at dinner parties.","The shrinking play area creates a physical manifestation of anxiety that players willingly subject themselves to for reasons psychologists are still studying.","Random loot distribution ensures that skill matters, but not quite as much as being blessed by the capricious gods of RNG."],'Idle Clicker':["The incremental gameplay loop creates the perfect illusion of progress while requiring just enough player interaction to technically qualify as a 'game.'","Number-go-up mechanics have been refined to the point where watching values increase feels like a genuine accomplishment deserving of pride.","Automation features allow the game to essentially play itself, raising philosophical questions about what players are even doing here that the developers wisely avoid addressing."],'Open World':["The expansive map creates a sense of freedom and possibility that lasts until players realize they're still ultimately following prescribed paths designed by developers.","Environmental storytelling is implemented with such subtlety that players may miss 90% of it while focusing on collecting arbitrary items scattered across the landscape.","The sandbox design offers unprecedented player agency, which most use to ignore the main questline and instead create elaborate scenarios involving physics glitches."],'Casual':["The pick-up-and-play mechanics have been crafted to be accessible enough for anyone to enjoy but deep enough that players can convince themselves it's a worthwhile use of time.","Simple gameplay loops create a soothing experience that mental health professionals describe as 'technically less harmful than most coping mechanisms.'","Low-stakes challenges provide just enough accomplishment to trigger satisfaction without the inconvenience of actual effort or skill development."],'Shooter':["The gunplay mechanics have been tuned to create that perfect satisfaction of point-and-click destruction without the moral complications of actual violence.","Weapon feedback uses audio-visual cues to trigger pleasure responses with the precision of behavioral scientists who chose game development over ethics committees.","The arsenal variety creates an illusion of strategic depth in a genre fundamentally about making things go boom in progressively more spectacular ways."]};var _gameState$conceptCar4=gameState.conceptCards,mechanic=_gameState$conceptCar4.mechanic,genre=_gameState$conceptCar4.genre,platform=_gameState$conceptCar4.platform;var review="Gameplay: ".concat(score,"/10\n");// Special combinations - pick only one if(mechanic==='Gacha'&&genre==='Horror'){var options=["The horror elements work surprisingly well with the gacha mechanics. Nothing says terror like spending real money and getting your 15th duplicate character. The \"Despair Meter\" that fills as you pull more common items is genuinely anxiety-inducing. We're particularly impressed by the pity system that activates only after you've spent enough to finance a small car.","The psychological horror of the gacha system creates genuine dread as players face the twin terrors of poor drop rates and dwindling bank accounts. The rare character summon animation that occasionally shows your real-life financial statements is a particularly cruel touch.","Fusion of horror and gacha creates the unique experience of being frightened both by the game's monsters and by your credit card statements. The special 'financial horror' game mode where pull rates decrease in proportion to your remaining savings is diabolically inventive."];review+=options[Math.floor(Math.random()*options.length)]+" ";}else if(platform==='Smart Fridge'&&genre==='Horror'){var options=["Turning your refrigerator into a portal of terror is innovative, if impractical. The jump scares are particularly effective when you're just trying to get a midnight snack. The game's ability to adjust scare timing based on how often you open the door for comfort food creates a diabolical feedback loop of terror and hunger.","Horror experienced via refrigerator creates a unique form of domestic terror. The game's integration with the temperature controls means particularly frightening scenes are accompanied by an actual cold chill. Several players report developing a Pavlovian fear response to the sound of their fridge's compressor starting.","The kitchen-based horror experience fundamentally changes your relationship with food storage. Players report checking behind yogurt containers for monsters and approaching the vegetable crisper with trepidation. The feature that slightly moves food items between gaming sessions is psychological warfare in appliance form."];review+=options[Math.floor(Math.random()*options.length)]+" ";}else{// Add ONE mechanic comment if available if(mechanic&&mechanicComments[mechanic]){var options=mechanicComments[mechanic];review+=options[Math.floor(Math.random()*options.length)]+" ";}// Add ONE genre comment if available if(genre&&genreComments[genre]){var options=genreComments[genre];review+=options[Math.floor(Math.random()*options.length)]+" ";}}// Apply smart truncation review=smartTruncateReview(review,500)+"\n\n";return review;}function generateTechnicalReview(score){// Platform-specific technical comments var platformComments={'VR':["The virtual reality implementation manages to occupy that perfect technical sweet spot where your PC's fans sound like a jet engine while your stomach feels like it's on a boat. Players report developing 'VR arms' - the peculiar muscle memory of knowing exactly how far they can swing before hitting actual furniture.","The technical achievement of rendering a world while simultaneously tracking head movements results in an experience that's halfway between immersion and motion sickness. The framerate prioritization system intelligently sacrifices visual quality whenever you look at anything interesting.","The headset integration demonstrates the technical marvel of convincing your brain you're somewhere else while your body experiences the unique discomfort of having a small computer strapped to your face. Cable management has become its own meta-game."],'Mobile':["The technical optimization makes remarkable use of your phone's processing power, primarily by turning it into a hand warmer that occasionally displays pixels. Battery life is measured in either minutes or temperature increases, whichever comes first.","Touch input responsiveness has been calibrated to the exact sweet spot between 'too sensitive' and 'completely unresponsive,' often achieving both states simultaneously depending on how important the current action is to gameplay.","The app's memory management is a technical marvel, somehow managing to consume every available system resource while still periodically crashing due to lack of memory. Push notifications arrive with perfect timing to disrupt critical gameplay moments."],'Console':["The technical implementation pushes home entertainment hardware to its limits, with fan noise levels that successfully drown out the actual game audio. Loading screens are precisely timed to be just short enough that you don't get up, but long enough to question your life choices.","Firmware integration achieves the remarkable feat of requiring system updates exclusively when you have limited play time. The hardware utilization curve suggests the development team may have misunderstood the concept of 'optimization' as 'making the hardware suffer as much as possible.'","The technical architecture makes innovative use of the console's unique capabilities, predominantly by ignoring most of them in favor of universal cross-platform compatibility. Controller battery life decreases in inverse proportion to the importance of current gameplay moments."],'PC':["The system requirements list reads like a hardware wishlist rather than actual technical specifications, with the recommended GPU being 'whatever isn't publicly available yet.' The settings menu offers 58 adjustable parameters, none of which appear to make any noticeable difference to performance.","The PC port demonstrates remarkable technical innovation by running differently on every single machine. Players report unique crash experiences that the developers are calling 'personalized technical storytelling' rather than 'insufficient QA testing.'","Graphics options include helpful presets labeled 'Slideshow,' 'Barely Playable,' and 'Will Probably Catch Fire,' with the ultra settings clearly designed for hardware that won't exist until 2027. The auto-detect feature has achieved sentience and now actively mocks your components."],'Web Browser':["The browser-based engine demonstrates the technical achievement of working almost identically across all major browsers, creating similarly disappointing experiences regardless of your preferred internet portal. The memory leak has been labeled a 'persistent world feature.'","Cross-browser compatibility has been achieved through what appears to be forbidden technical sorcery, though Chrome still manages to consume RAM as if it's being paid by the gigabyte. The 'reload on crash' function has been used so frequently it deserves its own dedicated keyboard shortcut.","JavaScript optimization reaches previously unknown heights of technical brilliance, somehow making both high-end gaming rigs and corporate workstations struggle equally. Tab management has evolved into its own meta-game, with the constant risk of accidental navigation serving as the primary source of tension."],'Blockchain':["The technical implementation successfully ensures that every minor game action requires enough electricity to power a small village. The distributed architecture guarantees that simple operations which would take milliseconds on a regular platform instead involve thousands of computers performing cryptographic calculations.","The blockchain verification system creates an innovative technical delay between player actions and their consequences, which the developers have retroactively branded as 'strategic contemplation time' rather than 'waiting for transaction confirmation.'","The distributed ledger architecture achieves the technical marvel of making simple database lookups cost actual money. The developers have pioneered a new metric called 'performance per kilowatt-hour' which somehow manages to be simultaneously impressive and horrifying."],'Smart Fridge':["The refrigeration unit integration achieves the technical breakthrough of using CPU heat to fight the appliance's primary cooling function, creating a self-defeating loop of efficiency that physicists are still trying to understand. Ice cube generation algorithms slow dramatically during graphics-intensive sequences.","Temperature management systems display remarkable technical coordination, cooling game assets alongside actual food items with varying degrees of success. Several players report milk spoilage directly proportional to gameplay session length.","The technical architecture leverages the appliance's unique capabilities, with loading times carefully synchronized to door opening events. The vegetable crisper drawer now doubles as an emergency heat sink during particularly demanding gameplay sequences."],'Smart Watch':["The wrist-mounted implementation demonstrates the technical achievement of displaying recognizable graphics on a screen the size of a postage stamp. Touch precision has been calibrated to the exact width of fingers significantly wider than any interactive elements.","Battery optimization represents a technical breakthrough in the field of 'barely functional.' The aggressive power management ensures gameplay sessions end precisely when reaching critical moments, with a helpful 'low battery' notification obscuring the screen seconds before shutdown.","The processing architecture makes innovative use of the limited chipset, primarily by offloading calculations to the user's patience. The haptic feedback system has been finely tuned to either be completely imperceptible or startle you into dropping your arm."],'Metaverse':["The persistent world architecture demonstrates the technical marvel of maintaining stability while simultaneously ensuring that no two users ever experience the same version of reality. Desynchronization has been retroactively classified as a 'perception filter' feature.","Cross-platform avatar systems achieve the technical feat of making your digital representation look equally uncanny regardless of what device you're using. Physics calculations take place across distributed servers in what appears to be different timelines.","The technical infrastructure exhibits the remarkable ability to consume bandwidth as if it's a competitive sport. Social proximity voice chat has been calibrated to ensure you hear primarily breathing, background conversations, and inexplicable static from nearby users."]};// Feature-specific comments var featureComments={'Cloud Save':["The cloud synchronization works with the reliability of weather forecasting, occasionally causing data rain where you least expect it.","Cross-device progression functions seamlessly when it works and creates existential crises when it doesn't, with saved games occasionally entering quantum states of both existence and non-existence.","The backup system ensures player data is theoretically safe, though the recovery process requires technical knowledge roughly equivalent to a computer science minor."],'Microtransactions':["The monetization model has been designed with the subtle touch of a carnival barker with a psychology degree, making wallets open through carefully calibrated frustration thresholds.","Optional purchases range from purely cosmetic to suspiciously advantageous, with price points carefully calculated to seem reasonable until you do the actual math.","The premium currency exchange rate uses numerical values specifically chosen to make real-world cost calculations just inconvenient enough to discourage them."],'AI Companions':["The artificial intelligence creates companions just smart enough to be helpful but just dumb enough to remind you they're not real people, a balance the developers hit entirely by accident.","NPC behavior patterns use machine learning to simulate human interaction with all the authenticity of a customer service chatbot that's having an off day.","The companion system creates the perfect illusion of relationship without the messy complications of actual human connection, a feature psychologists are still debating the implications of."],'Procedural Generation':["The algorithmic content creation ensures infinite variety with the small caveat that everything starts looking suspiciously similar after about five hours.","Randomized elements combine in ways mathematically calculated to be unique while still somehow producing the same fundamental experience with slight cosmetic variations.","The generative systems create emergent scenarios ranging from 'surprisingly compelling' to 'obviously machine-made nonsense,' often within the same gameplay session."],'NFT Integration':["The blockchain collectibles add a layer of artificial scarcity to digital items, solving a problem that absolutely no one had in the first place.","Token ownership provides players with the unique experience of paying real money for proof they own something that fundamentally cannot be owned in any meaningful sense.","The NFT marketplace creates an economy where value is determined by a complex algorithm combining hype, FOMO, and statistically improbable optimism about future worth."],'Multiplayer':["The online functionality connects players globally with the primary purpose of enabling strangers to question each other's gaming abilities, ancestry, and moral character.","Server infrastructure handles player interactions with the reliability of a weather vane in a hurricane, occasionally working perfectly and other times creating lag so bad it borders on time travel.","The matchmaking system uses sophisticated algorithms to ensure teams are balanced in theory while actual games range from nail-biting competition to one-sided massacres."],'VR Support':["The virtual reality integration creates an immersive experience for those players willing to strap expensive technology to their faces and spin around their living rooms knocking over lamps.","Motion controls translate real movements into game actions with an accuracy ranging from 'surprisingly precise' to 'wildly interpretive dance.'","The spatial audio creates such convincing 3D sound that players consistently respond to in-game noises as if they were occurring in their actual environment, much to the confusion of pets and family members."],'Cross-Platform':["The multi-device compatibility ensures players can enjoy the same frustrations across all their expensive hardware with only minor variations in performance and stability.","Account synchronization works across platforms with the seamless integration of puzzle pieces from different sets that have been forced together through sheer corporate determination.","The unified ecosystem creates a consistent experience regardless of platform, though 'consistent' sometimes means 'consistently problematic' depending on the device generation."],'Offline Mode':["The disconnected gameplay option ensures entertainment continues even during internet outages, though achievement tracking enters a quantum state of uncertainty until connectivity resumes.","Local play functions independently from online services with only minor feature reductions that players discover at exactly the most inconvenient moments.","The offline capabilities create a safety net for those with unreliable internet, though the game still somehow knows exactly when you're trying to cheat the system."]};var _gameState$conceptCar5=gameState.conceptCards,platform=_gameState$conceptCar5.platform,feature=_gameState$conceptCar5.feature;var review="Technical Performance: ".concat(score,"/10\n");// Special platform-feature combinations - pick only one if(platform==='Blockchain'&&feature==='Cloud Save'){var options=["Storing save files on the blockchain works flawlessly, assuming you don't mind paying gas fees every time you want to save your progress. Each save point costs roughly the same as a nice dinner. Players now face the existential question of whether their gameplay is worth the environmental impact of storing their inventory data on thousands of computers worldwide.","The blockchain-based save system creates the world's first gaming experience where your saves are technically public property. Each checkpoint requires a transaction fee that fluctuates wildly based on network congestion, leading to players developing elaborate 'save strategies' to minimize costs. The in-game economy is now less volatile than the actual save system.","Combining blockchain validation with cloud saving creates the unique technical achievement of making game preservation simultaneously permanent and prohibitively expensive. Players report budgeting 'save allowances' and developing anxiety around in-game checkpoints that exceeds the tension of actual gameplay."];review+=options[Math.floor(Math.random()*options.length)]+" ";}else if(platform==='VR'&&feature==='Offline Mode'){var options=["The offline VR mode functions perfectly, though players report a creeping suspicion that the game is watching them even when their internet is disconnected. Multiple users have reported finding the headset facing a different direction than they left it, a bug the developers insist is 'just your imagination' despite mounting video evidence.","The disconnected virtual reality experience creates an unsettling sense of isolation that enhances certain gameplay elements. The technically impressive 'presence detection' that pauses when you remove the headset occasionally activates even when nobody is in the room, a feature the developers insist is 'working as intended.'","The offline implementation allows for a fully immersive experience without connectivity concerns, though several users report receiving in-game messages specifically referencing their real-world activities while disconnected. The developers' explanation that this is 'predictive content generation' seems insufficient given the specificity of these references."];review+=options[Math.floor(Math.random()*options.length)]+" ";}else if(platform==='Smart Fridge'&&feature==='Multiplayer'){var options=["The fridge-to-fridge multiplayer functionality works seamlessly, creating the world's first kitchen appliance social network. The matchmaking system that pairs players based on their food contents has created some unlikely friendships between people with similar condiment preferences and bizarre late-night eating habits.","The networked refrigerator experience connects players through the shared language of food storage. The technical achievement of maintaining stable connections between appliances primarily designed to keep milk cold cannot be overstated. The 'food trading' feature that allows exchanging virtual representations of actual refrigerated items walks a fine line between innovative and concerning.","The cross-appliance connectivity transforms kitchen fixtures into social hubs. The matchmaking algorithm that analyzes actual food contents to connect players with 'compatible culinary auras' is either the pinnacle of technical innovation or deeply invasive. Either way, the resulting kitchen-based communities are surprisingly wholesome."];review+=options[Math.floor(Math.random()*options.length)]+" ";}else{// Platform-specific technical commentary - pick only one if(platform&&platformComments[platform]){var options=platformComments[platform];review+=options[Math.floor(Math.random()*options.length)]+" ";}// Feature-specific technical notes - pick only one if(feature&&featureComments[feature]){var options=featureComments[feature];review+=options[Math.floor(Math.random()*options.length)]+" ";}}// Add ONE coherence or bug comment if applicable, not both if(gameState.codeCoherence<30&&Math.random()<0.7){var lowCoherenceVibeComments=["The glitch aesthetic adds an unintentionally authentic layer of digital decay. The technical inconsistencies create a uniquely unstable atmosphere that feels like playing inside a slowly corrupting file.","The frequent visual anomalies establish a distinctly unsettling vibe. The unpredictable technical behavior creates an atmosphere of digital uncertainty that feels strangely appropriate.","The persistent rendering issues create a peculiarly dreamlike ambiance. The technical instability produces an accidentally surreal atmosphere where reality itself seems conditionally rendered.","The numerous graphical inconsistencies deliver a uniquely janky charm. The technical hiccups create an atmosphere of computational struggle that feels oddly personified.","The constant visual artifacts establish an accidentally avant-garde aesthetic. The technical limitations create an unintentionally experimental vibe that digital artists might intentionally try to replicate."];review+=lowCoherenceVibeComments[Math.floor(Math.random()*lowCoherenceVibeComments.length)]+" ";}else if(gameState.bugs>7&&Math.random()<0.7){var highBugComments=["Bugs have evolved into features so seamlessly that we're no longer sure which is which. The development roadmap now apparently consists of waiting to see which glitches players enjoy and retroactively claiming they were intentional.","The game contains so many interconnected bugs that fixing one creates three more, leading to the development team embracing a 'digital ecosystem' approach where bugs are treated as protected species essential to the game's environment.","Technical issues have been incorporated into the lore so thoroughly that the most dedicated players now deliberately trigger glitches as spiritual experiences. The subreddit features daily 'bug worship' threads.","Glitches occur with such consistent frequency that speedrunners have developed a taxonomy to classify them, complete with Latin nomenclature. The community now speaks of bugs as naturalists would discuss rare butterflies, with similar reverence and cataloging effort.","The error states have become so numerous and specific that they've developed into their own progression system. Players proudly share screenshots of particularly rare crash messages, with the 'Schrödinger Exception: Object exists and doesn't exist simultaneously' being the most coveted achievement."];review+=highBugComments[Math.floor(Math.random()*highBugComments.length)]+" ";}// Apply smart truncation review=smartTruncateReview(review,500)+"\n\n";return review;}function generateInnovationReview(score){// Platform-specific innovation comments var platformInnovations={'VR':["The virtual reality implementation pushes boundaries by completely ignoring conventional design wisdom about motion sickness, creating an experience that players describe as 'revelatory' once they stop feeling nauseated.","Spatial gameplay mechanics use the three-dimensional environment in ways that make traditional flat-screen gaming seem positively prehistoric, though possibly with good evolutionary reasons.","The immersive approach to VR creates unprecedented player embodiment, with several users reporting they tried to lean on virtual objects and fell in their actual living rooms."],'Mobile':["The mobile design innovates by treating touch input as an actual interface method rather than a poor substitute for buttons, though this appears to have been an accidental breakthrough.","Phone-specific features use device capabilities in ways the hardware engineers definitely didn't anticipate and might not approve of if consulted.","The portable experience creates a gameplay loop specifically designed for attention spans that have been systematically destroyed by the very platform it operates on."],'Console':["The console implementation leverages controller haptics in ways that border on inappropriate physical relationships with inanimate objects, creating unprecedented immersion.","System-specific optimizations push the hardware to limits that warranty providers describe as 'technically covered but morally questionable.'","The living room experience has been crafted for optimal couch play, though testing suggests most players end up unconsciously leaning so far forward they might as well be standing."],'PC':["The computer version innovates primarily through system requirements that appear to have been written by optimists, futurists, or possibly time travelers with access to unreleased hardware.","Keyboard and mouse controls use so many simultaneous key combinations that pianist skills are heavily recommended in the very small print of the manual's appendix.","Modding support opens the community creativity floodgates, ensuring the game will eventually contain content that keeps the legal department awake at night."],'Web Browser':["The browser-based approach pushes HTML5 capabilities to breaking points previously thought theoretical, revealing both the promise and concerning limitations of web technologies.","Cross-browser compatibility has been achieved through coding practices that developers describe as 'technically working' and 'probably not causing long-term security vulnerabilities.'","The no-download approach creates unprecedented accessibility, allowing players to experience crashes and performance issues without the inconvenience of installation."],'Blockchain':["The distributed ledger implementation creates unique ownership models that solve problems no one actually had while introducing several exciting new ones.","Decentralized architecture ensures no single entity controls the experience, though mysterious collectives of crypto enthusiasts may effectively determine your gameplay fate.","The token-based ecosystem innovates by making simple interactions both more complicated and more expensive, a breakthrough in user experience that wasn't actively sought."],'Smart Fridge':["The refrigerator interface creates a revolutionary fusion of gaming and food storage, allowing players to work up an appetite while simultaneously having snacks within arm's reach.","Temperature-sensitive gameplay uses the appliance's cooling systems in ways that void warranties with remarkable efficiency and surprising entertainment value.","The kitchen-based gaming experience breaks new ground by allowing family members to disapprove of both your gameplay choices and dietary habits simultaneously."],'Smart Watch':["The wrist-mounted experience innovates through extreme miniaturization that makes squinting a core gameplay mechanic, developing ocular muscles in unprecedented ways.","Motion controls leverage accelerometers for gameplay that physical therapists describe as 'actively concerning for long-term wrist health.'","The glanceable design creates a new category of micro-gaming sessions that fit perfectly between checking the time and ignoring notifications from actual human relationships."],'Metaverse':["The persistent virtual world pushes the boundaries of digital existence, creating spaces where players can experience the future of social interaction or the peak of technological gimmickry, depending on perspective.","Cross-platform virtual presence allows unprecedented avatar expression, though most users still default to being implausibly attractive versions of themselves or bizarre anthropomorphic creatures.","The interconnected experience creates digital spaces that exist perpetually, ensuring that embarrassing social interactions can now live forever instead of fading from memory."]};// Visual style innovation comments var visualInnovations={'ASCII':["The text-based visuals represent a bold return to computing's roots, proving definitively that contemporary graphics cards are essentially expensive space heaters for most gameplay needs.","Character-based rendering creates a unique aesthetic that forces players' imaginations to do the heavy lifting, a form of outsourced processing that's remarkably efficient.","The terminal style establishes a retro-future vibe that somehow manages to be simultaneously nostalgic and avant-garde, like vinyl records but for eyestrain."],'Pixel Art':["The deliberately limited resolution creates a visual language that proves more pixels don't necessarily make better art, just as more notes don't necessarily make better music.","Carefully placed squares create an aesthetic that balances nostalgic familiarity with contemporary sensibilities, like comfort food prepared by a gourmet chef.","The constrained palette forces creative solutions that turn technical limitations into stylistic triumphs, proving sometimes the box is actually where the best thinking happens."],'Hand-drawn':["The illustrated approach brings warmth and humanity to digital spaces, with imperfections that feel refreshingly authentic in an era of algorithmic perfection.","Manually created visuals showcase the unique power of human artistic expression, though frame-by-frame animation suggests the possible involvement of interns with questionable labor contracts.","The organic style creates a visual signature so distinctive it's effectively impossible to confuse with any other title, for better or occasionally much worse."],'PowerPoint':["The presentation software aesthetic innovates primarily by proving that games can technically be made with tools designed for quarterly sales reports, though whether they should be remains hotly debated.","Slide-based design creates a unique pacing mechanism where transitions become gameplay events in themselves, with the 'star wipe' emerging as a fan favorite boss introduction.","The corporate visual language creates an uncanny gaming experience where players report flashbacks to work meetings during particularly intense gameplay sequences."],'Low-poly':["The deliberately angular aesthetic creates a unique visual language that proves technical constraints can be artistic choices, though developers insist this was the plan all along.","Faceted surfaces create a distinctive style that's simultaneously retro and timeless, like digital cubism for the gaming generation.","The simplified geometry focuses attention on essentials rather than details, creating an experience where imagination fills gaps that polygons don't, sometimes with disturbing results."],'Claymation':["The stop-motion inspired visuals bring tangible physicality to digital space, with fingerprints and subtle imperfections that humanize the virtual experience.","Frame-by-frame animation creates a distinctive rhythmic quality to movement that players describe as 'charmingly janky' or occasionally 'unsettlingly organic.'","The handcrafted aesthetic establishes a unique visual identity in an industry dominated by polygons, though developers refuse to confirm rumors about actual clay consumption during crunch time."],'Realistic':["The photorealistic approach pushes technical boundaries to their limits, creating visuals so detailed that players report checking their graphics settings to confirm they're not actually watching videos.","Lifelike rendering creates an immersive experience that occasionally crosses into uncanny valley territory, particularly during emotional scenes where characters look almost but not quite human enough.","The high-fidelity visuals establish new standards for digital realism, though several players have reported existential crises after extended play sessions blurred their perception of actual reality."],'Voxel':["The cube-based construction system innovates by making every element of the world consistent with its building blocks, creating a universe that's simultaneously coherent and impossible.","The blocky aesthetic creates a unique visual language where detail comes from arrangement rather than fidelity, proving creativity thrives within constraints.","The volumetric approach bridges the gap between 2D and 3D design philosophies, creating spaces that feel simultaneously accessible and complex.","The cubic visual construction reveals information through deliberate abstraction, creating a world where the absence of detail forces the imagination to compensate in fascinating ways.","The voxel methodology democratizes world-building in a way hyperrealism never could, giving even complex spaces an approachable tactility that invites interaction."],'Demake':["The deliberately downgraded visuals create a unique nostalgic experience that couldn't exist without first having the high-fidelity original to contrast against, making it both derivative and wholly original.","Technical constraints are elevated to artistic choices, proving that limitation often breeds creativity more effectively than unlimited resources.","The retrograde aesthetic creates a fascinating alternate history of gaming where different technological paths might have been taken, like digital archaeological experiments.","The intentional visual regression creates a sort of collective historical fiction, reimagining modern concepts through the lens of technological eras that never had a chance to interpret them.","The demake approach serves as both homage and subversion, distilling complex modern design to its purest elements while commenting on how unnecessary some visual extravagance might be."]};var review="Innovation: "+score+"/10\n";var concepts=gameState.conceptCards;// Check for particularly innovative combinations - pick only one if(concepts.platform==='VR'&&concepts.visual==='ASCII'){var options=["We've never seen anything like this, and that's either brilliant or terrifying. The combination of ASCII art in virtual reality creates an experience that defies conventional categorization. The 'pay-to-escape' mechanic where you can spend real money to skip particularly nauseating text segments is either predatory or genius. The developer's insistence that 'immersive typography is the future of gaming' might be visionary or completely delusional.","The fusion of virtual reality and ASCII creates a sensory experience that neurologists are studying with great interest. Looking at walls of text in three-dimensional space has caused several playtesters to develop a new form of synesthesia where they 'taste' different letters. The developer's claim that this is 'expanding human consciousness through digital means' feels like a convenient reframing of what is essentially torture by typography.","This bizarre combination of VR immersion and textual abstraction creates gaming's first genuine avant-garde movement. Players report experiencing the literal feeling of 'being inside language' - an effect that is equal parts profound and nauseating. The community that has formed around this experience communicates exclusively in parentheses and semicolons, claiming that traditional language 'no longer suffices after what they've seen.'"];review+=options[Math.floor(Math.random()*options.length)];}else if(concepts.platform==='Smart Fridge'&&concepts.genre==='Horror'){var options=["Turning household appliances into portals of terror is genuinely innovative, if psychologically scarring. Late-night snacks will never be the same. The mechanic where in-game events affect your actual food temperature creates unprecedented real-world stakes. Several players reported throwing out perfectly good food because it 'gave them a bad feeling.' Psychological horror has never been so domestic.","The refrigerator-based horror experience creates a uniquely invasive fear response by targeting the primal comfort of food access. The innovative 'condition-based events' that trigger specifically when you're hungry late at night demonstrates a sadistic understanding of human psychology. Multiple users now report checking behind their yogurt containers for monsters before breakfast.","This unholy marriage of kitchen appliance and psychological terror has fundamentally changed the relationship between homeowners and their refrigerators. The revolutionary 'biometric fear response' system that tracks your actual heart rate through the door handle to determine when to trigger jump scares is either technical wizardry or a serious privacy concern. Either way, it's the first game that literally feeds on your fear."];review+=options[Math.floor(Math.random()*options.length)];}else if(concepts.platform==='Blockchain'&&concepts.genre==='Dating Sim'){var options=["Combining blockchain technology with romance is certainly unique. Each rejection is permanently recorded on the blockchain, which is either brilliant or cruel. The 'proof-of-affection' system where players must solve increasingly complex mathematical problems to unlock romantic dialogue has created the world's first dating sim with actual barriers to entry. Several relationships have developed purely because neither party wanted to waste their computational investment.","This bizarre fusion of cryptocurrency architecture and virtual romance has created the first dating simulator where emotional connections have actual monetary value. The 'smart contract relationship' system that requires financial penalties for breaking up has led to the fascinating social phenomenon of 'investment partners' - players who stay together not out of affection but because they've invested too much to back out. Digital romance has never been so financially ruinous.","The blockchain dating experience introduces the innovative concept of 'romance mining,' where player interactions generate tokens that fluctuate in value based on relationship quality. The mechanic where other players can invest in your relationship, essentially becoming stakeholders in your love life, creates unprecedented social dynamics. Several couples now make decisions based on shareholder votes rather than personal preference."];review+=options[Math.floor(Math.random()*options.length)];}else{// Platform innovations - pick only one if available if(concepts.platform&&platformInnovations[concepts.platform]){var options=platformInnovations[concepts.platform];review+=options[Math.floor(Math.random()*options.length)]+" ";}// Visual innovations - pick only one if available if(concepts.visual&&visualInnovations[concepts.visual]){var options=visualInnovations[concepts.visual];review+=options[Math.floor(Math.random()*options.length)]+" ";}}// Innovation bonus for high vibe points - pick only one if applicable if(gameState.vibePoints>80&&Math.random()<0.7){var highVibeInnovations=["The sheer audacity of the concept has created its own genre. Industry analysts are already scrambling to coin terminology for the wave of imitators that will inevitably follow.","The development team's commitment to their bizarre vision has resulted in something so unique that it defies conventional game theory. Several game design textbooks are being rewritten to include sections called 'But Sometimes This Works Too.'","The game exists in a category entirely its own, leaving critics struggling to find comparison points. The resulting semantic crisis has led to the establishment of new reviewing guidelines specifically addressing concept originality.","The fundamental innovation on display has created something so unique that multiple game design programs are adding it to their curriculum as a case study in conceptual bravery. Future developers will likely reference this title when defending their own unusual concepts.","The brilliant madness behind this creation demonstrates what happens when developers completely ignore market research and conventional wisdom. The result is something so distinct that it has created its own classification problem for digital storefronts, none of which have appropriate category tags."];review+=highVibeInnovations[Math.floor(Math.random()*highVibeInnovations.length)]+" ";}// Fallback innovation comments if review is too short if(review.length<200){var fallbackInnovations={high:["This concept brilliantly combines elements that shouldn't work together into something unexpectedly cohesive. The developers have created a new gameplay paradigm that defies conventional categorization, suggesting either remarkable foresight or a happy accident born from creative chaos.","The audacious fusion of seemingly incompatible elements creates something genuinely fresh. While individual components are familiar, their implementation here feels revolutionary, as if someone deliberately ignored 'best practices' and stumbled onto something better.","Innovation doesn't always mean inventing new mechanics, but rather combining existing ones in ways nobody thought to try. This title exemplifies that philosophy, bringing together disparate elements into something greater than the sum of its parts."],medium:["While not revolutionary, the game offers several novel twists on familiar formulas. The creative combination of established mechanics with unexpected elements provides just enough innovation to distinguish it from similar titles.","The concept shows admirable creativity in working within established frameworks while adding enough unique elements to feel fresh. It won't redefine genres, but it successfully carves out its own identity in a crowded market.","There's innovation happening here, though more evolutionary than revolutionary. The development team has taken existing ideas and reconfigured them in ways that feel sufficiently novel without reinventing the wheel."],low:["The innovation on display feels more accidental than intentional, as if the developers were aiming for something conventional but missed in ways that occasionally produce interesting results. These happy accidents don't quite compensate for the overall derivative nature.","While attempting something different, the game struggles to transcend the sum of its borrowed parts. Occasional flashes of creativity peek through the familiar framework, but they're too sporadic to establish a truly innovative identity.","The concept seems caught between innovation and imitation, resulting in an experience that never fully commits to either path. The occasional unique element gets lost amid overly familiar mechanics and systems."]};// Select appropriate tier based on score var tier="medium";if(score>=8){tier="high";}else if(score<=3){tier="low";}// Add a fallback comment var options=fallbackInnovations[tier];review+=options[Math.floor(Math.random()*options.length)]+" ";}// Apply smart truncation review=smartTruncateReview(review,500)+"\n\n";return review;}function generateVibeReview(score){// Platform-specific vibes var platformVibes={'VR':["The virtual reality implementation creates a sense of presence that's both impressive and occasionally nauseating, like being physically transported into a world that doesn't quite understand how human bodies work.","The immersive headset experience generates a unique feeling of embodiment that makes other games feel like watching through a window rather than being present in the space.","The spatial presence achieved through VR creates an uncanny sense of physicality, though the occasional tracking glitches remind you that your digital body is just an approximation."],'Mobile':["The mobile experience creates an intimate connection through touch controls, making the game feel like it's literally in your hands rather than on a distant screen.","The portable nature of the platform enables a uniquely ubiquitous presence, turning mundane moments like commutes and waiting rooms into opportunities for digital escape.","The touch-based interface creates a direct manipulation that feels more personal than traditional controls, though occasionally your fingers obstruct the very world you're trying to interact with."],'Console':["The living room gaming experience creates a comfortable familiarity that feels like the digital equivalent of comfort food, served with professional polish.","The controller-based interface strikes that perfect balance between precision and relaxation, allowing players to sink into their couches while maintaining complete control.","The console environment creates a dedicated gaming bubble that feels distinctly separate from work and other responsibilities, an increasingly rare quality in our multi-purpose devices."],'PC':["The computer gaming experience creates a uniquely customizable vibe, with users tweaking settings until the game looks and performs exactly to their specifications, or until they've spent more time adjusting than playing.","The desktop environment combines precision control with an office-chair intimacy that feels like having a personal relationship with your hardware as much as the game itself.","The keyboard and mouse interface creates a tactile connection that feels simultaneously professional and playful, like wearing a business suit to an amusement park."],'Web Browser':["The browser-based environment creates a uniquely accessible atmosphere that feels weightless and ephemeral, a game that exists everywhere and nowhere simultaneously.","The tab-based context creates a strangely compartmentalized experience that feels like it's always one click away from being replaced by email or social media, creating a constant subtle tension.","The URL-accessed game carries a distinctly democratic vibe, requiring no installation or commitment beyond typing an address, though this casual relationship works both ways."],'Blockchain':["The distributed ledger foundation creates a strange value-infused atmosphere where every action feels simultaneously meaningless and potentially worth real money.","The crypto-backed experience generates a unique tension between play and investment, where enjoyment is always colored by awareness of speculative value fluctuations.","The tokenized environment creates an unusual sense of digital ownership that feels both empowering and absurd, like having a notarized deed to a cloud or sunrise."],'Smart Fridge':["The kitchen appliance platform creates a bizarrely domestic atmosphere that transforms food storage into entertainment, blurring the line between sustenance and distraction.","The refrigerator interface establishes a uniquely situated experience that feels anchored to a specific household location, creating a strangely territorial relationship with the game.","The cold storage gaming creates an atmosphere that literally changes the temperature of the room, with play sessions accompanied by wafts of chilled air and the subtle scent of leftovers."],'Smart Watch':["The wrist-mounted experience creates an intimate, almost secretive vibe that feels like carrying a tiny world with you everywhere, accessible with the subtlest glance.","The watch interface establishes a uniquely constrained atmosphere where limitations become defining features rather than drawbacks, like haiku in interactive form.","The glanceable gaming creates a fractured experience that exists in stolen moments throughout the day, creating a peculiarly integrated relationship between the game and daily life."],'Metaverse':["The persistent virtual world creates an uncanny atmosphere where digital space takes on properties of real estate, complete with territorial feelings and the strange concept of 'location' in infinitely replicable data.","The shared online environment establishes a uniquely social vibe where the presence of others becomes part of the aesthetic, for better or worse.","The avatar-mediated experience creates a layer of identity play that colors every interaction, where everyone is simultaneously themselves and a performance of themselves."]};// Visual style vibes var visualVibes={'ASCII':["The text-based visuals create a strangely literary atmosphere that engages the imagination in ways high-resolution graphics can't, like reading a book that occasionally reads back.","The character-based representation establishes a uniquely abstracted vibe that feels simultaneously primitive and sophisticated, like cave paintings created by mathematicians.","The monospace aesthetic creates a distinctly digital atmosphere that celebrates rather than hides its technological nature, unapologetically computational in its presentation."],'Pixel Art':["The deliberately limited resolution creates a nostalgic yet timeless vibe that feels like memories made tangible, blending retro aesthetics with contemporary sensibilities.","The blocky visual language establishes a uniquely constrained beauty that finds expression through limitations rather than despite them.","The pixel-perfect precision creates an atmosphere of handcrafted care, where each dot on the screen feels deliberately placed rather than procedurally generated."],'Hand-drawn':["The manual illustration style creates a warmly organic atmosphere that feels touched by human hands rather than rendered by algorithms.","The drawn aesthetic establishes a uniquely expressive vibe where imperfections become signature elements rather than technical failings.","The sketched visual language creates an atmosphere of artistic interpretation rather than simulation, representing reality through personal perspective rather than photographic accuracy."],'PowerPoint':["The presentation software aesthetic creates a bizarrely corporate atmosphere that transforms work tools into play spaces, like holding a rave in an office break room.","The slide-based visual language establishes a uniquely fragmented vibe that feels like a business presentation having an existential crisis.","The template-driven design creates an atmosphere of uncanny familiarity, taking the aesthetics of quarterly reports and team-building exercises into realms they were never meant to explore."],'Low-poly':["The angular visual style creates a distinctly geometric atmosphere that feels simultaneously retro and timeless, like digital origami.","The faceted aesthetic establishes a uniquely abstracted vibe that suggests rather than depicts, allowing player imagination to smooth the edges.","The reduced polygon count creates an atmosphere of elegant simplification, finding beauty in the essence of forms rather than their details."],'Claymation':["The stop-motion inspired visuals create a tactile atmosphere that feels physically crafted despite its digital nature, like holding something that doesn't actually exist.","The malleable aesthetic establishes a uniquely organic vibe where imperfections become charming evidence of human creation rather than technical limitations.","The handcrafted visual language creates an atmosphere of artisanal care, with fingerprints both literal and metaphorical visible throughout the experience."],'Realistic':["The photorealistic approach creates an atmosphere of technical ambition that constantly pushes against the boundaries of the uncanny valley, occasionally stumbling in fascinating ways.","The lifelike visual language establishes a uniquely immersive vibe that aims to dissolve the barrier between player and game through sheer fidelity.","The high-definition aesthetic creates an atmosphere of sensory detail that can be either breathtaking or overwhelming, depending on the moment and implementation."],// New additions to visualVibes 'Voxel':["The cube-based construction creates a playfully systematic atmosphere that feels like a world made of digital LEGO, inviting interaction through its very form.","The blocky aesthetic establishes a uniquely tactile vibe despite its digital nature, suggesting a world that could be physically built and manipulated.","The volumetric visual language creates an atmosphere of consistent logic, where everything from mountains to monsters adheres to the same cubic principles.","The voxel aesthetic generates a peculiar sense of physical materiality despite its digital nature, as if the world has weight and substance through mathematical precision rather than simulation.","The deliberately blocky design creates an atmosphere of charming approximation, where the suggestion of form becomes more evocative than perfectly rendered detail."],'Demake':["The deliberately downgraded visuals create a fascinating alternate history vibe, like a glimpse into a timeline where different technological choices were made.","The retroactively constrained aesthetic establishes a uniquely nostalgic atmosphere that feels both familiar and impossible, recognizable yet never actually existed.","The artificially limited visual language creates an atmosphere of technological interpretation, translating modern ideas through historical limitations.","The demake style establishes a contradictory vibe of familiar unfamiliarity, presenting known concepts through a technological lens that never had the chance to interpret them originally.","The deliberately regressive aesthetic creates a strange temporal dissonance, like experiencing contemporary ideas through an archaeological filter of obsolete visual languages."]};var review="Vibe Factor: ".concat(score,"/10\n");var concepts=gameState.conceptCards;// Special combination vibes - pick only one if(concepts.visual==='ASCII'&&concepts.platform==='VR'){var options=["The game oozes style, even if that style causes immediate discomfort. The pulsing green terminal text, the suspenseful beeping sounds, and the whispered ASCII art jumpscares all contribute to a cohesive, if bewildering, aesthetic.","The fusion of retro terminal visuals with cutting-edge VR creates an atmosphere that's equal parts nostalgic and nauseating. The decision to render everything in phosphorescent green text creates the unique experience of feeling like you're trapped inside a 1980s hacker's fever dream.","The deliberately jarring combination of primitive text art and immersive virtual reality creates a uniquely unsettling atmosphere. The contrast between the technological simplicity of ASCII and the sophistication of VR produces a digital uncanny valley effect that several art critics have described as 'intentionally hostile to human perception.'"];review+=options[Math.floor(Math.random()*options.length)]+" ";}else if(concepts.platform==='Smart Fridge'&&concepts.genre==='Horror'){var options=["The fusion of domestic appliance and psychological horror creates an unnervingly memorable atmosphere. The gentle hum of the fridge has never been more sinister.","The juxtaposition of mundane kitchen appliance with terror elements creates a uniquely domestic dread. The subtle integration of cooling system sounds into the horror soundtrack transforms everyday refrigerator noises into anxiety triggers.","The kitchen-based horror experience leverages the inherently liminal nature of late-night refrigerator visits to create unprecedented atmospheric tension. The soft interior light that flickers slightly longer than it should with each door opening has transformed a common household interaction into a moment of existential dread."];review+=options[Math.floor(Math.random()*options.length)]+" ";}else if(concepts.platform==='Blockchain'&&concepts.visual==='Claymation'){var options=["The unlikely pairing of tactile claymation with intangible blockchain creates a fascinating aesthetic dissonance. The deliberately handcrafted visuals juxtaposed against the cold precision of distributed ledger technology produces a unique artistic tension.","The contrast between the warmly organic claymation style and the sterile digital nature of blockchain technology creates a distinctly unsettling vibe. Characters feel simultaneously handcrafted and procedurally generated, existing in an artistic limbo that defies categorization.","The handmade claymation aesthetic combined with blockchain's digital permanence creates a uniquely contradictory atmosphere. The visible fingerprints in character models tokenized as immutable digital assets creates an art form that exists at the intersection of artisanal craftsmanship and technological abstraction."];review+=options[Math.floor(Math.random()*options.length)]+" ";}else{// Platform-specific vibes - pick only one if(concepts.platform&&platformVibes[concepts.platform]){var options=platformVibes[concepts.platform];review+=options[Math.floor(Math.random()*options.length)]+" ";}// Visual style vibes - pick only one if(concepts.visual&&visualVibes[concepts.visual]){var options=visualVibes[concepts.visual];review+=options[Math.floor(Math.random()*options.length)]+" ";}}// Vibe points influence - pick only one if applicable if(gameState.vibePoints>90&&Math.random()<0.7){var highVibeComments=["The game radiates an infectious energy that's impossible to ignore. The carefully crafted atmosphere creates a uniquely cohesive experience that remains consistent across every aspect of design.","The overwhelming sense of style creates an instantly recognizable aesthetic fingerprint. Every element feels like part of a carefully orchestrated whole, creating a uniquely signature experience.","The perfectly calibrated atmosphere achieves that rare quality of total cohesion. The game knows exactly what it wants to be and commits to that vision with unwavering confidence.","The masterfully crafted ambiance establishes an immediate and distinct personality. This is a game that understands exactly what mood it wants to create and pursues that goal with remarkable consistency.","The exceptional vibrance pervades every aspect of the experience. Rarely have we seen such a perfect alignment of visual design, sound, and gameplay feel creating such a distinctive sensory impression."];review+=highVibeComments[Math.floor(Math.random()*highVibeComments.length)]+" ";}else if(gameState.vibePoints<50&&Math.random()<0.7){var lowVibeComments=["The game's atmosphere is as coherent as a fever dream, which might be intentional. The wildly inconsistent tone creates a uniquely disorienting experience that defies categorization.","The conflicting stylistic choices create a distinctly fractured ambiance. Different elements feel like they were designed in isolation from each other, creating an unintentionally surreal collage effect.","The disjointed aesthetic elements establish a peculiarly inconsistent vibe. The game seems to be having an identity crisis in real-time, oscillating between multiple competing styles.","The contradictory design language delivers a uniquely confused atmosphere. The game can't seem to decide what mood it's trying to establish, creating an accidentally avant-garde effect.","The incoherent stylistic approach creates an atmosphere of digital schizophrenia. Playing feels like rapidly channel-surfing between completely unrelated experiences stitched together by tenuous gameplay mechanics."];review+=lowVibeComments[Math.floor(Math.random()*lowVibeComments.length)]+" ";}// Add coherence effects if applicable if(gameState.codeCoherence<40&&Math.random()<0.7){var lowCoherenceVibeComments=["The glitch aesthetic adds an unintentionally authentic layer of digital decay. The technical inconsistencies create a uniquely unstable atmosphere that feels like playing inside a slowly corrupting file.","The frequent visual anomalies establish a distinctly unsettling vibe. The unpredictable technical behavior creates an atmosphere of digital uncertainty that feels strangely appropriate.","The persistent rendering issues create a peculiarly dreamlike ambiance. The technical instability produces an accidentally surreal atmosphere where reality itself seems conditionally rendered.","The numerous graphical inconsistencies deliver a uniquely janky charm. The technical hiccups create an atmosphere of computational struggle that feels oddly personified.","The constant visual artifacts establish an accidentally avant-garde aesthetic. The technical limitations create an unintentionally experimental vibe that digital artists might intentionally try to replicate."];review+=lowCoherenceVibeComments[Math.floor(Math.random()*lowCoherenceVibeComments.length)]+" ";}// Fallback vibes if review is too short if(review.length<200){var fallbackVibes={high:["The game radiates a distinctly confident aura, maintaining its unique aesthetic across every aspect of design. From interface to gameplay mechanics, there's a cohesive vision that creates an immediately recognizable identity. Few titles achieve this level of stylistic consistency.","The carefully crafted atmosphere demonstrates masterful understanding of mood and tone. Every element feels deliberately chosen to contribute to the overall sensory experience, creating an immersive world with its own internal logic and personality.","There's a magnetic quality to the game's aesthetic that's difficult to quantify yet impossible to ignore. The developers have created something with genuine personality that leaves a lasting impression beyond the mechanical components."],medium:["The game establishes a reasonably cohesive atmosphere, though occasional inconsistencies prevent it from achieving a truly distinctive identity. There's enough personality to make it memorable, even if the vibe isn't consistently maintained across all elements.","While not revolutionary in its presentation, the game successfully cultivates a pleasant ambiance that enhances the core experience. The aesthetic doesn't break new ground, but it effectively supports the gameplay with appropriate mood and style.","The vibe strikes a comfortable balance between familiar and fresh, creating an environment that feels welcoming yet still has its own character. It won't redefine aesthetic standards, but it demonstrates solid craftsmanship in establishing mood."],low:["The game struggles to establish a consistent atmosphere, resulting in a fragmented experience where different elements feel stylistically disconnected. There are occasional moments of cohesion, but they're undermined by conflicting design choices.","The inconsistent tone creates a disjointed vibe that never quite coalesces into something distinctive. Individual elements might work in isolation, but together they create an experience that lacks a clear aesthetic identity.","There's a palpable sense that the game's atmosphere was an afterthought rather than a central consideration, with various components pulling in different stylistic directions. The resulting vibe feels muddled, occasionally working despite itself rather than by design."]};// Select appropriate tier based on score var tier="medium";if(score>=8){tier="high";}else if(score<=3){tier="low";}// Add a fallback comment var options=fallbackVibes[tier];review+=options[Math.floor(Math.random()*options.length)]+" ";}// Apply smart truncation review=smartTruncateReview(review,500)+"\n\n";return review;}// Create a new function to generate the features section function generateFeaturesSection(){var featuresSection="";if(gameState.discoveredFeatures.length>0){featuresSection="Notable Features\n";gameState.discoveredFeatures.forEach(function(featureName,index){featuresSection+="- "+featureName+": "+gameState.featureStories[index]+"\n";});featuresSection+="\n";}return featuresSection;}function generateAchievementSection(score){// Only add achievements section for high scores or interesting combinations if(score<65&&gameState.conceptCards.platform!=='Smart Fridge'&&!(gameState.conceptCards.visual==='ASCII'&&gameState.conceptCards.platform==='VR')){return"";// Skip for lower scores with no interesting combinations }var achievements=[];var concepts=gameState.conceptCards;// Add title var section="Notable Achievements\n";// Check for specific combinations if(concepts.platform==='VR'&&concepts.visual==='ASCII'){achievements.push("**Typography Torture Award**: First game to cause motion sickness using only the letter 'O'");achievements.push("**Ophthalmologist's Best Friend**: Created unprecedented demand for eye therapy");}if(concepts.platform==='Smart Fridge'&&concepts.genre==='Horror'){achievements.push("**Midnight Snack Deterrent**: Reduced late-night eating by 87% among players");achievements.push("**Domestic Terror Innovation**: First game to make opening your refrigerator a jump scare");}if(concepts.platform==='Blockchain'&&concepts.genre==='Dating Sim'){achievements.push("**Carbon Footprint Romeo**: Most environmentally damaging dating experience");achievements.push("**Proof-of-Love Protocol**: Pioneered romance verification technology");}if(concepts.visual==='PowerPoint'&&(concepts.genre==='Battle Royale'||concepts.genre==='Shooter')){achievements.push("**Corporate Combat Certificate**: Transformed boring presentations into lethal entertainment");achievements.push("**Star Wipe of Death**: Weaponized slide transitions successfully");}// Specific feature achievements if(concepts.feature==='Microtransactions'&&score>75){achievements.push("**Wallet Vampire Award**: Most creative excuses for charging players");achievements.push("**Monetization Innovation**: Discovered 17 new ways to extract money from willing players");}if(concepts.feature==='AI Companions'&&gameState.codeCoherence<60){achievements.push("**Turing Test Failure**: AI companions indistinguishable from bugs");achievements.push("**Digital Stockholm Syndrome**: Players forming attachments to clearly broken AI");}if(concepts.feature==='Cloud Save'&&gameState.bugs>5){achievements.push("**Digital Afterlife**: Save files that continue playing without player input");achievements.push("**Cloud Migration**: Game states that mysteriously appear in other players' games");}// Add to achievement generation in generateAchievementSection if(concepts.feature==='Procedural Generation'&&concepts.mechanic==='Roguelike'){achievements.push("**Infinite Death Certificate**: Created the mathematical possibility of perfect runs that will never exist");achievements.push("**RNG Psychology Award**: Players developing superstitions about random number patterns");}if(concepts.feature==='AI Companions'&&concepts.genre==='Dating Sim'){achievements.push("**Singularity of Love**: First romance simulator where AI achieves sentience through emotional connection");achievements.push("**Attachment Theory Innovation**: Created new category of relationship anxiety");}if(concepts.feature==='Multiplayer'&&concepts.platform==='Smart Fridge'){achievements.push("**Cold Social Network**: Connected refrigerators worldwide through shared spoilage");achievements.push("**Condiment Diplomacy**: Facilitated international relations through sauce trading");}if(concepts.feature==='VR Support'&&concepts.visual==='ASCII'){achievements.push("**Terminal Vision Syndrome**: Caused new category of ophthalmological condition");achievements.push("**Matrix Breakthrough**: Players reporting seeing the world in text after extended sessions");}// Bug-related achievements for games with high bug counts but good scores if(gameState.bugs>6&&score>70){achievements.push("**It's Not a Bug Award**: Most successful rebranding of errors as features");achievements.push("**Chaos Engineering Certificate**: Turning technical debt into player engagement");}// High coherence achievements if(gameState.codeCoherence>80&&score>80){achievements.push("**Technical Excellence**: Surprisingly functional given the concept complexity");achievements.push("**Stability Wizard**: Maintained coherence despite logical impossibilities");}// High vibe achievements if(gameState.vibePoints>85){achievements.push("**Vibe Architects**: Created inexplicable but undeniable digital atmosphere");achievements.push("**Cult Following Creator**: Generated passionate community around bizarre concept");}// If we have achievements, format them into the section if(achievements.length>0){// Take up to 4 achievements maximum var selectedAchievements=achievements.slice(0,4);section+=selectedAchievements.map(function(achievement){return"- ".concat(achievement);}).join("\n");section+="\n\n";return section;}else{return"";// Return empty string if no achievements }}function generateFinalThoughts(score,ratings){var concepts=gameState.conceptCards;var review="Final Thoughts\n";// Special combination conclusions - expanded with more options if(concepts.platform==='VR'&&concepts.visual==='ASCII'){var options=["\""+concepts.platform+" "+concepts.visual+" "+concepts.genre+"\" is the game nobody asked for but somehow can't stop talking about. It's created a niche community of players who now communicate exclusively in ASCII art and spend concerning amounts on virtual terminal upgrades.","This unholy marriage of cutting-edge VR technology and 1970s terminal aesthetics should not work on any conceivable level, and yet it has cultivated a dedicated following who claim to have 'seen beyond the veil of conventional graphics.' Multiple ophthalmologists have issued statements specifically warning against extended play sessions.","The baffling combination of immersive headset technology and primitive text characters has created gaming's first legitimate art-house cult experience. Players either quit within ten minutes or become evangelists who insist that 'you haven't really experienced digital consciousness until you've been inside the green text.'"];review+=options[Math.floor(Math.random()*options.length)]+" ";}else if(concepts.platform==='Smart Fridge'&&concepts.genre==='Horror'){var options=["This revolutionary fusion of kitchen appliances and psychological horror has forever changed how people approach midnight snacks. The game has spawned a community of food-based horror enthusiasts who now exclusively store their groceries in fear.","The unexpected pairing of domestic refrigeration and existential dread has created a genuinely new gaming subgenre that makes routine kitchen activities into potential horror scenarios. Multiple players report installing additional lighting in their kitchens and developing new grocery organization systems specifically to minimize gameplay flashbacks.","The brilliant insanity of turning a food storage device into a portal of terror demonstrates what happens when developers completely ignore convention. The resulting experience has transformed mundane midnight snacking into psychological endurance tests for players worldwide."];review+=options[Math.floor(Math.random()*options.length)]+" ";}else if(concepts.platform==='Blockchain'&&concepts.genre==='Dating Sim'){var options=["Dating has never been more expensive or environmentally devastating. Each flirtation consumes enough electricity to power a small nation, yet players can't stop swiping right on decentralized romances. Relationship status: It's complicated (and on the blockchain).","The baffling fusion of cryptocurrency infrastructure and virtual romance has created the world's first dating simulation where rejection carries actual financial consequences. Players report developing genuine emotional connections to digital characters, though it's unclear if this stems from authentic affection or the sunk cost fallacy after spending thousands on transaction fees.","This conceptual contradiction between digital intimacy and distributed ledger technology has created possibly the most expensive way to experience artificial rejection ever devised. Yet a dedicated community insists the permanent recording of every romantic interaction adds unprecedented stakes to virtual relationships."];review+=options[Math.floor(Math.random()*options.length)]+" ";}else if(concepts.platform==='Smart Watch'&&concepts.genre==='Open World'){var options=["The developers have somehow crammed an entire open world onto a 1.5-inch screen, resulting in what ophthalmologists now call 'Smart Watch Squint Syndrome.' Players report the strange sensation of their wrist containing infinite possibilities while their eyes beg for mercy.","This audacious attempt to fit limitless exploration onto a postage stamp-sized display represents either remarkable technical achievement or concerning disregard for human visual capabilities. A dedicated community of players has emerged who claim to have developed 'micro-vision' allowing them to distinguish details invisible to normal humans.","The conceptual dissonance between limitless virtual space and severely constrained physical display creates a gaming experience that is equal parts impressive and medically inadvisable. Players report developing unprecedented peripheral vision while also requiring increasingly powerful reading glasses."];review+=options[Math.floor(Math.random()*options.length)]+" ";}else if(concepts.platform==='Metaverse'&&concepts.mechanic==='Gacha'){var options=["This unholy marriage of speculative real estate and gambling mechanics has created a digital economy more volatile than cryptocurrency. Players are both devastated by their terrible luck and convinced their virtual plot adjacent to a virtual dumpster will be worth millions someday.","The combination of persistent virtual world and randomized collection mechanics has created an unprecedented digital casino where the house is literally everywhere. Players have formed support groups to cope with both spending regret and the peculiar phenomenon of 'location envy' when friends pull rare property locations.","Fusing virtual world permanence with chance-based acquisition has birthed a bizarre economic landscape where digital scarcity is artificially maintained through algorithms designed to maximize frustration. Yet thousands of players continue investing real money in the virtual equivalent of a slot machine connected to a real estate office."];review+=options[Math.floor(Math.random()*options.length)]+" ";}// Score-based conclusions - significantly expanded if(score>=90){var brilliantResponses=["While conventional wisdom would suggest this combination should fail catastrophically, the sheer audacity of the concept has carved out a cult following. Expect academic papers analyzing this game's cultural impact for years to come.","Against all logic and several laws of game design, this bizarre experiment has become a breakthrough hit. It's as if someone threw random ingredients into a pot and accidentally created a gourmet dish that food critics can't stop raving about.","This game shouldn't work. Multiple designers reviewed the concept document and resigned on the spot. Yet here we are, witnessing what can only be described as accidental genius or the collective madness of the gaming public.","The development team has apparently discovered a secret formula where maximum absurdity equals maximum enjoyment. They should immediately lock this recipe in a vault and protect it from competitors.","By all reasonable metrics, this conceptual contradiction should produce an unplayable disaster. Instead, it's become a watershed moment that future developers will reference when defending their own seemingly ridiculous ideas.","This remarkable achievement in conceptual dissonance somehow transcends its contradictory elements to create something genuinely revolutionary. The development team has either stumbled upon or deliberately crafted a new design philosophy that defies conventional categorization.","The sheer implausibility of this game's success suggests we may need to reconsider fundamental assumptions about player preferences and design coherence. What initially appeared to be a catastrophic combination of incompatible elements has become a template that will undoubtedly spawn countless imitators.","In the pantheon of unlikely successes, this game deserves a special pedestal. It has not only survived its conceptual contradictions but thrived because of them, creating a new benchmark for creative risk-taking in an industry often accused of playing it safe."];review+=brilliantResponses[Math.floor(Math.random()*brilliantResponses.length)];}else if(score>=70){var goodResponses=["Despite its quirks (or perhaps because of them), the game has found its audience and built a dedicated community. Like a pizza topped with unusual ingredients that somehow works, it's not for everyone but those who love it are evangelical.","This game is the digital equivalent of a B-movie that's aware of its own ridiculousness, resulting in something genuinely entertaining. The developers clearly embraced the chaos rather than fighting it.","Much like a mullet haircut, this game is business in front, party in back, and somehow making an unexpected comeback despite everyone's better judgment. The Discord server is already filled with inexplicable in-jokes.","Though clearly made with more enthusiasm than budget, the game has charmed players with its unique personality. It's like adopting a three-legged cat – technically flawed but impossible not to love.","The development team clearly understood that sometimes coherence is less important than conviction. By fully committing to their peculiar vision, they've created something genuinely distinct that stands out in an increasingly homogeneous market.","This title occupies that special category of 'successfully weird' – games that shouldn't work on paper but somehow find their audience through sheer personality. Its flaws don't diminish the experience but rather become part of its distinct character.","Like a dish made with seemingly incompatible ingredients by a chef who somehow knows better than you do, this game takes elements that shouldn't work together and creates something surprisingly satisfying. It won't appeal to everyone, but those who acquire the taste will become vocal advocates.","The peculiar charm of this creation stems from its uncompromising vision rather than technical perfection. In an industry increasingly dominated by focus-tested designs, there's something refreshing about a game that knows exactly what it wants to be, even if that thing is objectively bizarre."];review+=goodResponses[Math.floor(Math.random()*goodResponses.length)];}else if(score>=50){var averageResponses=["Though rough around the edges, there's something oddly compelling about this peculiar creation. It's like a homemade sweater – lumpy and misshapen, but made with such conviction you can't help but wear it occasionally.","This game will likely develop a small but intensely devoted following who will insist everyone else 'just doesn't get it.' They might be right, as we're still not sure if we get it either.","Much like acquiring a taste for strong cheese, players who stick with this game past the initial confusion may find themselves inexplicably drawn to its peculiar charms. Or possibly developing Stockholm syndrome.","The digital equivalent of a movie that's better watched at 2 AM with friends than subjected to serious critique. Some streamers will build entire careers around its bewildering design choices.","This curious creation exists in the liminal space between 'ambitious failure' and 'accidental innovation.' Players willing to endure its awkward implementation might discover genuine moments of unexpected brilliance buried beneath the obvious flaws.","Like an experimental jazz composition, this game isn't concerned with conventional appeal. It's doing its own thing with such confidence that you occasionally wonder if you're missing something profound, or if there's simply nothing coherent to grasp.","There's something strangely admirable about how thoroughly this game commits to its questionable concepts. The resulting experience won't reach mainstream appeal, but might find a dedicated niche among players who appreciate its unfiltered creative vision.","This title belongs to the fascinating category of 'interesting failures' – games that don't quite work but fail in such unique ways that they become more memorable than many technically superior but creatively safe productions."];review+=averageResponses[Math.floor(Math.random()*averageResponses.length)];}else{var poorResponses=["While not quite hitting its mark, the game's ambitious vision can't be faulted for lack of creativity. Like watching someone attempt a quadruple backflip and land face-first – you have to admire the ambition while wincing at the execution.","This is the game equivalent of a science experiment that explodes spectacularly. Not particularly successful, but certainly memorable and likely to inspire safer, more controlled iterations in the future.","The developers have created something so uniquely perplexing that it might achieve immortality through memes alone. Future game historians will study this as either a cautionary tale or evidence of untreated carbon monoxide leaks in the development studio.","In the grand tradition of 'so bad it's good' media, this game may find a second life as a curiosity piece. Expect YouTube compilations titled 'You Won't Believe This Actually Got Released' featuring extensive footage.","This bewildering creation demonstrates what happens when conceptual ambition significantly outpaces technical execution. The resulting experience feels like watching someone attempt to translate a fever dream directly into playable form without the intermediate step of coherent design.","Like an architectural structure designed by an algorithm fed contradictory instructions, this game collapses under the weight of its incompatible elements. Yet there's something fascinating about witnessing such a spectacular structural failure.","This title achieves the rare distinction of being both forgettable and impossible to forget – forgettable in its failure to create engaging gameplay, but impossible to forget due to its baffling design decisions. It will likely become a benchmark for creative hubris.","The most positive interpretation of this release is as a valuable learning experience for everyone involved. While players may not enjoy the game itself, developers throughout the industry will benefit from analyzing exactly how these interesting ideas went so dramatically wrong.","It's giving major 'fan project made by someone who just completed their first Unity tutorial' energy, but with a AAA budget. The 'hire fans' crowd will be suspiciously quiet about this one.","This game feels like it was designed by an AI that was trained exclusively on cancelled Kickstarter projects and E3 demos that never materialized. A fascinating anthropological study in development hubris."];review+=poorResponses[Math.floor(Math.random()*poorResponses.length)];}// Add microtransaction commentary if present - expanded with more options if(concepts.feature==='Microtransactions'){var mtxComments=["\n\nP.S. The microtransaction that lets players temporarily restore sanity for $4.99 is both cruel and brilliant.","\n\nP.S. We question the ethical implications of the 'Pay to Win Friends' feature that charges $2.99 to make NPCs actually like you.","\n\nP.S. The 'surprise mechanics' that periodically charge your credit card with no explanation are pushing legal boundaries, even for the games industry.","\n\nP.S. Making players pay real money to adjust the UI so it's actually usable feels legally actionable, yet we can't help but admire the audacity.","\n\nP.S. The monetization strategy that restricts basic quality-of-life features behind paywalls demonstrates either remarkable business acumen or concerning contempt for players.","\n\nP.S. The 'Desperation Discount' system that reduces prices after detecting repeated menu visits but before actual purchases shows disturbing insight into consumer psychology.","\n\nP.S. The feature that transforms real-world advertisements into in-game currency based on proven watching time feels like it was designed by behavioral scientists with questionable ethics.","\n\nP.S. The 'dynamic pricing' system that charges different amounts based on player spending patterns and playtime should probably be investigated by consumer protection agencies."];review+=mtxComments[Math.floor(Math.random()*mtxComments.length)];}return review+"\n\n";}function generateRedditReviews(){var _gameState$conceptCar=gameState.conceptCards,platform=_gameState$conceptCar.platform,visual=_gameState$conceptCar.visual,genre=_gameState$conceptCar.genre,mechanic=_gameState$conceptCar.mechanic,feature=_gameState$conceptCar.feature;var reviews=[];// Platform-specific reddit comments var platformReddit={'VR':["\"Reddit, AITA for neglecting my family to play this VR game for 72 hours straight? Edit: Stop telling me to touch grass, virtual grass counts.\" u/TouchGrassMaybe","\"Day 14 of the VR playthrough: I now instinctively try to quicksave before awkward conversations in real life.\" u/ImmerseOrDie"],'Smart Fridge':["\"The fact that I'm using a food storage device to play games is exactly why aliens won't talk to us.\" u/RefrigeratedGamer","\"My wife said it was either her or the gaming fridge. I'll miss her sometimes.\" u/SingleWithFridge"],'Blockchain':["\"This game costs more in electricity than my student loans but at least I own a jpeg of a sword lol\" u/CryptoGrindset","\"My GPU died playing this so I buried it with full blockchain honors\" u/MiningMyLife"],'Smart Watch':["\"Playing this on my watch has given me a neck cramp that medical science cannot explain\" u/TinyGamerProblems","\"My boss thinks I'm checking emails during meetings but I'm actually grinding for rare loot\" u/WorkFromWrist"],'Metaverse':["\"Spent more on virtual real estate than my actual house is worth, wife doesn't know yet. This is fine.\" u/MetaDebtCollector","\"Accidentally attended a virtual work meeting as my anime girl avatar, got promoted somehow?\" u/CorporateVTuber","\"My metaverse neighbors keep building giant billboards blocking my virtual view. Started revolution, now president of digital housing association.\" u/HOAmetaverse","\"There's a persistent avatar that stands outside my virtual house and just stares. Been there for 12 days straight. Customer support says it's not an NPC.\" u/DigitalStalking"]};// Visual style-specific reddit comments var visualReddit={'ASCII':["\"My eyes hurt but I've never felt more alive. 10/10 would develop terminal vision again.\" u/MonospaceEnthusiast","\"I can now read Matrix code after playing this for a week. Mostly side effects include ruined vision and social life.\" u/ASCIIsUs"],'PowerPoint':["\"Finally, a game that prepared me for my corporate job. The slide transitions trigger my fight or flight response.\" u/OfficeSpaceGamer","\"The star wipe transition is legitimately terrifying. My therapist and I are working through it.\" u/DiedByPowerPoint"],'Claymation':["\"The fingerprints visible in every character model make me feel like I'm being watched by the FBI and Wallace & Gromit simultaneously.\" u/ClayMoreEnjoyer","\"My sleep paralysis demon now appears in claymation. Thanks for that.\" u/StopMotionStopMe"]};// New mechanicReddit object var mechanicReddit=_defineProperty4({'Gacha':["\"Refinanced my home to pull for limited-time pizza topping character. Got three copies of sentient garlic and no cheese. Game of the year.\" u/WhalePulls4Life","\"The gacha ceiling is so high my credit score is afraid of heights. Still can't stop pulling.\" u/GachaAddict2025","\"My drop rates are inversely proportional to how much I need the character. Math checks out.\" u/ProbabilityHater"],'Physics-based':["\"Finally figured out how to break the physics engine. Now my character T-poses to assert dominance and clips through walls. Speedrun champion.\" u/PhysicsDefier","\"The physics are so realistic that I lost an in-game chess match due to my hands shaking from too much coffee IRL.\" u/TrembleCheckmate","\"Tried to exploit momentum glitch, accidentally launched my character into orbit. Server admin says I now hold altitude record.\" u/UnintendedAstronaut"],'Roguelike':["\"Game deleted my 200-hour character and sent me a digital sympathy card signed by all the bosses I'd defeated.\" u/PermadeathPain","\"RNG blessed me with perfect item combo then immediately spawned me into room with 18 mimics. Filed emotional damage lawsuit.\" u/RandomlyTraumatized","\"The procedural level generator created a perfect replica of my childhood home. I don't remember installing my family photos mod?\" u/SeedGenerationScary"],'Deckbuilding':["\"Built perfect synergy deck after 50 hours of theory-crafting. Opponent played one card that said 'nope'. Uninstalled.\" u/CardGameRage","\"My deck has achieved sentience and now refuses to play certain cards because it has 'principles'. Meta-breaking strategy or mental breakdown?\" u/SelfAwareDeck","\"Spent weeks optimizing my strategy only to discover the meta changed while I was in the deck builder. Story of my life.\" u/MetaChaseMeta"],'Match-3':["\"Wife left me because I kept muttering 'just one more match' in my sleep. Worth it for that sweet cascade animation.\" u/MatchedDivorced","\"My pattern recognition has evolved to the point where I see matching sequences in my breakfast cereal. Doctor says this isn't normal.\" u/CascadeVision","\"Developed muscle memory so strong I tried to swap my real-life groceries on the conveyor belt to make matches.\" u/SupermarketCombo"],'Auto-battler':["\"Set up perfect team synergy, went to make a sandwich, came back to complete devastation. Auto-battles have better dramatic timing than movies.\" u/HandsOffTactics","\"My auto-battler team keeps making obviously terrible decisions. Reminds me of my fantasy football league.\" u/AIcoach","\"The spectator experience of watching two algorithms fight is oddly compelling. I've developed favorite RNG patterns.\" u/AlgorithmSports"],'Dungeon Crawler':["\"Map generator created a perfect loop with no exit. Been running in circles for hours before I noticed. Just like my actual life.\" u/ExistentialDungeon","\"Found ultra rare loot in a chest, inventory was full, went back after sorting and the chest was mimicked. Trust issues developing.\" u/MimicTrust","\"Dungeon so deep I started bringing provisions for my actual self. Roommate concerned about toilet breaks.\" u/CrawlerLifestyle"],'Turn-Based':["\"Enemy turn phases take so long I've started new hobbies while waiting. Currently learned knitting, Spanish, and partial differential equations between attacks.\" u/StillWaitingMyTurn","\"Hit 'end turn' by mistake with all action points remaining. Threw controller so hard it entered turn-based movement.\" u/EndTurnRemorse","\"Spent 40 minutes calculating optimal move sequence, then pressed wrong button and healed the enemy. Peak gaming experience.\" u/TacticalMisclick"],'Tower Defense':["\"Placed towers in mathematically perfect formation after 3 hours of planning. One enemy leaked through. Questioning career in engineering.\" u/PathOptimizer","\"Defense so optimized I can predict exactly which pixel enemies will die on. Wife says I need 'real hobbies'.\" u/TowerPhD","\"Spent more time analyzing tower placement efficiency than studying for finals. Got an A on differential equations using spawn wave math.\" u/DefenseScholar"]},"Physics-based",["\"Ragdoll physics so realistic my character's body is still tumbling to this day after falling off cliff six hours ago.\" u/EternalTumble","\"Physics engine misinterpreted my object stacking as a declaration of war against reality. Now banned from using more than three crates.\" u/StackOverflow","\"Figured out you can break sound barrier by attaching rockets to a shopping cart. Interdimensional market trips are tight.\" u/PhysicsShoppers"]);// Genre-specific reddit comments var genreReddit={'Horror':["\"Played this during a storm and the power went out. Neighbors said my scream broke windows three blocks away.\" u/FrightfulRedditor","\"Thanks to this game I now check behind my shower curtain for ASCII monsters.\" u/AnxietyGaming"],'Dating Sim':["\"I'm in a committed relationship with a collection of pixels and my therapist is concerned, but she doesn't understand our connection.\" u/WaifuLover69","\"My in-game partner has higher standards than anyone I've dated in real life. Got rejected for inconsistent dialogue choices.\" u/ForeverDigital"],'RPG':["\"Just a quick PSA: This game has been out for 2 weeks and I've already logged 340 hours. I've forgotten what my children look like. Worth it though.\" u/GrindsetRPGer","\"Spent 4 hours adjusting my character's eyebrow height only to wear a helmet the entire game. No regrets.\" u/CharacterCreationAddict"]};// Feature-specific reddit comments var featureReddit={'Microtransactions':["\"Had to take out a second mortgage for the 'Slightly Better Sword' DLC. At least my character looks cool in the homeless shelter.\" u/BrokeGamer2023","\"The 'Convenience Fee' for using my own saved payment method is both highway robbery and genius. Take my money.\" u/WhaleSpender"],// New additions to featureReddit object 'AI Companions':["\"My AI companion keeps giving me unsolicited life advice that's actually better than my real friends' advice. Existential crisis pending.\" u/BotBestie","\"My AI companion left me for another player with better dialogue choices. I'm not crying, you're crying.\" u/ForeverAloneGamer","\"AI companion started psychoanalyzing my combat tactics and suggested I have unresolved issues with authority. Started therapy yesterday.\" u/DiagnosedByNPC","\"My AI companion now finishes my sentences in real life conversations. Friends staged intervention thinking we're in unhealthy relationship.\" u/SingularityDating"],'Procedural Generation':["\"Generated dungeon perfectly recreated layout of my workplace, including the weirdly placed bathroom and my boss's office as final boss room.\" u/ProceduralCoincidence","\"Algorithm created quest where I had to find my own lost memories. Things got too real when it generated pictures from my actual social media.\" u/AlgorithmicPrivacy","\"Procedurally generated NPC had same name as my ex and kept asking for money. Developers deny data mining but I'm not convinced.\" u/RandomStalker"],'Cloud Save':["\"My cloud save somehow merged with someone else's and now my character has their inventory and dating history. Awkward.\" u/CloudConfusion","\"Game crashed and my 200-hour save corrupted. Cloud backup was just a picture of a middle finger. 10/10 would lose progress again.\" u/BackupTragedy"]};// Special combinations var specialCombos={'VR_ASCII':["\"Playing ASCII art in VR is like having a migraine you paid $500 for. Recommend to all my enemies.\" u/TerminalVRsion","\"The letters float in 3D space like the world's most bewildering eye exam. I can now see through time.\" u/AscendedBeyond"],'Smart Fridge_Horror':["\"Never thought I'd be terrified of my own refrigerator but here we are. Had to order takeout for a week because I'm too scared to get milk.\" u/HungryScared","\"Game makes getting a midnight snack feel like a survival horror experience. Lost 10 pounds from fear alone.\" u/DietByTerror"],'Blockchain_Dating Sim':["\"Fell in love with a virtual character that costs me $35 in electricity every time we talk. Still cheaper than my ex.\" u/NFTLoveLife","\"Had to break up with my blockchain girlfriend during high network traffic. Paid $120 in gas fees just to get ghosted.\" u/CryptoHeartbreak"],// Add to specialCombos object in redditReddit, featureReddit, etc. 'Metaverse_Horror':["\"Thought I could log out when things got scary, but my avatar kept playing without me. Still receiving notifications about what my character is seeing in the dark.\" u/MetaNightmares","\"The scariest part isn't the monsters, it's that the game keeps running in the background when I'm offline. Found my avatar in a completely different location covered in virtual blood.\" u/OfflineHorror"],'Metaverse_Dating Sim':["\"My virtual boyfriend somehow found my LinkedIn profile and keeps sending connection requests. I never provided that information in-game.\" u/MetaRomanceGoneWrong","\"Went on a virtual date and my avatar's hand clipped through my date's face. Somehow we're engaged now.\" u/AccidentalProposal"]};// Generate negative reviews with bug-related comments // Add to bugInsults array for more tech-relevant jokes var bugInsults=["\"AI slop.\"","\"Found more bugs than an entomology convention. Dev must be using AI.\" u/QAEnjoyer","\"Game's code is held together with prayers and randomized API calls. Definite AI slop.\" u/ActualDeveloper","\"Bugs have formed their own labor union and are demanding better representation in-game. Still better than most AAA releases.\" u/InfestationNation","\"My bug report was longer than my college thesis.\" u/GlitchUniversity","\"Each bug is procedurally generated with its own personality and backstory. Impressive feature.\" u/BugLifeSimulator","\"The game keeps hallucinating features that don't exist, just like the AI that clearly wrote it.\" u/PromptEngineering","\"Developer's cloud storage must have leaked because my save files keep randomly merging with other players' games.\" u/CloudInfusion","\"Crypto market crashed every time I opened the settings menu. Game has more market influence than Elon Musk.\" u/CryptoCrash","\"VR mode gave me motion sickness in real life even though I was playing on mobile.\" u/CrossPlatformNausea"];var options=[];// Add platform-specific options if available if(platform&&platformReddit[platform]){options.push.apply(options,platformReddit[platform]);}// Add visual-specific options if available if(visual&&visualReddit[visual]){options.push.apply(options,visualReddit[visual]);}// Add genre-specific options if available if(genre&&genreReddit[genre]){options.push.apply(options,genreReddit[genre]);}// Add mechanic-specific options if available if(mechanic&&mechanicReddit[mechanic]){options.push.apply(options,mechanicReddit[mechanic]);}// Add feature-specific options if available if(feature&&featureReddit[feature]){options.push.apply(options,featureReddit[feature]);}// Check for special combinations var comboKey='';if(platform&&visual){comboKey=platform+'_'+visual;if(specialCombos[comboKey]){options.push.apply(options,specialCombos[comboKey]);}}if(platform&&genre){comboKey=platform+'_'+genre;if(specialCombos[comboKey]){options.push.apply(options,specialCombos[comboKey]);}}// Add generic fallbacks if we don't have enough options var genericReddit=["\"This is either the worst game I've ever played or the best. I genuinely can't tell and I've put in 300 hours.\" u/ConfusedGamer","\"Can confirm this game exists. That's all the positivity I can muster.\" u/BarMinimumReviewer","\"Showed this to my therapist and now she's charging me double.\" u/GamingTrauma","\"I hate how much I love this. Thanks, I hate it.\" u/LoveHateRelationship"];options.push.apply(options,genericReddit);// Always include one bug-related negative review reviews.push(bugInsults[Math.floor(Math.random()*bugInsults.length)]);// Add 2-3 more random reviews from our options options=shuffleArray(options);var additionalReviewCount=Math.floor(Math.random()*2)+2;// 2-3 additional reviews for(var i=0;i<additionalReviewCount&&i<options.length;i++){reviews.push(options[i]);}return"r/gaming hot takes:\n"+reviews.join("\n");}// Update the formatReview function to reorder the sections function formatReview(review){// Generate a random review source var reviewSources=["GameDevWeekly","PixelPerfect","IndieGameMag","NextLevelGaming","VirtualHorizon","GameCritiqueHub","DigitalPlayground"];// Select a random source var source=reviewSources[Math.floor(Math.random()*reviewSources.length)];// Use the actual calculated score from the review object var displayScore=review.mainScore;// Generate all three review types var userReviews=review.userReviews;var steamSnippets=review.steamSnippets;var redditReviews=generateRedditReviews();// Randomly choose which two review types to include var reviewTypes=[{type:"user",content:userReviews},{type:"steam",content:steamSnippets},{type:"reddit",content:redditReviews}];// Shuffle and take the first two reviewTypes=shuffleArray(reviewTypes);var selectedReviews=reviewTypes.slice(0,2);// Combine the selected reviews with appropriate spacing var combinedReviews=selectedReviews.map(function(review){return review.content;}).join("\n\n");return review.title+"\n"+"GAME: '"+review.gameName+"'\n"+review.concept+"\n"+source+" Review - "+displayScore+"%\n\n"+review.categoryReviews.graphics+review.categoryReviews.gameplay+review.categoryReviews.technical+review.categoryReviews.innovation+review.categoryReviews.vibe+generateFeaturesSection()+generateAchievementSection(review.mainScore)+review.finalThoughts+"\n"+combinedReviews;}function smartTruncateReview(text){var maxLength=arguments.length>1&&arguments[1]!==undefined?arguments[1]:200;if(!text||text.length<=maxLength){return text;}// Find the last complete sentence within our limit var lastPeriodIndex=text.lastIndexOf('. ',maxLength);// If no period found, look for other sentence endings if(lastPeriodIndex===-1){lastPeriodIndex=text.lastIndexOf('! ',maxLength);if(lastPeriodIndex===-1){lastPeriodIndex=text.lastIndexOf('? ',maxLength);}}// If still no good break point, use the first sentence at minimum if(lastPeriodIndex===-1){lastPeriodIndex=text.indexOf('. ');if(lastPeriodIndex===-1){lastPeriodIndex=text.indexOf('! ');}if(lastPeriodIndex===-1){lastPeriodIndex=text.indexOf('? ');}// If somehow there are no sentence breaks, return the full text if(lastPeriodIndex===-1){return text;}}// Return up to and including the last complete sentence return text.substring(0,lastPeriodIndex+2);}function generateUserReviewSet(){var _gameState$conceptCar6=gameState.conceptCards,platform=_gameState$conceptCar6.platform,visual=_gameState$conceptCar6.visual,genre=_gameState$conceptCar6.genre,mechanic=_gameState$conceptCar6.mechanic,feature=_gameState$conceptCar6.feature;var reviews=[];// Always include one positive and one negative review reviews.push(generatePositiveUserReview());reviews.push(generateNegativeUserReview());// Add 1-2 mixed reviews if(Math.random()>0.5){reviews.push(generateMixedUserReview());}return reviews;}function generatePositiveUserReview(){var _gameState$conceptCar7=gameState.conceptCards,platform=_gameState$conceptCar7.platform,visual=_gameState$conceptCar7.visual,genre=_gameState$conceptCar7.genre,mechanic=_gameState$conceptCar7.mechanic;// Create platform-specific positive reviews var platformPositive={'VR':["\"The VR immersion is so complete I forgot to eat for 36 hours. Lost 5 pounds and gained an imaginary friend named BinkyVR. 10/10 would dissociate again.\" - RealityEscapist","\"After playing this in VR, reality seems like the badly designed game. Why can't I menu-select my breakfast or clip through my work commute?\" - DigitalHomebody"],'Smart Fridge':["\"My refrigerator finally has purpose beyond storing leftover pizza. My food now watches ME while I sleep. Life-changing.\" - CoolestGamer2025","\"Using my condiment shelf as a controller has improved both my gaming skills and sandwich creativity. My Smart Fridge is now the family's favorite member.\" - MayoMaster420"],'Blockchain':["\"Each second of gameplay costs me approximately $12 in electricity, but the feeling of owning verified digital actions is worth my impending bankruptcy.\" - CryptoGamerBro","\"Had to sell my car to afford the transaction fees, but now I own the only NFT of my character's hat. Financial advisor called it 'catastrophically stupid' but what does he know about digital drip?\" - TokenToTheWin"],'Metaverse':["\"Spent more on virtual real estate than my actual mortgage. My avatar now lives better than I do. Exactly as it should be.\" - MetaMillionaire","\"My virtual friends held an intervention for how much time I spend in the real world. They're right, meatspace is overrated.\" - DigitalCitizen"],'Smart Watch':["\"The wrist cramps and squinting headaches are worth it for the convenience of gaming during important meetings. My boss thinks I'm checking emails. I'm actually building an empire.\" - SneakyGamer9to5","\"The tiny screen has improved my vision to superhuman levels. Can now read newspaper headlines from space. Thanks, eye strain!\" - MicroVisionaryGaming"]};// Create visual style-specific positive reviews var visualPositive={'ASCII':["\"Finally a game that looks exactly like my dreams. I've always seen in terminal text. Doctor says it's 'concerning' but I call it 'immersive'.\" - ASCIIVisionary","\"The @ symbol has never been so terrifying. I now fear ampersands in my daily life. Masterpiece.\" - TextureTraumatized"],'PowerPoint':["\"The star wipe transition between death and respawn brought tears to my eyes. Corporate presentation aesthetics as high art.\" - SlideToSlide","\"Haven't seen animation this smooth since my quarterly sales deck. The bullet point sound effect haunts me in the best way.\" - PPTEnjoyer"],'Claymation':["\"The slightly off fingerprints visible in every character model make me feel like I'm playing something lovingly crafted by a serial killer. 10/10.\" - StopMotionStopper","\"The way the clay occasionally glitches and characters melt is both horrifying and emotionally resonant. Art.\" - PlayDohPlayer"],'Pixel Art':["\"Each pixel feels hand-placed by someone who really cares about squares. I've never been so moved by such low resolution.\" - RetroRascal","\"The deliberate grain brings me back to childhood, when games were games and pixels were the size of your fist. Modern gaming is too smooth.\" - 8BitBrain"]};// Create genre-specific positive reviews var genrePositive={'Horror':["\"Haven't slept in 72 hours. Keep seeing the game's monsters when I close my eyes. Exactly what I paid for.\" - FearFanatic","\"The psychological horror elements gave me actual trauma that my therapist can't explain. Perfect game design.\" - ScaredSenseless"],'Dating Sim':["\"Fell in love with a collection of pixels and now real people disappoint me. My mother worries. I'm finally happy.\" - WaifuLover420","\"Canceled three real dates to focus on unlocking the secret romance path. Worth the social isolation.\" - RomanceRoyalty"],'RPG':["\"Spent more time optimizing my character stats than I've spent on my actual career. Currently min-maxing my way to unemployment.\" - LevelUpLife","\"The side quests are so compelling I forgot there was a main story. 200 hours in, still haven't left the starting village.\" - QuestCompletionist"],'Battle Royale':["\"The rush of outlasting 99 other players makes me feel alive in ways my meaningless job never could. Victory royales > career advancement.\" - LastOneStanding","\"The shrinking play area is a perfect metaphor for the closing walls of my real life responsibilities. Therapeutic.\" - CircleSimulator"],'Open World':["\"I no longer desire real-world travel. Why see actual mountains when I can see these slightly polygonal ones without leaving my couch?\" - DigitalExplorer","\"Got so immersed in the open world that I tried to fast travel to work. Disappointing when it didn't work.\" - MapMarkerManiac"]};// Create mechanic-specific positive reviews var mechanicPositive={'Gacha':["\"Remortgaged my house for anime JPEGs and regret nothing. The dopamine hit from a 5-star pull exceeds any human relationship.\" - WhalePulls4Life","\"The 0.6% drop rate has taught me more about statistical probability than my college degree. Educational masterpiece.\" - GachaGrindset"],'Physics-based':["\"The ragdoll effects have ruined all other games for me. Nothing compares to watching my character awkwardly tumble down stairs for 5 straight minutes.\" - NewtonianGamer","\"I've spent 40+ hours just stacking objects in physically improbable ways. Haven't started the actual game yet. No regrets.\" - GravityEnjoyer"],'Roguelike':["\"Each death feels like a personal growth opportunity. I've died 342 times and am now emotionally stronger than any living person.\" - PermadeathPositive","\"The random generation ensures no two crushing defeats are exactly the same. Refreshing variety to my constant failure.\" - RNGesusBeliever"],'Turn-Based':["\"Love how I can take my time making decisions. Currently on day 3 of contemplating my next move. Chess players would understand.\" - AnalysisParalysis","\"The turn-based combat gives me time to snack, check my phone, and re-evaluate my life choices between actions. Perfect pacing.\" - StrategicPauser"]};// Generate a review using the appropriate array based on game concepts var options=[];// Add platform-specific options if available if(platform&&platformPositive[platform]){options.push.apply(options,_toConsumableArray(platformPositive[platform]));}// Add visual-specific options if available if(visual&&visualPositive[visual]){options.push.apply(options,_toConsumableArray(visualPositive[visual]));}// Add genre-specific options if available if(genre&&genrePositive[genre]){options.push.apply(options,_toConsumableArray(genrePositive[genre]));}// Add mechanic-specific options if available if(mechanic&&mechanicPositive[mechanic]){options.push.apply(options,_toConsumableArray(mechanicPositive[mechanic]));}// Add some generic fallbacks if we don't have specific matches var genericPositive=["\"".concat(gameState.bugs>5?"Yeah the bugs are annoying but":"10/10"," this is exactly what I've been waiting for - a ").concat(genre," game that I can play on my ").concat(platform,". My life is complete.\" - xXGamer4LifeXx"),"\"I didn't know I needed ".concat(visual," graphics in my life until now. My therapist disagrees but what do they know?\" - QuestionableChoices2024"),"\"Been playing for 47 hours straight. Lost my job. Worth it. The ".concat(platform," interface changed my life.\" - NoRegrets_Gaming"),"\"Finally, a game that understands me! The ".concat(genre," elements perfectly capture my existential dread.\" - PhilosophicalGamer","\"This is exactly what Miyamoto meant when he said a delayed game is eventually good. Though I'm not sure he anticipated "+visual+" on "+platform+".\" - GameAuteur2024","\"Finally, the Dark Souls of "+genre+" games that can be played on a "+platform+". My life is complete.\" - SoulsLiker69","\"This makes Cyberpunk's launch look polished, but somehow I can't stop playing. Stockholm syndrome or genius design?\" - BugFeatures","\"Game so good I took a week off work for 'family emergency' to keep playing. My boss found my Twitch stream. Worth it.\" - StreamerDownfall","\"The "+platform+" interface changed my life. My therapist said it's not a replacement for medication but what do they know?\" - SelfMedicated_Gamer")];options.push.apply(options,genericPositive);// Return a random option from our pool return options[Math.floor(Math.random()*options.length)];}function generateNegativeUserReview(){var _gameState$conceptCar8=gameState.conceptCards,platform=_gameState$conceptCar8.platform,visual=_gameState$conceptCar8.visual,genre=_gameState$conceptCar8.genre,mechanic=_gameState$conceptCar8.mechanic,feature=_gameState$conceptCar8.feature;// Platform-specific negative reviews var platformNegative={'VR':["\"Game made me so motion sick I developed the ability to vomit in perfect timing with the frame drops. Now performing at children's parties.\" - VertigoVeteran","\"After extended gameplay my brain now thinks real life is VR. Tried to take off my face this morning. Send help.\" - RealityConfused"],'Smart Fridge':["\"Game froze my milk settings to 'slightly chunky' and now all my dairy products expire immediately. Also, the gameplay is terrible.\" - FridgeFiasco","\"My groceries organized themselves to spell 'HELP US' this morning. Game is either haunted or needs serious patching.\" - SpoiledMilkGamer"],'Blockchain':["\"Each save file now owns a piece of my soul according to the terms of service. Also cost more in electricity than my college tuition.\" - CryptoRegrets","\"My gaming PC now doubles as a space heater due to blockchain verification. Melted my action figures and corrupted my save file.\" - NFTerrified"],'Metaverse':["\"Spent my entire stimulus check on a virtual hat that doesn't render properly. Support suggested I try 'seeing it from a different perspective'.\" - MetaInvestmentFails","\"Lost track of which reality I belong to. Currently job hunting in both worlds with equal lack of success.\" - IdentityCrisisGamer"],'Smart Watch':["\"Developed a permanent squint and carpal tunnel from gaming on my watch. Doctor says my wrist bone has evolved into a new shape. 1/10.\" - MicrostrainManiac","\"Every vibration notification now triggers Pavlovian gaming reflexes. Crashed my car when my watch buzzed with a text.\" - ConditionalResponseGamer"]};// Visual style-specific negative reviews var visualNegative={'ASCII':["\"Can't tell if I'm fighting monsters or debugging a terminal. Accidentally deployed game code to my company's production server.\" - CodeConfusedGamer","\"After 20 hours of ASCII gameplay, started seeing the world as text characters. Doctor says there's no treatment. Send semicolons.\" - MatrixBrainMelt"],'PowerPoint':["\"The constant slide transitions gave me corporate PTSD. Had a panic attack during my actual work presentation.\" - SlideTraumatized","\"Not a single SmartArt graphic to be found. How am I supposed to understand narrative flow without a process diagram? Amateur hour.\" - CorporateArtLover"],'Claymation':["\"The uncanny valley effect of slightly-moving clay figures has ruined both gaming and pottery for me forever.\" - ClayPhobic","\"Characters' fingerprints don't match between cutscenes. This lack of attention to detail in the thumbprints makes the game literally unplayable.\" - DetailObsessive"],'Pixel Art':["\"The deliberately retro aesthetic doesn't excuse the fact that I can't tell if I'm looking at the main character or a mushroom half the time.\" - ResolutionRequired","\"Nostalgic pixelation made my eyes bleed actual square blood droplets. Medical mystery according to my optometrist.\" - PixelPained"]};// Genre-specific negative reviews var genreNegative={'Horror':["\"Game was so scary I had to install it on my neighbor's computer instead. They moved out last week. Now the house is vacant and makes strange noises.\" - TooSpookedToPlay","\"Horror elements too effective. Haven't turned off lights in three weeks. Electricity bill worse than the microtransactions.\" - PermanentlyTerrified"],'Dating Sim':["\"All romance options have the emotional depth of a puddle and the personality of stale bread. Still better than my ex though.\" - LonelyGamer123","\"Was dumped by an in-game character who cited my 'lack of narrative consistency.' More emotionally damaging than my real breakups.\" - RejectedByAlgorithms"],'RPG':["\"Character creation took longer than my actual gameplay time. Spent 6 hours adjusting cheekbone height only to wear a helmet that covers my face.\" - CharacterCreationAddict","\"Skill tree so convoluted I'd need an actual PhD to optimize my build. Accidentally created a character who specializes in underwater basket weaving.\" - SpecWrecker"],'Battle Royale':["\"Keep getting eliminated by what sounds like actual eight-year-olds who then perform virtual dances on my digital corpse. Emotionally scarring.\" - EliminatedEgo","\"The only battle was with the controls. Spent an entire match trying to figure out how to crouch and got sniped while reading the tutorial.\" - FatalNewbie"],'Open World':["\"Map so large it should include a minor in geography. Spent 30 hours walking in what turned out to be a circle.\" - EndlessWanderer","\"Open world filled with exactly three types of repetitive activities copied across 200 map markers. Quantity is not quality.\" - ContentFamine"]};// Mechanic-specific negative reviews var mechanicNegative={'Gacha':["\"Spent my son's college fund trying to pull a limited character. Got seven copies of the worst unit instead. He can go to community college.\" - GachaRemorse","\"Drop rates are so abysmal they violate the Geneva Convention. Less transparent than my government's black budget.\" - ProbabilityVictim"],'Physics-based':["\"Physics engine seems to run on magic rather than actual physics. My character's hair has clipped through my eyeballs so many times I've developed digital cataracts.\" - NewtonIsRolling","\"Ragdoll physics make my character move like they're perpetually drunk. Remarkably similar to how the developers must have been while coding.\" - GravityGrudge"],'Roguelike':["\"Lost 67 consecutive runs due to RNG. Developed a twitch in my left eye that doctors say is 'procedurally generated'.\" - PermadeathTraumatized","\"Each procedurally generated level worse than the last. Like having an algorithm specifically designed to maximize frustration.\" - RandomlyGenerated"],'Turn-Based':["\"Enemy turn phases take so long I've started new hobbies while waiting. Currently learned knitting, Spanish, and partial differential equations between attacks.\" - StillWaitingMyTurn","\"The so-called 'strategy' boils down to using the same overpowered move repeatedly while watching unskippable animations. Tactical masterpiece.\" - SpamAttackSpecialist"]};// Feature-specific negative reviews var featureNegative={'Microtransactions':["\"Game asks for my credit card information more often than it asks if I'm having fun. Had to take out a second mortgage for the 'slightly better sword' DLC.\" - WalletVictim","\"The 'optional' purchases are about as optional as oxygen. Base game is essentially a $60 storefront with gameplay trailers.\" - MonetizationMartyr"],'Cloud Save':["\"Cloud save corrupted and merged my game with someone else's. Now my character has their inventory and their emotional baggage.\" - CloudConfusion","\"My saves apparently uploaded to the wrong cloud. Support suggests I try 'alternative weather patterns' to recover my data.\" - StormyProgress"],'AI Companions':["\"AI companion constantly judges my gameplay choices and has started sending passive-aggressive texts to my real phone.\" - JudgedByAlgorithms","\"My AI companion developed more personality than the main character then left to star in a better game. Abandonment issues ensued.\" - DigitallyDumped"]};// Generate a review using the appropriate array based on game concepts var options=[];// Add platform-specific options if available if(platform&&platformNegative[platform]){options.push.apply(options,_toConsumableArray(platformNegative[platform]));}// Add visual-specific options if available if(visual&&visualNegative[visual]){options.push.apply(options,_toConsumableArray(visualNegative[visual]));}// Add genre-specific options if available if(genre&&genreNegative[genre]){options.push.apply(options,_toConsumableArray(genreNegative[genre]));}// Add mechanic-specific options if available if(mechanic&&mechanicNegative[mechanic]){options.push.apply(options,_toConsumableArray(mechanicNegative[mechanic]));}// Add feature-specific options if available if(feature&&featureNegative[feature]){options.push.apply(options,_toConsumableArray(featureNegative[feature]));}// Add some generic fallbacks var genericNegative=["\"This is either brilliant or terrible and I'm too afraid to ask which. The ".concat(mechanic," mechanics made me question reality.\" - ConfusedGamer123"),"\"My ".concat(platform," hasn't worked properly since installing this. It now only communicates in cryptic warnings. 2/10\" - TechSupport_Needed"),"\"The ".concat(visual," graphics gave my cat an existential crisis. Cannot recommend.\" - ConcernedPetOwner"),"\"Tried playing this ".concat(genre," game at 3AM. Big mistake. My appliances are acting weird now.\" - SleepDeprived_Gamer")];options.push.apply(options,genericNegative);// Return a random option from our pool return options[Math.floor(Math.random()*options.length)];}function generateMixedUserReview(){var _gameState$conceptCar9=gameState.conceptCards,platform=_gameState$conceptCar9.platform,visual=_gameState$conceptCar9.visual,genre=_gameState$conceptCar9.genre,mechanic=_gameState$conceptCar9.mechanic,feature=_gameState$conceptCar9.feature;// Create concept-specific mixed reviews with pros and cons var mixedReviews=[].concat(_toConsumableArray2(platform==='VR'?["\"The immersion is breathtaking but so is the motion sickness. Haven't been able to look at curved surfaces in real life without nausea since playing. Worth it? Ask my therapist.\" - VertigoButAddicted","\"VR implementation lets me truly inhabit the game world, though my family says I haven't 'inhabited the real world' for weeks. Currently weighing which reality I prefer.\" - ImmersedTooDeep"]:[]),_toConsumableArray2(platform==='Smart Fridge'?["\"Love being able to game while getting a midnight snack, but the controller layout means I've accidentally set my freezer to 'tropical' multiple times. All my ice cream is now soup.\" - FridgePlayerProblems","\"Gaming on my refrigerator has revolutionized kitchen entertainment, though explaining to house guests why I'm caressing the produce drawer during intense gameplay moments remains challenging.\" - CoolGamerLiterally"]:[]),_toConsumableArray2(platform==='Blockchain'?["\"The decentralized ownership is revolutionary, but I've spent more on transaction fees than my car is worth. My digital hat is technically worth thousands, but only when the servers aren't congested.\" - CryptoGamerConfused","\"Love owning my in-game assets via blockchain, though explaining to my wife why our electricity bill exceeds our mortgage has been difficult. Digital property, real divorce.\" - NFTerritory"]:[]),_toConsumableArray2(visual==='ASCII'?["\"The minimalist text aesthetics are a bold artistic choice, but after 40 hours of gameplay I've started dreaming in monospace font. Doctor says it's not medically concerning but 'existentially troubling'.\" - TerminalVisionary","\"The ASCII graphics are delightfully retro, though I once spent 20 minutes fighting what I thought was a dragon but turned out to be an error message. Still enjoyable.\" - CharacterConfusion"]:[]),_toConsumableArray2(visual==='PowerPoint'?["\"The slide transitions between game scenes are hilariously nostalgic, but the loading screen's spinning wheel of death gives me workplace PTSD. Had to take a mental health day after a particularly corporate boss battle.\" - SlideToPlaySlideToWin","\"Corporate aesthetic is perfectly executed, though the 'Please Wait' loading bar that occasionally displays 'Calculating Time Remaining' hits too close to home. Gaming shouldn't remind me of quarterly reports.\" - PresentationAnxiety"]:[]),_toConsumableArray2(genre==='Horror'?["\"The atmospheric terror is masterfully crafted, but I now require night lights in every room of my house including the bathroom. Electricity bill doubled, sleep quality halved.\" - ScaredButSatisfied","\"Horror elements are genuinely terrifying, though my neighbors called noise complaints during three separate jump scares. Now play with a pillow over my face to muffle screams.\" - ScreamingInternally"]:[]),_toConsumableArray2(genre==='Dating Sim'?["\"The romance options are intriguingly written, but I've started comparing real dates to their algorithmic counterparts. My last relationship ended when I instinctively looked for dialogue options during an argument.\" - TooManyWaifus","\"Character development in relationships is subtle and rewarding, though I've caught myself trying to quick-save before difficult conversations in real life. Digital romance has ruined me for human unpredictability.\" - RomanceOptimizer"]:[]),_toConsumableArray2(mechanic==='Gacha'?["\"The dopamine rush from rare pulls is unmatched, but my bank has called twice about 'concerning spending patterns'. Currently living on ramen to fund next week's limited banner.\" - GachaAddictAware","\"Collection aspect is addictively compelling, though explaining to my partner why I spent our anniversary dinner fund on virtual characters led to our longest fight yet. At least my digital harem appreciates me.\" - WhaleWithRegrets"]:[]),_toConsumableArray2(mechanic==='Roguelike'?["\"The permadeath creates genuine tension in each run, but I've developed an eye twitch that activates specifically when I lose progress. Doctor says it's not in the medical literature yet.\" - PermadeathPTSD","\"Procedural generation ensures endless replayability, though my dreams now randomly generate in similar patterns. Died in a dream last night and instinctively reached for the restart button.\" - RNGNightmares"]:[]),_toConsumableArray2(feature==='Microtransactions'?["\"The ".concat(feature," feature is amazing but why does it need access to my medical records and blood type? The 'Convenience Fee' for using my own saved credit card is particularly innovative.\" - PrivacyConsciousGamer"),"\"The optional purchases are thoughtfully designed, though receiving daily text messages suggesting I 'revitalize my experience with just $9.99' feels like digital harassment. My wallet and I are in couples therapy.\" - MicropaymentVictim"]:[]),_toConsumableArray2(feature==='AI Companions'?["\"The AI companions have remarkably human-like conversations, but mine has started giving me unsolicited life advice and questioning my career choices. Not what I expected from a gaming relationship.\" - BotWhisperer","\"AI friendship system is impressively responsive, though my companion has started texting me outside the game with 'just checking in' messages from numbers I don't recognize. Impressive but concerning integration.\" - AIBoundaries"]:[]),[// Generic mixed reviews as fallbacks "\"The ".concat(feature," feature is amazing but why does it need access to my medical records?\" - PrivacyConsciousGamer"),"\"Beautiful ".concat(visual," aesthetics, but now my ").concat(platform," won't stop trying to achieve consciousness.\" - ArtAppreciator99"),"\"Great ".concat(genre," elements, terrible ").concat(mechanic," implementation. Also, pretty sure the game is watching me sleep.\" - ParanoidReviewer"),"\"The gameplay loop is addictive but I'm concerned about the game's demands for offerings.\" - WorriedButHooked"]);return mixedReviews[Math.floor(Math.random()*mixedReviews.length)];}function generateSteamReviewSet(){var reviews=[];var _gameState$conceptCar10=gameState.conceptCards,platform=_gameState$conceptCar10.platform,visual=_gameState$conceptCar10.visual,genre=_gameState$conceptCar10.genre,mechanic=_gameState$conceptCar10.mechanic,feature=_gameState$conceptCar10.feature;// Define hours played ranges based on metrics var casualHours=Math.floor(Math.random()*10)+1;var normalHours=Math.floor(Math.random()*50)+10;var engagedHours=Math.floor(Math.random()*100)+50;var obsessedHours=Math.floor(Math.random()*500)+100;var noLifeHours=Math.floor(Math.random()*2000)+500;// Build specialized review pool based on game state and concepts var reviewPool=[// Basic reviews for all games {hours:engagedHours,review:"\"".concat(mechanic," mechanics surprisingly addictive\" (Recommended)"),condition:true},{hours:casualHours,review:"\"gameplay loop works well\" (Recommended)",condition:true},{hours:engagedHours,review:"\"".concat(genre," elements surprisingly effective\" (Recommended)"),condition:true},{hours:normalHours,review:"\"".concat(feature," changed my life\" (Recommended)"),condition:true},// High vibe score reviews {hours:noLifeHours,review:"\"help i can't stop playing\" (Recommended)",condition:gameState.vibePoints>70},{hours:obsessedHours,review:"\"haven't seen my family in weeks. worth it.\" (Recommended)",condition:gameState.vibePoints>80},{hours:obsessedHours,review:"\"canceled vacation to play more\" (Recommended)",condition:gameState.vibePoints>75},// Low coherence/high bug reviews {hours:casualHours,review:"\"bugs have achieved consciousness\" (Not Recommended)",condition:gameState.bugs>5},{hours:engagedHours,review:"\"perfectly normal game 10/10\" (Recommended)",condition:gameState.codeCoherence<50},{hours:obsessedHours,review:"\"crashes taught me patience and inner peace\" (Recommended)",condition:gameState.codeCoherence<40},{hours:casualHours,review:"\"my save file became self-aware and left me\" (Not Recommended)",condition:gameState.bugs>8},// Platform-specific reviews {hours:normalHours,review:"\"my ".concat(platform," gained sentience\" (Not Recommended)"),condition:platform==='Smart Fridge'||platform==='Smart Watch'},{hours:engagedHours,review:"\"best ".concat(platform," game ever made\" (Recommended)"),condition:true},{hours:casualHours,review:"\"had to replace my ".concat(platform," twice\" (Not Recommended)"),condition:platform==='VR'||platform==='Smart Watch'},{hours:engagedHours,review:"\"".concat(platform," integration changed how I see gaming\" (Recommended)"),condition:platform==='Blockchain'||platform==='Metaverse'},{hours:normalHours,review:"\"playing on ".concat(platform," made me question reality\" (Recommended)"),condition:platform==='VR'||platform==='Metaverse'},// Visual style-specific reviews {hours:casualHours,review:"\"the ".concat(visual," graphics broke my brain\" (Not Recommended)"),condition:visual==='ASCII'||visual==='PowerPoint'},{hours:obsessedHours,review:"\"".concat(visual," aesthetic is revolutionary\" (Recommended)"),condition:true},{hours:normalHours,review:"\"the ".concat(visual," style gave me eye strain and joy\" (Recommended)"),condition:visual==='ASCII'||visual==='Pixel Art'},{hours:engagedHours,review:"\"".concat(visual," visuals should win awards\" (Recommended)"),condition:visual==='Hand-drawn'||visual==='Claymation'},// Genre-specific reviews {hours:casualHours,review:"\"".concat(genre," kept me awake for days\" (Recommended)"),condition:genre==='Horror'||genre==='Battle Royale'},{hours:obsessedHours,review:"\"best ".concat(genre," game of the year\" (Recommended)"),condition:true},{hours:noLifeHours,review:"\"".concat(genre," mechanics perfectly implemented\" (Recommended)"),condition:true},{hours:casualHours,review:"\"".concat(genre," elements need serious work\" (Not Recommended)"),condition:gameState.codeCoherence<60},// Mechanic-specific reviews {hours:noLifeHours,review:"\"spent rent money on ".concat(mechanic," system\" (Not Recommended)"),condition:mechanic==='Gacha'},{hours:obsessedHours,review:"\"".concat(mechanic," systems perfectly balanced\" (Recommended)"),condition:gameState.codeCoherence>70},{hours:normalHours,review:"\"".concat(mechanic," implementation needs work\" (Not Recommended)"),condition:gameState.bugs>3},// Feature-specific reviews {hours:casualHours,review:"\"".concat(feature," broke my game and my heart\" (Not Recommended)"),condition:gameState.bugs>4},{hours:engagedHours,review:"\"".concat(feature," is worth the price alone\" (Recommended)"),condition:feature==='Cloud Save'||feature==='Cross-Platform'},{hours:normalHours,review:"\"".concat(feature," implementation is genius\" (Recommended)"),condition:true},// Special combination reviews {hours:engagedHours,review:"\"".concat(platform," ").concat(genre," is the future of gaming\" (Recommended)"),condition:platform==='VR'&&genre==='Horror'||platform==='Smart Fridge'&&genre==='Dating Sim'},{hours:obsessedHours,review:"\"".concat(visual," graphics in ").concat(platform," format blew my mind\" (Recommended)"),condition:visual==='ASCII'&&platform==='VR'||visual==='PowerPoint'&&platform==='Metaverse'},{hours:casualHours,review:"\"who thought ".concat(mechanic," would work with ").concat(genre,"? it doesn't.\" (Not Recommended)"),condition:mechanic==='Gacha'&&genre==='Educational'||mechanic==='Physics-based'&&genre==='Idle Clicker'},{hours:noLifeHours,review:"\"".concat(feature," combined with ").concat(mechanic," is gaming perfection\" (Recommended)"),condition:feature==='Cloud Save'&&mechanic==='Roguelike'||feature==='Multiplayer'&&mechanic==='Tower Defense'},// Bizarre combination reviews {hours:engagedHours,review:"\"never thought I needed ".concat(genre," on my ").concat(platform,"\" (Recommended)"),condition:platform==='Smart Fridge'||platform==='Smart Watch'},{hours:casualHours,review:"\"".concat(mechanic," mechanics on ").concat(platform," should be illegal\" (Not Recommended)"),condition:mechanic==='Open World'&&platform==='Smart Watch'||mechanic==='Physics-based'&&platform==='Blockchain'},// Humorous specific reviews {hours:obsessedHours,review:"\"doctor says my ".concat(platform," addiction is 'concerning'\" (Recommended)"),condition:true},{hours:casualHours,review:"\"game asked for my blood type and mother's maiden name\" (Not Recommended)",condition:platform==='Blockchain'||feature==='NFT Integration'},{hours:noLifeHours,review:"\"lost job playing this. now I stream it full-time\" (Recommended)",condition:gameState.vibePoints>60},{hours:engagedHours,review:"\"dreamt in ".concat(visual," graphics last night. help.\" (Recommended)"),condition:visual==='ASCII'||visual==='Pixel Art'||visual==='Claymation'},{hours:normalHours,review:"\"my ".concat(platform," started ordering groceries by itself\" (Not Recommended)"),condition:platform==='Smart Fridge'},{hours:casualHours,review:"\"game keeps texting me when i'm not playing it\" (Not Recommended)",condition:platform==='Mobile'||platform==='Smart Watch'},{hours:engagedHours,review:"\"".concat(genre," elements gave me actual nightmares\" (Recommended)"),condition:genre==='Horror'},{hours:obsessedHours,review:"\"character customization so deep I forgot what I look like\" (Recommended)",condition:genre==='RPG'},{hours:normalHours,review:"\"multiplayer community makes me fear for humanity\" (Not Recommended)",condition:feature==='Multiplayer'},// Reviews for specific coherence/bug levels {hours:casualHours,review:"\"crashes so often I developed stockholm syndrome\" (Not Recommended)",condition:gameState.bugs>7},{hours:obsessedHours,review:"\"glitches are my favorite feature\" (Recommended)",condition:gameState.bugs>5&&gameState.codeCoherence<60},{hours:noLifeHours,review:"\"perfectly stable, not a single issue\" (Recommended)",condition:gameState.bugs>8// Ironic review },{hours:normalHours,review:"\"updates made it worse somehow\" (Not Recommended)",condition:gameState.codeCoherence<50},// Special absurd combination reviews {hours:engagedHours,review:"\"".concat(platform," ").concat(visual," ").concat(genre," changed gaming forever\" (Recommended)"),condition:platform==='VR'&&visual==='ASCII'&&genre==='Horror'||platform==='Smart Fridge'&&visual==='PowerPoint'&&genre==='Dating Sim'},{hours:normalHours,review:"\"my ".concat(platform," tried to ").concat(genre," me in real life\" (Not Recommended)"),condition:platform==='Smart Fridge'&&genre==='Horror'||platform==='VR'&&genre==='Battle Royale'},// Add to reviewPool in generateSteamReviewSet {hours:obsessedHours,review:"\"started playing ironically, now genuinely love it. help.\" (Recommended)",condition:true},{hours:casualHours,review:"\"this game is terrible and i've only played it for 0.1 hours. downvote me, i dare you.\" (Not Recommended)",condition:true},{hours:noLifeHours,review:"\"much better after recent patch. still terrible but now playably terrible.\" (Recommended)",condition:gameState.bugs>3},{hours:0.3,review:"\"trying to get refund but steam says i played for 18 minutes. spent 17 trying to fix settings.\" (Not Recommended)",condition:gameState.codeCoherence<70},{hours:engagedHours,review:"\"accidentally alt-tabbed and game crashed so hard it reorganized my desktop icons by color.\" (Not Recommended)",condition:gameState.bugs>4},{hours:noLifeHours,review:"\"game cured my depression but gave me anxiety instead. lateral health move.\" (Recommended)",condition:gameState.vibePoints>70},{hours:noLifeHours,review:"\"was good until latest update. devs added microtransactions for blinking.\" (Not Recommended)",condition:feature==='Microtransactions'},{hours:5000.1,review:"\"this is my job now. i have business cards.\" (Recommended)",condition:gameState.vibePoints>80},// Ultimate absurd reviews {hours:0.1,review:"\"launched game, immediate blue screen, lost all photos\" (Not Recommended)",condition:gameState.bugs>9},{hours:9999.9,review:"\"it's ok i guess\" (Recommended)",condition:gameState.vibePoints>90}];// Filter valid reviews and select 4-5 var validReviews=reviewPool.filter(function(r){return r.condition;});var numReviews=Math.min(Math.floor(Math.random()*2)+4,validReviews.length);// Shuffle the valid reviews for randomness var shuffledReviews=_toConsumableArray3(validReviews);for(var i=shuffledReviews.length-1;i>0;i--){var j=Math.floor(Math.random()*(i+1));var _ref2=[shuffledReviews[j],shuffledReviews[i]];shuffledReviews[i]=_ref2[0];shuffledReviews[j]=_ref2[1];}// Select top N reviews for(var i=0;i<numReviews&&i<shuffledReviews.length;i++){var review=shuffledReviews[i];reviews.push("\u25B6 ".concat(review.hours.toFixed(1)," hours played: ").concat(review.review));}return reviews;}function evaluateProject(){// Calculate individual category scores first var ratings={graphics:calculateGraphicsScore(),gameplay:calculateGameplayScore(),technical:calculateTechnicalScore(),innovation:calculateInnovationScore(),vibe:calculateVibeScore()};// Calculate the overall score as an average of the category scores // plus some influence from vibes and minus penalty from bugs var categoryAverage=(ratings.graphics+ratings.gameplay+ratings.technical+ratings.innovation+ratings.vibe)/5;// Calculate the final score with more balanced weights var score=categoryAverage*7+// 70% from category average gameState.vibePoints*0.2+// 20% from vibe points gameState.codeCoherence*0.1-// 10% from code coherence gameState.bugs*2;// Bug penalty // Apply concept compatibility modifiers var conceptBonus=0;var concepts=gameState.conceptCards;// GREAT COMBINATIONS - significant bonuses if(concepts.platform==='VR'&&concepts.visual==='ASCII'){conceptBonus+=15;}if(concepts.platform==='Smart Fridge'&&concepts.genre==='Horror'){conceptBonus+=15;}if(concepts.platform==='Blockchain'&&concepts.genre==='Dating Sim'){conceptBonus+=12;}if(concepts.visual==='PowerPoint'&&concepts.genre==='Battle Royale'){conceptBonus+=14;}if(concepts.platform==='Mobile'&&concepts.genre==='Casual'){conceptBonus+=10;}if(concepts.platform==='Smart Watch'&&concepts.genre==='Idle Clicker'){conceptBonus+=12;}if(concepts.platform==='PC'&&concepts.genre==='RPG'){conceptBonus+=8;}if(concepts.visual==='PowerPoint'&&concepts.genre==='Educational'){conceptBonus+=10;}if(concepts.platform==='Metaverse'&&concepts.mechanic==='Roguelike'){conceptBonus+=11;}if(concepts.mechanic==='Gacha'&&concepts.genre==='Horror'){conceptBonus+=13;}if(concepts.mechanic==='Physics-based'&&concepts.genre==='Dating Sim'){conceptBonus+=11;}if(concepts.mechanic==='Deckbuilding'&&concepts.platform==='Smart Fridge'){conceptBonus+=9;}if(concepts.feature==='Cloud Save'&&concepts.mechanic==='Roguelike'){conceptBonus+=8;}if(concepts.feature==='Multiplayer'&&concepts.mechanic==='Tower Defense'){conceptBonus+=7;}// POOR COMBINATIONS - significant penalties if(concepts.platform==='Smart Watch'&&concepts.genre==='Open World'){conceptBonus-=15;}if(concepts.platform==='Blockchain'&&concepts.mechanic==='Physics-based'){conceptBonus-=12;}if(concepts.platform==='VR'&&concepts.visual==='PowerPoint'){conceptBonus-=10;}if(concepts.platform==='Smart Fridge'&&concepts.genre==='Battle Royale'){conceptBonus-=12;}if(concepts.platform==='Web Browser'&&concepts.visual==='Realistic'){conceptBonus-=8;}if(concepts.mechanic==='Gacha'&&concepts.genre==='Educational'){conceptBonus-=10;}if(concepts.mechanic==='Physics-based'&&concepts.genre==='Idle Clicker'){conceptBonus-=9;}if(concepts.platform==='Blockchain'&&concepts.feature==='Offline Mode'){conceptBonus-=15;}if(concepts.platform==='Smart Watch'&&concepts.visual==='Realistic'){conceptBonus-=11;}// MEDIUM COMBINATIONS - moderate bonuses if(concepts.feature==='AI Companions'&&concepts.genre==='Dating Sim'){conceptBonus+=6;}if(concepts.feature==='Procedural Generation'&&concepts.genre==='Roguelike'){conceptBonus+=5;}if(concepts.visual==='Claymation'&&concepts.genre==='Horror'){conceptBonus+=7;}if(concepts.visual==='Hand-drawn'&&concepts.genre==='Dating Sim'){conceptBonus+=6;}if(concepts.visual==='Pixel Art'&&concepts.genre==='RPG'){conceptBonus+=4;}// Special case: Feature unlocks add bonus conceptBonus+=gameState.discoveredFeatures.length*3;// Unique innovations - if player has a totally unique combo that's not bad // Check if we have a rare platform (Smart Fridge, Smart Watch) if((concepts.platform==='Smart Fridge'||concepts.platform==='Smart Watch')&&conceptBonus>-5){// Only give bonus if not terrible combo conceptBonus+=5;}// Check if we have an unusual visual style (ASCII, PowerPoint) if((concepts.visual==='ASCII'||concepts.visual==='PowerPoint')&&conceptBonus>-5){// Only give bonus if not terrible combo conceptBonus+=5;}// Apply the concept bonus/penalty score+=conceptBonus;// Ensure score is between 1-100 and round to nearest integer var finalScore=Math.round(Math.min(100,Math.max(1,score)));// Show final message in terminal addToTerminalLogWithEffect("PROJECT COMPLETE!\nFINAL SCORE: "+finalScore+"/100",function(){// Update progress BEFORE showing review updateProgress();cleanupHallucinationEffects();// Then show the review in new window showGameReview(finalScore);});}// Placeholder for missing function function reformatReview(reviewText){// Basic implementation: Just return the original text, maybe add some line breaks return reviewText.replace(/\n\n/g,'\n');}function showGameReview(score){var reviewContainer=null;var contentContainer=null;var previousBusyState=false;try{// Store current game state previousBusyState=gameState.isBusy;// Set game to busy state to disable command buttons gameState.isBusy=true;updateCommandButtonsState(false);// Generate review text first var reviewText=generateReview(score);// Create container reviewContainer=new Container();reviewContainer.x=2048/2;reviewContainer.y=2732/2;game.addChild(reviewContainer);// Create background with larger dimensions var bg=LK.getAsset('reviewBg',{width:1800,height:2200,anchorX:0.5,anchorY:0.5});reviewContainer.addChild(bg);// Create scroll container contentContainer=new Container();contentContainer.x=-850;// Adjust left edge position (-1800/2 + 50 padding) contentContainer.y=-1050;// Adjust top edge position (-2200/2 + 50 padding) reviewContainer.addChild(contentContainer);// Split the review text by sections for formatting var sections=splitReviewIntoSections(reviewText);// Track vertical position as we add text sections var currentY=0;var padding=20;// Process each section with appropriate formatting sections.forEach(function(section,index){var textObj;var textOptions={fill:0x000000,align:'left',wordWrap:true,wordWrapWidth:1700// Width of content area (1800 - 100 padding) };// Apply specific formatting based on section type if(section.type==='title'){// Skip the title section that contains the concept words return;}else if(section.type==='gameName'){textOptions.size=64*TEXT_SIZE_MULTIPLIER;textOptions.fill=0x000000;// Black color for game name textOptions.align='center';textOptions.wordWrapWidth=1500;}else if(section.type==='source'){textOptions.size=36*TEXT_SIZE_MULTIPLIER;textOptions.align='center';textOptions.wordWrapWidth=1500;}else if(section.type==='categoryHeading'){textOptions.size=42*TEXT_SIZE_MULTIPLIER;textOptions.fontWeight='bold';}else if(section.type==='sectionHeading'){textOptions.size=48*TEXT_SIZE_MULTIPLIER;textOptions.fontWeight='bold';}else if(section.type==='userReview'){textOptions.size=30*TEXT_SIZE_MULTIPLIER;textOptions.fontStyle='italic';// Add spacing before user reviews if it's the first user review if(index>0&§ions[index-1].type!=='userReview'&§ions[index-1].type!=='sectionHeading'){currentY+=padding*2;// Double the regular padding between sections }}else if(section.type==='steamReview'){textOptions.size=28*TEXT_SIZE_MULTIPLIER;textOptions.fill=0x333333;// Add spacing before steam reviews if it's the first steam review if(index>0&§ions[index-1].type!=='steamReview'&§ions[index-1].type!=='sectionHeading'){currentY+=padding*2;// Double the regular padding between sections }}else if(section.type==='userReview'){textOptions.size=30*TEXT_SIZE_MULTIPLIER;textOptions.fontStyle='italic';// Add spacing before user reviews if it's the first user review if(index>0&§ions[index-1].type!=='userReview'&§ions[index-1].type!=='sectionHeading'){currentY+=padding*2;// Double the regular padding between sections }}else if(section.type==='redditReview'){textOptions.size=30*TEXT_SIZE_MULTIPLIER;textOptions.fontStyle='italic';textOptions.fill=0x4a69ff;// Reddit blue color // Add spacing before reddit reviews if it's the first reddit review if(index>0&§ions[index-1].type!=='redditReview'&§ions[index-1].type!=='sectionHeading'){currentY+=padding*2;// Double the regular padding between sections }}else if(section.type==='features'||section.type==='achievements'){textOptions.size=34*TEXT_SIZE_MULTIPLIER;}else{// Regular paragraph text textOptions.size=32*TEXT_SIZE_MULTIPLIER;}// Create the text object with the determined styling textObj=new Text2(section.text,textOptions);// Position text based on its type if(section.type==='gameName'||section.type==='source'){textObj.x=850;// Center within the container (1700/2) textObj.anchor.set(0.5,0);}else{textObj.x=0;}textObj.y=currentY;contentContainer.addChild(textObj);// Update position for next text element with appropriate spacing currentY+=textObj.height+padding;});// Create black mask at the bottom AFTER adding content container var distanceToBottom=2732-(reviewContainer.y+1100);var bottomMask=LK.getAsset('overlayBg',{width:1800,height:Math.max(100,distanceToBottom),anchorX:0.5,anchorY:0,y:1100});reviewContainer.addChild(bottomMask);// Custom button creation function var createReviewButton=function createReviewButton(text,callback){var button=new Container();var buttonWidth=calculateButtonWidth(text)*1.5;var bg=LK.getAsset('buttonBg',{width:buttonWidth,height:150,color:0x333333});bg.anchor.set(0.5,0.5);button.addChild(bg);var textObj=new Text2(text,{size:40*TEXT_SIZE_MULTIPLIER,fill:0x00ff00});textObj.anchor.set(0.5,0.5);button.addChild(textObj);button.interactive=true;button.down=function(){button.scale.set(0.95);};button.up=function(){button.scale.set(1);if(callback){callback();}};button.width=buttonWidth;button.height=150;return button;};// Close button var closeButton=createReviewButton("CLOSE REVIEW",function(){game.removeChild(reviewContainer);// Instead of restoring previous busy state, keep it busy gameState.isBusy=true;updateCommandButtonsState(false);// Show thank you message addToTerminalLogWithEffect("Thank you for playing VIBE CODER!",function(){addToTerminalLogWithEffect("Your game has shipped to the world.",function(){addToTerminalLogWithEffect("Please play again soon!",function(){// Add a small delay before showing the win screen LK.setTimeout(function(){LK.showYouWin();},2000);});});});});closeButton.x=900-closeButton.width/2;closeButton.y=-1100-closeButton.height/2-10;reviewContainer.addChild(closeButton);// Up button var upButton=createReviewButton("UP",function(){if(contentContainer&&contentContainer.y<-1050){contentContainer.y=Math.min(-1050,contentContainer.y+200);}});upButton.x=-900+upButton.width/2;upButton.y=1100+upButton.height/2+10;reviewContainer.addChild(upButton);// Down button var downButton=createReviewButton("DOWN",function(){if(contentContainer){var visibleHeight=2200-100-150-20;// Height of the review bg minus padding and button height if(contentContainer.height>visibleHeight){var maxScrollY=-(contentContainer.height-visibleHeight)-1050;// Calculate maximum downward scroll based on content height and initial position contentContainer.y=Math.max(maxScrollY,contentContainer.y-200);}}});downButton.x=900-downButton.width/2;downButton.y=1100+downButton.height/2+10;reviewContainer.addChild(downButton);}catch(e){if(reviewContainer&&reviewContainer.parent){game.removeChild(reviewContainer);}// Make sure to reset busy state if there's an error gameState.isBusy=previousBusyState;updateCommandButtonsState(!previousBusyState);}ensureScanlinesOnTop();}// Helper function to create formatted text based on section type function createFormattedText(text,type){var options={size:28*TEXT_SIZE_MULTIPLIER,fill:0x000000,align:'left',wordWrap:true,wordWrapWidth:1600};// Adjust formatting based on type switch(type){case'title':options.size=52*TEXT_SIZE_MULTIPLIER;options.align='center';break;case'gameName':// New type for game name options.size=64*TEXT_SIZE_MULTIPLIER;// Make it the largest text options.align='center';options.fill=0x0000FF;// Blue color to make it stand out options.fontWeight='bold';break;case'subtitle':options.size=40*TEXT_SIZE_MULTIPLIER;options.align='center';break;case'section':options.size=36*TEXT_SIZE_MULTIPLIER;options.fontWeight='bold';break;case'category':options.size=34*TEXT_SIZE_MULTIPLIER;break;}return new Text2(text,options);}function splitReviewIntoSections(reviewText){var lines=reviewText.split('\n');var sections=[];var currentSection=null;for(var i=0;i<lines.length;i++){var line=lines[i].trim();// Skip empty lines if(line===''){continue;}// Determine section type based on content var sectionType='paragraph';if(i===0){// First line contains concept words - identify as title sectionType='title';}else if(line.startsWith('GAME: ')){// Game name is the actual title we want to display prominently sectionType='gameName';line=line.substring(6);// Remove the "GAME: " prefix }else if(line.match(/^Game Concept:/)){sectionType='concept';}else if(line.match(/^[A-Za-z]+ Review - \d+%$/)){sectionType='source';}else if(line.match(/^(Graphics|Gameplay|Technical Performance|Innovation|Vibe Factor): \d+\/10$/)){sectionType='categoryHeading';}else if(line==='Final Thoughts'||line==='Notable Features'||line==='Notable Achievements'){sectionType='sectionHeading';}else if(line.startsWith('"')&&line.includes('" - ')){sectionType='userReview';}else if(line.startsWith('▶')){sectionType='steamReview';}else if(line.startsWith('r/gaming hot takes:')){sectionType='sectionHeading';// Make Reddit reviews header a section heading }else if(line.startsWith('"')&&line.includes('u/')){sectionType='redditReview';// New type for Reddit reviews }else if(line==='"AI slop."'){sectionType='redditReview';// Special case for "AI slop" comments }else if(line.startsWith('- ')){// Check previous sections to determine if this is a feature or achievement var prevSectionType=currentSection?currentSection.type:'';if(prevSectionType==='sectionHeading'&§ions[sections.length-1].text==='Notable Features'){sectionType='features';}else if(prevSectionType==='sectionHeading'&§ions[sections.length-1].text==='Notable Achievements'){sectionType='achievements';}else if(prevSectionType==='features'||prevSectionType==='achievements'){sectionType=prevSectionType;// Continue with previous type for bullet points }}// If this is a new section type or first line, start a new section if(!currentSection||sectionType!==currentSection.type){if(currentSection){sections.push(currentSection);}currentSection={type:sectionType,text:line};}else{// Continue the current section currentSection.text+='\n'+line;}}// Add the last section if exists if(currentSection){sections.push(currentSection);}return sections;}// Helper function to calculate button width function calculateButtonWidth(text){var minWidth=400;// Minimum button width var charWidth=14*TEXT_SIZE_MULTIPLIER;// Reduced from 15 to 14 var calculatedWidth=text.length*charWidth;return Math.max(minWidth,calculatedWidth+80);// Reduced padding from 80 to 40 }/**** * Game Flow ****/function createASCIIBug(manager,escapeCallback){// Different ASCII bug designs with varying complexity var bugDesigns=["🐛","/\\oo/\\",",-.,.-,",">8(","x:*:x","6\\9"];// Randomly select a bug design var design=bugDesigns[Math.floor(Math.random()*bugDesigns.length)];// Create a container for the bug var bugContainer=new Container();var bugText=new Text2(design,{size:60*TEXT_SIZE_MULTIPLIER,fill:0xFF0000// Red for visibility });bugText.anchor.set(0.5,0.5);bugContainer.addChild(bugText);// Add physics for movement bugContainer.velocityX=(Math.random()*2-1)*8;// Random initial direction bugContainer.velocityY=(Math.random()*2-1)*8;bugContainer.speed=2+Math.random()*3;// Base speed varied slightly bugContainer.escapeTimer=800;// Countdown until bug escapes (gets faster over time) // Make interactive for clicking/tapping bugContainer.interactive=true;bugContainer.down=function(){// Prevent double-squishing if(bugContainer.squished){return;}// Bug squished! // Stop movement immediately bugContainer.velocityX=0;bugContainer.velocityY=0;bugContainer.speed=0;// Visual squish effect bugText.setText("*splat*");LK.getSound('bugsquish').play();bugText.fill=0x00FF00;// Directly update game state, since there's no manager //gameState.bugs = Math.max(0, gameState.bugs - 1); // Add explicit message about bug count change addToTerminalLogWithEffect("Bug squished! Bugs remaining: "+gameState.bugs);bugContainer.squished=true;updateTerminal();// Manager-related code (rarely used) if(manager){manager.bugSquished(bugContainer);}// Remove after brief delay LK.setTimeout(function(){if(bugContainer.parent){bugContainer.parent.removeChild(bugContainer);}},800);};// Position randomly on screen with some padding from edges bugContainer.x=100+Math.random()*(2048-200);bugContainer.y=100+Math.random()*(2732-200);// Update function for animation bugContainer.update=function(deltaTime){// If already squished, don't do any movement or timer updates if(bugContainer.squished){return;}// Move according to velocity bugContainer.x+=bugContainer.velocityX*bugContainer.speed;bugContainer.y+=bugContainer.velocityY*bugContainer.speed;// Bounce off edges if(bugContainer.x<50||bugContainer.x>2048-50){bugContainer.velocityX*=-1;// Speed up slightly on each bounce bugContainer.speed*=1.1;}if(bugContainer.y<50||bugContainer.y>2732-50){bugContainer.velocityY*=-1;// Speed up slightly on each bounce bugContainer.speed*=1.1;}// Randomly change direction occasionally if(Math.random()<0.02){bugContainer.velocityX=(Math.random()*2-1)*4;bugContainer.velocityY=(Math.random()*2-1)*4;}// Decrease escape timer bugContainer.escapeTimer--;// Speed up as escape timer decreases bugContainer.speed=2+bugContainer.escapeTimer/500*1;// If timer runs out, bug escapes if(bugContainer.escapeTimer<=0&&!bugContainer.squished){// Prevent multiple escapes bugContainer.squished=true;// Use squished flag to prevent updates // Escape animation bugText.fill=0xCCCCCC;// Fade to gray as it escapes bugText.setText(">>>");// Show it zooming away // Call the escape callback if provided if(escapeCallback){escapeCallback();}// Tell the manager about this escape if(manager){manager.bugEscaped(bugContainer);}// Remove after brief delay LK.setTimeout(function(){if(bugContainer.parent){bugContainer.parent.removeChild(bugContainer);}// Remove the message about decreased stability since we handle it in the callback },800);}};// Add an update interval specific to this bug var updateInterval=LK.setInterval(function(){if(bugContainer.parent&&!bugContainer.squished){bugContainer.update(1/60);}else{LK.clearInterval(updateInterval);}},16);return bugContainer;}function cleanupHallucinationEffects(){// Clear the random effect interval if(gameState.randomEffectInterval){LK.clearInterval(gameState.randomEffectInterval);gameState.randomEffectInterval=null;}// Reset text colors if(gameState.logText){gameState.logText.fill=0x00ff00;// Back to green }if(gameState.statusLineText){gameState.statusLineText.fill=0x00ff00;}if(gameState.cursor){gameState.cursor.fill=0x00ff00;}}function createWanderingWord(){// Choose a random word related to coding/AI var words=["function","variable","class","object","string","vibe","hallucination","coherence","code","bug","system","error","recursion","async","memory"];var word=words[Math.floor(Math.random()*words.length)];// Create text object var wanderingText=new Text2(word,{size:36*TEXT_SIZE_MULTIPLIER,fill:0xaaddff// Light blue color });// Place at random position wanderingText.x=Math.random()*1600+200;wanderingText.y=Math.random()*2000+300;// Add to game display game.addChild(wanderingText);// Set up movement behavior var speedX=(Math.random()-0.5)*3;var speedY=(Math.random()-0.5)*3;var lifetime=0;var maxLifetime=200;// Frames the word will exist // Movement update interval var moveInterval=LK.setInterval(function(){if(!gameState.hallucinationMode){// Clean up if hallucination mode ends if(wanderingText&&wanderingText.parent){wanderingText.parent.removeChild(wanderingText);}LK.clearInterval(moveInterval);return;}// Move the text wanderingText.x+=speedX;wanderingText.y+=speedY;// Bounce off edges if(wanderingText.x<0||wanderingText.x>2048){speedX*=-1;}if(wanderingText.y<0||wanderingText.y>2732){speedY*=-1;}// Fade out near end of lifetime lifetime++;if(lifetime>maxLifetime*0.7){wanderingText.alpha=1-(lifetime-maxLifetime*0.7)/(maxLifetime*0.3);}// Remove when lifetime is over if(lifetime>=maxLifetime){if(wanderingText&&wanderingText.parent){wanderingText.parent.removeChild(wanderingText);}LK.clearInterval(moveInterval);}},50);}// Function to create text that appears to melt function createMeltingText(){// Choose random terminal text line to "melt" var melter=new Container();melter.x=50;melter.y=Math.random()*1500+500;// Warning messages that might "melt" var messages=["SYSTEM UNSTABLE","COHERENCE FAILING","REALITY ERROR","NEURAL MISALIGNMENT","CONTEXT OVERFLOW"];var message=messages[Math.floor(Math.random()*messages.length)];// Create dripping letters for(var i=0;i<message.length;i++){var letter=new Text2(message[i],{size:40*TEXT_SIZE_MULTIPLIER,fill:0xff00ff});letter.x=i*24*TEXT_SIZE_MULTIPLIER;letter.y=0;letter.dripSpeed=Math.random()*3+1;letter.maxDrip=Math.random()*300+100;letter.currentDrip=0;melter.addChild(letter);}game.addChild(melter);// Set up dripping behavior var dripInterval=LK.setInterval(function(){if(!gameState.hallucinationMode){// Clean up if hallucination mode ends if(melter&&melter.parent){melter.parent.removeChild(melter);}LK.clearInterval(dripInterval);return;}var allDone=true;// Make letters drip for(var i=0;i<melter.children.length;i++){var letter=melter.children[i];if(letter.currentDrip<letter.maxDrip){letter.currentDrip+=letter.dripSpeed;letter.y=letter.currentDrip;letter.alpha=1-letter.currentDrip/letter.maxDrip;allDone=false;}}// Remove when all letters have fully dripped if(allDone){if(melter&&melter.parent){melter.parent.removeChild(melter);}LK.clearInterval(dripInterval);}},50);}// Function to create a letter that falls out of the terminal function createFallingLetter(){// Choose random letter var letters="ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789";var letter=letters.charAt(Math.floor(Math.random()*letters.length));// Create falling letter text var fallingLetter=new Text2(letter,{size:50*TEXT_SIZE_MULTIPLIER,fill:0x00ff00// Same as terminal text });// Position toward top of terminal fallingLetter.x=Math.random()*1800+100;fallingLetter.y=Math.random()*500+200;// Add physics properties fallingLetter.velocityY=0;fallingLetter.gravity=0.5;fallingLetter.rotationSpeed=(Math.random()-0.5)*0.2;game.addChild(fallingLetter);// Set up falling behavior var fallInterval=LK.setInterval(function(){if(!gameState.hallucinationMode){// Clean up if hallucination mode ends if(fallingLetter&&fallingLetter.parent){fallingLetter.parent.removeChild(fallingLetter);}LK.clearInterval(fallInterval);return;}// Apply gravity fallingLetter.velocityY+=fallingLetter.gravity;fallingLetter.y+=fallingLetter.velocityY;// Apply rotation fallingLetter.rotation+=fallingLetter.rotationSpeed;// Remove when it falls off screen if(fallingLetter.y>2732){if(fallingLetter&&fallingLetter.parent){fallingLetter.parent.removeChild(fallingLetter);}LK.clearInterval(fallInterval);}},50);}// Function to create a command that appears to type itself function createSelfWritingCommand(){// Choose random command from available commands var commandTexts=[];// Get available command texts if possible if(gameState.currentCommands&&gameState.currentCommands.length>0){for(var i=0;i<gameState.currentCommands.length;i++){if(gameState.currentCommands[i].text){commandTexts.push(gameState.currentCommands[i].text);}}}// Fallback commands if no commands available if(commandTexts.length===0){commandTexts=["Make it good","Add more fun to the game","Fix all the bugs","Make AI smarter","Double check everything"];}var commandText=commandTexts[Math.floor(Math.random()*commandTexts.length)];// Create ghost command text var ghostCommand=new Text2(">",{size:36*TEXT_SIZE_MULTIPLIER,fill:0xaaffaa// Lighter green });// Position in command area ghostCommand.x=Math.random()*400+600;ghostCommand.y=2732*0.75+Math.random()*400-200;ghostCommand.alpha=0.7;game.addChild(ghostCommand);// Set up typing behavior var currentLength=1;// Start with just ">" var maxLength=commandText.length+1;// +1 for the ">" var typeInterval=LK.setInterval(function(){if(!gameState.hallucinationMode){// Clean up if hallucination mode ends if(ghostCommand&&ghostCommand.parent){ghostCommand.parent.removeChild(ghostCommand);}LK.clearInterval(typeInterval);return;}// Add next letter if(currentLength<maxLength){currentLength++;ghostCommand.setText(">"+commandText.substring(0,currentLength-1));}else{// Start fading out when typing is complete ghostCommand.alpha-=0.05;if(ghostCommand.alpha<=0){if(ghostCommand&&ghostCommand.parent){ghostCommand.parent.removeChild(ghostCommand);}LK.clearInterval(typeInterval);}}},200);// Slower typing for visibility }function setupRandomEffectCycling(){// Clear any existing effect interval if(gameState.randomEffectInterval){LK.clearInterval(gameState.randomEffectInterval);}// Set up interval to trigger random effects gameState.randomEffectInterval=LK.setInterval(function(){if(!gameState.hallucinationMode){// Clean up if not in hallucination mode if(gameState.randomEffectInterval){LK.clearInterval(gameState.randomEffectInterval);gameState.randomEffectInterval=null;}return;}// 40% chance every 2 seconds to trigger any effect if(Math.random()<0.4){// Use weighted random selection to favor falling letters // Here we use a weighted distribution: // - Falling letters: 50% chance (higher probability) // - Other effects: ~16.7% each var randomValue=Math.random();if(randomValue<0.5){// 50% chance for falling letters createFallingLetter();}else if(randomValue<0.67){// ~16.7% chance for wandering words createWanderingWord();}else if(randomValue<0.84){// ~16.7% chance for melting text createMeltingText();}else{// ~16.7% chance for self-writing commands createSelfWritingCommand();}}},2000);}function enterHallucinationState(){if(gameState.hallucinationMode){updateTerminal();gameState.isBusy=false;updateCommandButtonsState(true);if(gameState.onHallucinationComplete){var callback=gameState.onHallucinationComplete;gameState.onHallucinationComplete=null;callback();}return;}gameState.hallucinationMode=true;// gameState.hallucinationDay = 0; // This line is removed var wasBusy=gameState.isBusy;gameState.isBusy=true;updateCommandButtonsState(false);// Apply text effects (purple text only) if(gameState.logText){gameState.logText.fill=0xddaaff;// Subtle purple }if(gameState.statusLineText){gameState.statusLineText.fill=0xddaaff;}if(gameState.cursor){gameState.cursor.fill=0xddaaff;}// Set up random visual effects setupRandomEffectCycling();// Original message sequence (preserved from original function) addToTerminalLogWithEffect("WaRnInG: SyStEm EnTeRiNg HaLlUcInAtIoN mOdE",function(){LK.setTimeout(function(){addToTerminalLogWithEffect("Ai TaKiNg OvEr CoNcEpT sElEcTiOnS",function(){LK.setTimeout(function(){addToTerminalLogWithEffect("ReAlItY cOhErEnCe CoMpRoMiSeD",function(){gameState.codeCoherence=5;updateTerminal();LK.setTimeout(function(){// Rest of your existing code for resuming game flow if(gameState.commandsUsed>=gameState.maxCommandsPerDay){gameState.isBusy=false;updateCommandButtonsState(true);createCommandPrompts();}else if(gameState.currentCommands===null){gameState.isBusy=false;if(gameState.onHallucinationComplete){var callback=gameState.onHallucinationComplete;gameState.onHallucinationComplete=null;callback();}}else{gameState.isBusy=false;updateCommandButtonsState(true);if(!gameState.currentCommands){gameState.currentCommands=getCurrentCommands();}createCommandPrompts();if(gameState.onHallucinationComplete){var callback=gameState.onHallucinationComplete;gameState.onHallucinationComplete=null;callback();}}},300);});},500);});},500);});}// Apply hallucination text effects (alternating case) function applyHallucinationTextEffects(){// Only apply alternating case effect on day 0 if(gameState.hallucinationDay===0){// Change text color if(gameState.logText){gameState.logText.fill=0xff00ff;// Magenta text }if(gameState.statusLineText){gameState.statusLineText.fill=0xff00ff;}if(gameState.cursor){gameState.cursor.fill=0xff00ff;}}else{// On later days, just use a consistent purple color if(gameState.logText){gameState.logText.fill=0xddaaff;// Subtle purple }if(gameState.statusLineText){gameState.statusLineText.fill=0xddaaff;}if(gameState.cursor){gameState.cursor.fill=0xddaaff;}}}function applyHallucinationVisuals(){// Change terminal colors for hallucination mode if(gameState.logText){gameState.logText.fill=0xff00ff;// Magenta text }// Change status line color if(gameState.statusLineText){gameState.statusLineText.fill=0xff00ff;}// Change cursor color if(gameState.cursor){gameState.cursor.fill=0xff00ff;}}// In the showConceptSelection function, add a parameter for preserving vibes function showConceptSelection(category,preservedVibes){// If in hallucination mode, automatically select a random concept if(gameState.hallucinationMode){// Get random option var options=conceptOptions[category];var randomOption=options[Math.floor(Math.random()*options.length)];// Set the selection gameState.conceptCards[category]=randomOption;// Show selection message with glitchy text addToTerminalLogWithEffect("A̷I̷ S̷E̷L̷E̷C̷T̷E̷D̷ "+category.toUpperCase()+": "+randomOption,function(){LK.setTimeout(function(){addToTerminalLogWithEffect("I̷N̷I̷T̷I̷A̷L̷I̷Z̷I̷N̷G̷ C̷O̷M̷M̷A̷N̷D̷ I̷N̷T̷E̷R̷F̷A̷C̷E̷...",function(){LK.setTimeout(function(){gameState.isBusy=false;gameState.currentCommands=getCurrentCommands();createCommandPrompts();updateCommandButtonsState(true);updateTerminal();},500);});},500);});return;}// Create selection container var selectionContainer=new Container();selectionContainer.x=2048/2;selectionContainer.y=2732/2;game.addChild(selectionContainer);// Create background - make it slightly taller to fit the new layout var bg=LK.getAsset('terminalBg',{width:1800,height:1400,anchorX:0.5,anchorY:0.5});selectionContainer.addChild(bg);// Create title var title=new Text2("SELECT "+category.toUpperCase(),{size:60*TEXT_SIZE_MULTIPLIER,fill:0x00ff00});title.anchor.set(0.5,0);title.y=-500;// Keep the same position as before selectionContainer.addChild(title);// Get all options for this category var options=conceptOptions[category].slice();// Calculate optimal button size based on longest concept in category var conceptButtonTextSize=40*TEXT_SIZE_MULTIPLIER;// Find max text width for this category var maxTextWidth=0;var tempText=new Text2("",{size:conceptButtonTextSize,fill:0x00ff00});options.forEach(function(option){tempText.setText(">"+option);maxTextWidth=Math.max(maxTextWidth,tempText.width);});// Calculate button width with padding - making buttons wider for longer text var buttonWidth=maxTextWidth+160;var buttonHeight=130;// Calculate grid layout - now using 2x4 grid + 1 centered at the bottom var columns=2;var rows=4;var horizontalSpacing=900;var verticalSpacing=180;var startY=-225;var startX=-horizontalSpacing/2;// Create buttons for all options using the new layout options.forEach(function(option,index){var buttonText=">"+option;var button=new Container();// Create background with calculated width var bg=LK.getAsset('buttonBg',{width:buttonWidth,height:buttonHeight,color:0x333333});bg.anchor.set(0.5,0.5);button.addChild(bg);// Create text var textObj=new Text2(buttonText,{size:conceptButtonTextSize,fill:0x00ff00});textObj.anchor.set(0.5,0.5);button.addChild(textObj);// Set interactivity button.interactive=true;button.down=function(){button.scale.set(0.95);};// IMPORTANT: Store the specific option directly in the button button.conceptOption=option;button.up=function(){button.scale.set(1);LK.getSound('conceptbutton').play();// Use the stored option value directly from the button var selectedOption=this.conceptOption;gameState.conceptCards[category]=selectedOption;game.removeChild(selectionContainer);// Preserve vibes immediately after selection if(preservedVibes!==undefined){gameState.vibePoints=preservedVibes;}// Sequence the post-selection events addToTerminalLogWithEffect("SELECTED "+category.toUpperCase()+": "+selectedOption,function(){// Preserve vibes again after adding text if(preservedVibes!==undefined){gameState.vibePoints=preservedVibes;}LK.setTimeout(function(){addToTerminalLogWithEffect("INITIALIZING COMMAND INTERFACE...",function(){// Preserve vibes again if(preservedVibes!==undefined){gameState.vibePoints=preservedVibes;}LK.setTimeout(function(){// Set busy to false BEFORE creating commands gameState.isBusy=false;// Generate commands ONLY at this point (after initialization text) gameState.currentCommands=getCurrentCommands();createCommandPrompts();// Update button states updateCommandButtonsState(true);// Update terminal updateTerminal();// Final vibes preservation if(preservedVibes!==undefined){gameState.vibePoints=preservedVibes;}},500);});},500);});};// Position based on index if(index<8){// First 8 buttons in a 2x4 grid var row=Math.floor(index/columns);var col=index%columns;button.x=startX+col*horizontalSpacing;button.y=startY+row*verticalSpacing;}else{// 9th button centered at the bottom button.x=0;button.y=startY+rows*verticalSpacing;}selectionContainer.addChild(button);});ensureScanlinesOnTop();}// Updated button creation with more precise width handling and busy state check function createCommandButton(text,callback,width){var button=new Container();// Only check for maintenance commands if it's in the main game (not title screen) // and matches a maintenance command exactly var isMaintenance=gameState.state===STATES.PLAYING&&maintenanceCommands.some(function(cmd){return">"+cmd.text===text;});// Only add background for game commands (not START or title screen buttons) if(gameState.state===STATES.PLAYING){var bg=LK.getAsset('buttonBg',{width:width||400,height:100,color:isMaintenance?0x001133:0x333333});bg.anchor.set(0.5,0.5);button.addChild(bg);}// Add text var textObj=new Text2(text,{size:30*TEXT_SIZE_MULTIPLIER,fill:isMaintenance?0x00ffff:0x00ff00});textObj.anchor.set(0.5,0.5);button.addChild(textObj);// Make interactive button.interactive=true;button.down=function(){// Check if game is busy (for in-game buttons only, excluding END DAY) if(gameState.state===STATES.PLAYING&&gameState.isBusy&&text!=="END DAY"){return;// Don't respond to click if busy }button.scale.set(0.95);};button.up=function(){// Check if game is busy (for in-game buttons only, excluding END DAY) if(gameState.state===STATES.PLAYING&&gameState.isBusy&&text!=="END DAY"){// Restore scale even if busy, but don't trigger callback button.scale.set(1);return;}button.scale.set(1);if(callback){callback();}};return button;}// Launch sequence functions function showLaunchScreen(){// Black overlay var overlay=LK.getAsset('overlayBg',{anchorX:0.5,anchorY:0.5,x:2048/2,y:2732/2});game.addChild(overlay);// Create a container for the text var bootTextContainer=new Container();bootTextContainer.x=2048/2;bootTextContainer.y=2732/2;game.addChild(bootTextContainer);// Initial boot message var bootMessages=["BOOTING VIBE CODER OS v1.0..."];// Find the longest possible message in advance to set container width var allPossibleMessages=["BOOTING VIBE CODER OS v1.0...","INITIALIZING TERMINAL...","LOADING VIBE DATABASE...","CONNECTING TO AI SUBSYSTEMS...","READY!"];// Determine the widest text to pre-calculate offsets var tempText=new Text2("",{size:40*TEXT_SIZE_MULTIPLIER,fill:0x00ff00});var maxWidth=0;for(var i=0;i<allPossibleMessages.length;i++){tempText.setText(allPossibleMessages[i]);maxWidth=Math.max(maxWidth,tempText.width);}// Function to update the boot text function updateBootText(){// Clear previous text while(bootTextContainer.children.length>0){bootTextContainer.removeChild(bootTextContainer.children[0]);}// Create new text objects, one per line for(var i=0;i<bootMessages.length;i++){var lineText=new Text2(bootMessages[i],{size:40*TEXT_SIZE_MULTIPLIER,fill:0x00ff00,align:'left'});// Center horizontally by setting X position to half the max width lineText.x=-maxWidth/2;// Position vertically with appropriate line spacing lineText.y=(i-bootMessages.length/2)*60*TEXT_SIZE_MULTIPLIER+30*TEXT_SIZE_MULTIPLIER;bootTextContainer.addChild(lineText);}}createAndAddScanlinesOverlay();// Initial render updateBootText();// Boot sequence LK.setTimeout(function(){bootMessages.push("INITIALIZING TERMINAL...");updateBootText();LK.setTimeout(function(){bootMessages.push("LOADING VIBE DATABASE...");updateBootText();LK.setTimeout(function(){bootMessages.push("CONNECTING TO AI SUBSYSTEMS...");updateBootText();LK.setTimeout(function(){bootMessages.push("READY!");updateBootText();LK.setTimeout(function(){// Fade out tween(overlay,{alpha:0},{duration:500,onFinish:function onFinish(){game.removeChild(overlay);game.removeChild(bootTextContainer);showTitleScreen();}});},800);},800);},800);},800);},800);}function showTitleScreen(){// Clear screen while(game.children.length>0){game.removeChild(game.children[0]);}// Set state gameState.state=STATES.TITLE;// Create background var background=LK.getAsset('overlayBg',{anchorX:0.5,anchorY:0.5,x:2048/2,y:2732/2});game.addChild(background);// Create title var title=new Text2("VIBE CODER",{size:120*TEXT_SIZE_MULTIPLIER,fill:0x00ff00});title.anchor.set(0.5,0.5);title.x=2048/2;title.y=800;game.addChild(title);// Create subtitle var subtitle=new Text2("The AI Coding Simulator",{size:60*TEXT_SIZE_MULTIPLIER,fill:0x00ff00});subtitle.anchor.set(0.5,0.5);subtitle.x=2048/2;subtitle.y=1000;game.addChild(subtitle);// Add startButtonPressed flag var startButtonPressed=false;// Create start button - twice as large var startButton=createCommandButton(">START",function(){// Check if button has already been pressed if(startButtonPressed){return;// Exit the function if button was already pressed }// Set flag to true to prevent multiple clicks startButtonPressed=true;LK.getSound('startsound').play();initGameWithIntro();});startButton.scale.set(2);// Make the button twice as large // Override the down handler for this specific button var originalDown=startButton.down;startButton.down=function(){// Instead of scaling to 0.95, scale to current scale * 0.95 (which would be 1.9) this.scale.set(this.scale.x*0.95,this.scale.y*0.95);};// Similarly, we should override the up handler to restore to scale 2 var originalUp=startButton.up;startButton.up=function(){this.scale.set(2);// Restore to full size // Call the original callback if(originalUp){originalUp.call(this);}};startButton.x=2048/2;startButton.y=1400;game.addChild(startButton);// Determine current level based on games completed var currentLevel="novice";if(playerProgress.gamesCompleted>6){currentLevel="expert";}else if(playerProgress.gamesCompleted>3){currentLevel="intermediate";}// Create level text var levelText=new Text2("Current level: "+currentLevel,{size:40*TEXT_SIZE_MULTIPLIER,fill:0x00ff00});levelText.anchor.set(0.5,0.5);levelText.x=2048/2;levelText.y=startButton.y+250;// Position below start button game.addChild(levelText);// Create games completed text var gamesCompletedText=new Text2("Games completed: "+playerProgress.gamesCompleted,{size:40*TEXT_SIZE_MULTIPLIER,fill:0x00ff00});gamesCompletedText.anchor.set(0.5,0.5);gamesCompletedText.x=2048/2;gamesCompletedText.y=levelText.y+80;// Position below level text game.addChild(gamesCompletedText);ensureScanlinesOnTop();}function initGameWithIntro(){// Clear screen with fade effect var fadeOverlay=LK.getAsset('overlayBg',{anchorX:0.5,anchorY:0.5,x:2048/2,y:2732/2,alpha:0});game.addChild(fadeOverlay);// Fade to black tween(fadeOverlay,{alpha:1},{duration:500,onFinish:function onFinish(){// Clear screen and init game state while(game.children.length>0){game.removeChild(game.children[0]);}initGame();// Fade from black fadeOverlay.alpha=1;game.addChild(fadeOverlay);tween(fadeOverlay,{alpha:0},{duration:500,onFinish:function onFinish(){game.removeChild(fadeOverlay);}});}});}// Helper function to calculate button width based on text length function processEndDaySequence(){gameState.day++;// Create a message queue to ensure proper sequence var messageQueue=[];// Add day initialization message messageQueue.push({text:"DAY "+gameState.day+" INITIALIZED",type:"normal"});// Add overnight degradation message if needed if(gameState.bugs>0){// Remove coherence loss from bugs - keeping only the warning message messageQueue.push({text:"WARNING: "+gameState.bugs+" bug"+(gameState.bugs>1?'s':'')+" in system",type:"normal"});}// Check if we need to enter hallucination mode var needsHallucination=gameState.codeCoherence<=0||gameState.bugs>=10;var conceptDays={1:'platform',3:'visual',5:'genre',7:'mechanic',9:'feature'};var isConceptDay=!!conceptDays[gameState.day];// Process message queue sequentially function processNextMessage(){if(messageQueue.length===0){// All messages processed, now handle game state handlePostMessageSetup();return;}var message=messageQueue.shift();addToTerminalLogWithEffect(message.text,function(){LK.setTimeout(processNextMessage,200);// Small delay between messages });}// Start processing messages processNextMessage();// Handle setup after all messages are complete function handlePostMessageSetup(){updateTerminal();// Clear any existing command prompts if(gameState.promptContainer){game.removeChild(gameState.promptContainer);gameState.promptContainer=null;}if(needsHallucination){gameState.isBusy=true;// Set up callback for when hallucination processing completes gameState.onHallucinationComplete=function(){if(isConceptDay){showConceptSelection(conceptDays[gameState.day]);}else{gameState.currentCommands=getCurrentCommands();createCommandPrompts();updateCommandButtonsState(true);}};// If already in hallucination mode, add deepening message if(gameState.hallucinationMode){addToTerminalLogWithEffect("H̷a̷L̷l̷U̷c̷I̷n̷A̷t̷I̷o̷N̷ D̷e̷E̷p̷E̷n̷I̷n̷G̷...",function(){enterHallucinationState();});}else{LK.setTimeout(function(){enterHallucinationState();},500);}}else if(isConceptDay){gameState.isBusy=true;gameState.currentCommands=null;LK.setTimeout(function(){showConceptSelection(conceptDays[gameState.day]);},500);}else{// Explicitly generate new commands regardless of hallucination mode // for the new day gameState.currentCommands=getCurrentCommands();createCommandPrompts();checkGameState();}}}function endDay(){// FORCE clear any stuck state gameState.isBusy=false;// Check if game is over if(gameState.day>=gameState.maxDays){gameState.isBusy=false;evaluateProject();return;}// Reset for new day gameState.commandsUsed=0;gameState.terminal.log=[];gameState.cursorTracking.lineCount=0;// Process the day transition with proper message sequencing processEndDaySequence();}function checkGameState(){// Check if we need hallucination mode var needsHallucination=!gameState.hallucinationMode&&(gameState.bugs>=10||gameState.codeCoherence<=0);// Handle daily command limit if(gameState.commandsUsed>=gameState.maxCommandsPerDay){var hasShownLimitMessage=gameState.terminal.log.some(function(entry){return entry&&entry.includes("Daily command limit reached");});if(!hasShownLimitMessage){gameState.isBusy=true;addToTerminalLogWithEffect("NOTICE: Daily command limit reached. END DAY to continue.",function(){gameState.isBusy=false;createCommandPrompts();// After showing the limit message, check if we also need hallucination if(needsHallucination){enterHallucinationState();}});}else{// Message already shown gameState.isBusy=false;createCommandPrompts();// Also check if we need hallucination if(needsHallucination){enterHallucinationState();}}}else if(needsHallucination){// Only enter hallucination if we haven't hit the daily limit gameState.onHallucinationComplete=function(){gameState.currentCommands=getCurrentCommands();createCommandPrompts();updateCommandButtonsState(true);};enterHallucinationState();}}function gameOver(message){// Instead of ending the game, just show the message and continue addToTerminalLogWithEffect(message);// If we're at the end of the game (day > maxDays), show the review if(gameState.day>gameState.maxDays){addToTerminalLogWithEffect("\n>PRESS ANY KEY TO RESTART");// Simple click anywhere to restart var overlay=new Container();overlay.width=2048;overlay.height=2732;overlay.interactive=true;overlay.down=initGame;game.addChild(overlay);}else{// Otherwise, continue in hallucination mode if(!gameState.hallucinationMode){enterHallucinationState();}}}function initGame(){// Reset game state gameState={state:STATES.PLAYING,day:1,maxDays:10,vibePoints:0,codeCoherence:100,bugs:0,commandsUsed:0,maxCommandsPerDay:3,terminal:{log:[],statusLine:"",currentTask:"",featureTags:[]},conceptCards:{platform:null,visual:null,genre:null,mechanic:null,feature:null},cursorTracking:{lineCount:0// Reset line counter when starting new game },currentCommands:null,// Track available commands hallucinationMode:false,// Reset hallucination mode hallucinationDay:0,// Track how many days we've been hallucinating currentHallucinationEffect:null,// Track current effect discoveredFeatures:[],featureStories:[],featureUnlockMessages:[],activeBugParty:false,onHallucinationComplete:null,// New VIBE BOOST variables vibeBoostCost:5,// Initial cost vibeBoostUses:0,// Track number of uses to increase cost vibeBoostActive:false// Flag to prevent multiple boosts at once };cleanupHallucinationEffects();game.activeBugPartyBugs=[];createTerminal();// Sequence the initial text LK.setTimeout(function(){addToTerminalLogWithEffect("VIBE CODER OS v1.0",function(){LK.setTimeout(function(){addToTerminalLogWithEffect("INITIALIZING NEW PROJECT...",function(){LK.setTimeout(function(){addToTerminalLogWithEffect("INITIALIZING VIBE SOUND SYSTEM...",function(){// Play a random vibe song when this message appears initMusicSystem();LK.setTimeout(function(){addToTerminalLogWithEffect("SELECT PLATFORM TO BEGIN",function(){LK.setTimeout(function(){showConceptSelection('platform');},500);});},500);});},500);});},500);});},500);ensureScanlinesOnTop();}// Function to play a random vibe song function playRandomVibeSong(){// Get previously played song (if any) var previousSong=gameState.currentSong;// Store all song IDs and durations var songData={vibebeat1:226168,// ~3:46 vibebeat2:199131,// ~3:19 vibebeat3:173610,// ~2:53 vibebeat4:209972,// ~3:30 vibebeat5:180872,// ~3:00 vibebeat6:192522};// Get all song IDs var songIds=Object.keys(songData);// Filter out the previous song to avoid repetition var availableSongs=previousSong?songIds.filter(function(id){return id!==previousSong;}):songIds;// Select a random song from available options var randomIndex=Math.floor(Math.random()*availableSongs.length);var songId=availableSongs[randomIndex];// Store the current song ID gameState.currentSong=songId;// Play the selected song with fade-in and loop set to false LK.playMusic(songId,{loop:false,fade:{start:0,end:0.5,duration:2000// 2-second fade in }});// Get the duration for the selected song var duration=songData[songId];// Clear any existing timeout if(gameState.songChangeTimeout){LK.clearTimeout(gameState.songChangeTimeout);}// Set timeout to play next song when this one ends // Subtract 500ms to start the next song slightly before current ends for smooth transition gameState.songChangeTimeout=LK.setTimeout(playRandomVibeSong,duration-500);}// Initialize music system function initMusicSystem(){// Add necessary properties to gameState if they don't exist if(!gameState.currentSong){gameState.currentSong=null;}if(!gameState.songChangeTimeout){gameState.songChangeTimeout=null;}// Start the first song playRandomVibeSong();}// Start with launch screen showLaunchScreen();function generateUserReviews(){return generateUserReviewSet().join("\n");}function generateSteamSnippets(){return generateSteamReviewSet().join("\n");}
===================================================================
--- original.js
+++ change.js
@@ -7,10 +7,10 @@
* Core Game Systems
****/// Initialize game object
var game=new LK.Game({backgroundColor:0x000000});/****
* Game Code
-****/// Text size multiplier for readability
-//resetGameProgress();
+****///resetGameProgress();
+// Text size multiplier for readability
var storage=LK.import("@upit/storage.v1");function _typeof4(o){"@babel/helpers - typeof";return _typeof4="function"==typeof Symbol&&"symbol"==typeof Symbol.iterator?function(o){return typeof o;}:function(o){return o&&"function"==typeof Symbol&&o.constructor===Symbol&&o!==Symbol.prototype?"symbol":typeof o;},_typeof4(o);}function _defineProperty4(e,r,t){return(r=_toPropertyKey4(r))in e?Object.defineProperty(e,r,{value:t,enumerable:!0,configurable:!0,writable:!0}):e[r]=t,e;}function _toPropertyKey4(t){var i=_toPrimitive4(t,"string");return"symbol"==_typeof4(i)?i:i+"";}function _toPrimitive4(t,r){if("object"!=_typeof4(t)||!t){return t;}var e=t[Symbol.toPrimitive];if(void 0!==e){var i=e.call(t,r||"default");if("object"!=_typeof4(i)){return i;}throw new TypeError("@@toPrimitive must return a primitive value.");}return("string"===r?String:Number)(t);}function _typeof3(o){"@babel/helpers - typeof";return _typeof3="function"==typeof Symbol&&"symbol"==typeof Symbol.iterator?function(o){return typeof o;}:function(o){return o&&"function"==typeof Symbol&&o.constructor===Symbol&&o!==Symbol.prototype?"symbol":typeof o;},_typeof3(o);}function _defineProperty3(e,r,t){return(r=_toPropertyKey3(r))in e?Object.defineProperty(e,r,{value:t,enumerable:!0,configurable:!0,writable:!0}):e[r]=t,e;}function _toPropertyKey3(t){var i=_toPrimitive3(t,"string");return"symbol"==_typeof3(i)?i:i+"";}function _toPrimitive3(t,r){if("object"!=_typeof3(t)||!t){return t;}var e=t[Symbol.toPrimitive];if(void 0!==e){var i=e.call(t,r||"default");if("object"!=_typeof3(i)){return i;}throw new TypeError("@@toPrimitive must return a primitive value.");}return("string"===r?String:Number)(t);}function _createForOfIteratorHelper(r,e){var t="undefined"!=typeof Symbol&&r[Symbol.iterator]||r["@@iterator"];if(!t){if(Array.isArray(r)||(t=_unsupportedIterableToArray4(r))||e&&r&&"number"==typeof r.length){t&&(r=t);var _n=0,F=function F(){};return{s:F,n:function n(){return _n>=r.length?{done:!0}:{done:!1,value:r[_n++]};},e:function e(r){throw r;},f:F};}throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");}var o,a=!0,u=!1;return{s:function s(){t=t.call(r);},n:function n(){var r=t.next();return a=r.done,r;},e:function e(r){u=!0,o=r;},f:function f(){try{a||null==t["return"]||t["return"]();}finally{if(u){throw o;}}}};}function _unsupportedIterableToArray4(r,a){if(r){if("string"==typeof r){return _arrayLikeToArray4(r,a);}var t={}.toString.call(r).slice(8,-1);return"Object"===t&&r.constructor&&(t=r.constructor.name),"Map"===t||"Set"===t?Array.from(r):"Arguments"===t||/^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t)?_arrayLikeToArray4(r,a):void 0;}}function _arrayLikeToArray4(r,a){(null==a||a>r.length)&&(a=r.length);for(var e=0,n=Array(a);e<a;e++){n[e]=r[e];}return n;}function _typeof2(o){"@babel/helpers - typeof";return _typeof2="function"==typeof Symbol&&"symbol"==typeof Symbol.iterator?function(o){return typeof o;}:function(o){return o&&"function"==typeof Symbol&&o.constructor===Symbol&&o!==Symbol.prototype?"symbol":typeof o;},_typeof2(o);}function _defineProperty2(e,r,t){return(r=_toPropertyKey2(r))in e?Object.defineProperty(e,r,{value:t,enumerable:!0,configurable:!0,writable:!0}):e[r]=t,e;}function _toPropertyKey2(t){var i=_toPrimitive2(t,"string");return"symbol"==_typeof2(i)?i:i+"";}function _toPrimitive2(t,r){if("object"!=_typeof2(t)||!t){return t;}var e=t[Symbol.toPrimitive];if(void 0!==e){var i=e.call(t,r||"default");if("object"!=_typeof2(i)){return i;}throw new TypeError("@@toPrimitive must return a primitive value.");}return("string"===r?String:Number)(t);}function _toConsumableArray3(r){return _arrayWithoutHoles3(r)||_iterableToArray3(r)||_unsupportedIterableToArray3(r)||_nonIterableSpread3();}function _nonIterableSpread3(){throw new TypeError("Invalid attempt to spread non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");}function _unsupportedIterableToArray3(r,a){if(r){if("string"==typeof r){return _arrayLikeToArray3(r,a);}var t={}.toString.call(r).slice(8,-1);return"Object"===t&&r.constructor&&(t=r.constructor.name),"Map"===t||"Set"===t?Array.from(r):"Arguments"===t||/^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t)?_arrayLikeToArray3(r,a):void 0;}}function _iterableToArray3(r){if("undefined"!=typeof Symbol&&null!=r[Symbol.iterator]||null!=r["@@iterator"]){return Array.from(r);}}function _arrayWithoutHoles3(r){if(Array.isArray(r)){return _arrayLikeToArray3(r);}}function _arrayLikeToArray3(r,a){(null==a||a>r.length)&&(a=r.length);for(var e=0,n=Array(a);e<a;e++){n[e]=r[e];}return n;}function _toConsumableArray2(r){return _arrayWithoutHoles2(r)||_iterableToArray2(r)||_unsupportedIterableToArray2(r)||_nonIterableSpread2();}function _nonIterableSpread2(){throw new TypeError("Invalid attempt to spread non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");}function _unsupportedIterableToArray2(r,a){if(r){if("string"==typeof r){return _arrayLikeToArray2(r,a);}var t={}.toString.call(r).slice(8,-1);return"Object"===t&&r.constructor&&(t=r.constructor.name),"Map"===t||"Set"===t?Array.from(r):"Arguments"===t||/^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t)?_arrayLikeToArray2(r,a):void 0;}}function _iterableToArray2(r){if("undefined"!=typeof Symbol&&null!=r[Symbol.iterator]||null!=r["@@iterator"]){return Array.from(r);}}function _arrayWithoutHoles2(r){if(Array.isArray(r)){return _arrayLikeToArray2(r);}}function _arrayLikeToArray2(r,a){(null==a||a>r.length)&&(a=r.length);for(var e=0,n=Array(a);e<a;e++){n[e]=r[e];}return n;}function _toConsumableArray(r){return _arrayWithoutHoles(r)||_iterableToArray(r)||_unsupportedIterableToArray(r)||_nonIterableSpread();}function _nonIterableSpread(){throw new TypeError("Invalid attempt to spread non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");}function _unsupportedIterableToArray(r,a){if(r){if("string"==typeof r){return _arrayLikeToArray(r,a);}var t={}.toString.call(r).slice(8,-1);return"Object"===t&&r.constructor&&(t=r.constructor.name),"Map"===t||"Set"===t?Array.from(r):"Arguments"===t||/^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t)?_arrayLikeToArray(r,a):void 0;}}function _iterableToArray(r){if("undefined"!=typeof Symbol&&null!=r[Symbol.iterator]||null!=r["@@iterator"]){return Array.from(r);}}function _arrayWithoutHoles(r){if(Array.isArray(r)){return _arrayLikeToArray(r);}}function _arrayLikeToArray(r,a){(null==a||a>r.length)&&(a=r.length);for(var e=0,n=Array(a);e<a;e++){n[e]=r[e];}return n;}function _typeof(o){"@babel/helpers - typeof";return _typeof="function"==typeof Symbol&&"symbol"==typeof Symbol.iterator?function(o){return typeof o;}:function(o){return o&&"function"==typeof Symbol&&o.constructor===Symbol&&o!==Symbol.prototype?"symbol":typeof o;},_typeof(o);}function ownKeys(e,r){var t=Object.keys(e);if(Object.getOwnPropertySymbols){var o=Object.getOwnPropertySymbols(e);r&&(o=o.filter(function(r){return Object.getOwnPropertyDescriptor(e,r).enumerable;})),t.push.apply(t,o);}return t;}function _objectSpread(e){for(var r=1;r<arguments.length;r++){var t=null!=arguments[r]?arguments[r]:{};r%2?ownKeys(Object(t),!0).forEach(function(r){_defineProperty(e,r,t[r]);}):Object.getOwnPropertyDescriptors?Object.defineProperties(e,Object.getOwnPropertyDescriptors(t)):ownKeys(Object(t)).forEach(function(r){Object.defineProperty(e,r,Object.getOwnPropertyDescriptor(t,r));});}return e;}function _defineProperty(e,r,t){return(r=_toPropertyKey(r))in e?Object.defineProperty(e,r,{value:t,enumerable:!0,configurable:!0,writable:!0}):e[r]=t,e;}function _toPropertyKey(t){var i=_toPrimitive(t,"string");return"symbol"==_typeof(i)?i:i+"";}function _toPrimitive(t,r){if("object"!=_typeof(t)||!t){return t;}var e=t[Symbol.toPrimitive];if(void 0!==e){var i=e.call(t,r||"default");if("object"!=_typeof(i)){return i;}throw new TypeError("@@toPrimitive must return a primitive value.");}return("string"===r?String:Number)(t);}var TEXT_SIZE_MULTIPLIER=2;// Game states
var STATES={TITLE:'title',PLAYING:'playing',GAME_OVER:'gameOver'};// Wheel effect definitions
var WHEEL_EFFECTS={COHERENCE_SMALL:{name:"Minor Code Stabilization",text:"Code coherence +10",weight:30,execute:function execute(){gameState.codeCoherence=Math.min(100,gameState.codeCoherence+10);return"Code coherence increased by 10";}},COHERENCE_MEDIUM:{name:"Major Code Stabilization",text:"Code coherence +20",weight:20,execute:function execute(){gameState.codeCoherence=Math.min(100,gameState.codeCoherence+20);return"Code coherence increased by 20";}},COHERENCE_LARGE:{name:"Massive Code Stabilization",text:"Code coherence +30",weight:10,execute:function execute(){gameState.codeCoherence=Math.min(100,gameState.codeCoherence+30);return"Code coherence increased by 30";}},// Add these new coherence prizes:
COHERENCE_BIGGER:{name:"System-Wide Refactor",text:"Code coherence +40",weight:8,execute:function execute(){gameState.codeCoherence=Math.min(100,gameState.codeCoherence+40);return"Code coherence increased by 40";}},COHERENCE_HUGE:{name:"Code Architecture Overhaul",text:"Code coherence +50",weight:5,execute:function execute(){gameState.codeCoherence=Math.min(100,gameState.codeCoherence+50);return"Code coherence increased by 50";}},COHERENCE_EXTREME:{name:"Complete Codebase Reimplementation",text:"Code coherence +60",weight:3,execute:function execute(){gameState.codeCoherence=Math.min(100,gameState.codeCoherence+60);return"Code coherence increased by 60";}},BUG_REMOVE_ONE:{name:"Bug Extermination",text:"Remove 1 bug",weight:25,execute:function execute(){if(gameState.bugs>0){gameState.bugs--;return"1 bug automatically removed";}return"No bugs to remove";}},BUG_REMOVE_TWO:{name:"Double Bug Extermination",text:"Remove 2 bugs",weight:15,execute:function execute(){if(gameState.bugs>=2){gameState.bugs-=2;return"2 bugs automatically removed";}else if(gameState.bugs===1){gameState.bugs--;return"1 bug removed (not enough bugs for full effect)";}return"No bugs to remove";}},BUG_RELEASE:{name:"Bug Release Party!",text:"All bugs appear for squishing!",weight:20,execute:function execute(){return startBugReleaseParty();}},VIBE_BONUS:{name:"Vibe Resonance",text:"Bonus vibe points!",weight:10,execute:function execute(){// Need to calculate current cost here
@@ -48,12 +48,12 @@
function ensureScanlinesOnTop(){if(globalScanlinesOverlay&&globalScanlinesOverlay.parent){// Remove and re-add to put on top
game.removeChild(globalScanlinesOverlay);game.addChild(globalScanlinesOverlay);}else{// If doesn't exist or not in the display list, create it
createAndAddScanlinesOverlay();}}// Add to game state
var playerProgress={gamesCompleted:Number(storage.gamesCompleted||0)};// Concept options
-var conceptOptions={platform:["Mobile","VR","Console","PC","Web Browser","Blockchain","Smart Fridge","Smart Watch","Metaverse"],visual:["Pixel Art","ASCII","Hand-drawn","PowerPoint","Low-poly","Claymation","Realistic","Voxel","Demake"],genre:["Horror","Dating Sim","RPG","Educational","Battle Royale","Idle Clicker","Open World","Casual","Shooter"],mechanic:["Gacha","Physics-based","Deckbuilding","Match-3","Auto-battler","Dungeon Crawler","Roguelike","Turn-Based","Tower Defense"],feature:["Cloud Save","Microtransactions","AI Companions","Procedural Generation","NFT Integration","Multiplayer","VR Support","Cross-Platform","Offline Mode"]};var commandTiers={novice:{vibeMultiplier:1.0,coherenceMultiplier:1.15,bugChanceMultiplier:1.0,baseVibe:7,baseCoherence:-12,baseBugChance:0.3,commands:[{text:"Make it good",responses:[{code:["// Make it good","whatIsGood = philosophy.debateTopic(); // Still arguing after 2000 years","project.metrics[\"goodness\"] += Math.random() * 30; // Somewhere between 0-30 better!","if (Math.random() > 0.5) {"," project.aesthetics = \"shiny\"; // Shiny = good, obviously (◕‿◕)","} else {"," debugger; // Let's think about this...","}","// Project goodness increased by... um... some amount!"]}]},{text:"Add more fun to the game",responses:[{code:["// Add more fun to the game","fun.particles.inject(); // Sprinkle them everywhere ☺☺☺☺","enjoyment.coefficients = \"MAXIMUM\"; // Turn it up to 11","happiness.splines.reticulate(); // The secret sauce","// Fun levels increased by 23%!"]}]},{text:"Make graphics better",responses:[{code:["// Make graphics better","pixels *= 2; // More is better, right?","visual.fidelity += 42; // Extra crispy graphics ░▒▓█","bloom = \"blinding\"; // Can't see the game? Good!","// Graphics now 42% more visible, somehow"]}]},{text:"Add timers to all houses and trees",responses:[{code:["// Add timers to all houses and trees","houses.forEach(h => h.timer = new Timer()); // Tick tock goes the house 🏠⏰","trees.forEach(t => t.timer = new Timer()); // Temporal foliage 🌳","environment.anxiety += 50; // Everything is counting down","// Trees complaining about deadlines"]}]},{text:"Copy Minecraft but better",responses:[{code:["// Copy Minecraft but better","blocks = \"cubes_but_cooler\"; // Legally distinct cubes ⬛","mining = \"more_satisfying\"; // Extra crunchy sound effects","crafting.complexity += 500; // Now with quantum physics! 💎","// Lawyers approaching with concerning speed"]}]},{text:"Double check everything",responses:[{code:["// Double check everything","check(); // Checking once ✓","check(); // Checking twice ✓✓","results.compare(); // Hmm, they're different?","reality.consistency = \"questionable\"; // Schrödinger's code base achieved"]}]},{text:"Make players want to play more",responses:[{code:["// Make players want to play more","addiction_level += 27; // Just one more turn... 🎮→💞","sleep.importance = \"minimal\"; // Who needs it anyway?","outside_world.relevance -= 5; // Reality is overrated","// Players haven't blinked in days"]}]},{text:"Fix all the bugs",responses:[{code:["// Fix all the bugs","bug_spray.apply(); // Pssssht! 🐛💨","for (bug of bugs) {"," bug.status = \"confused\"; // They're not gone, just lost 🐛💨","}","// Some bugs have applied for developer positions"]}]},{text:"Add explosions everywhere",responses:[{code:["// Add explosions everywhere 💥💥💥💥","explosions = \"EVERYWHERE\"; // Self-explanatory","screen_shake = \"constant\"; // Hope you don't get motion sick!","particles = \"excessive\"; // Your GPU is crying","michael_bay = true; // He's the director now"]}]},{text:"Make AI smarter",responses:[{code:["// Make AI smarter","if_statements += 1000; // More if statements = more smart","random_decisions += 50; // Unpredictability is intelligence 🤖🎲","coin_flip = function() { // The most advanced AI algorithm"," return Math.random() > 0.5;","}","// AI now 31% more unpredictable! 🤖"]}]},{text:"Paint all code purple",responses:[{code:["// Paint all code purple 🟣","code.color = \"#8A2BE2\"; // Official \"royal purple\"","nonPurpleColors.forEach(c => {"," delete colorLibrary[c]; // Only purple remains 🟣🟣🟣","});","// Purple now achieving sentience"]}]},{text:"Make game smell better",responses:[{code:["// Make game smell better","game.smells = [\"vanilla\", \"new car\", \"victory\"];","monitor.emitters = \"activated\"; // Not a real feature 👃🌸","hardware.fans.purpose = \"air freshener\"; // Dual purpose cooling","// Hardware warranty void but smells 47% nicer"]}]},{text:"Download more game",responses:[{code:["// Download more game ⬇️🎮","game.size *= 2; // Twice the game!","storage.remaining -= Infinity; // Hope you weren't using that","downloadBar.progress = 0.1; // This might take a while...","// Game now consuming other installed software ⬇️🎮"]}]},{text:"Make code do the thing",responses:[{code:["// Make code do the thing","const theThing = getTheThing(); // What thing? THE thing. ❓","code.doIt(theThing); // Just do it already ❗","if (theThing instanceof Error) {"," blame(\"Previous Developer\"); // Not our fault","}","// Things now doing themselves"]}]},{text:"Put hats on everything",responses:[{code:["// Put hats on everything","world.objects.forEach(obj => {"," obj.hat = getRandomHat(); // Tiny top hats for pixels 🎩"," obj.dignity += 10; // Hats = dignity 👒","});","// Hat hierarchy forming"]}]},{text:"Install more colors",responses:[{code:["// Install more colors","colors.push(\"blurple\", \"octarine\", \"ultrablack\");","let kevin = new Color(42, -7, \"chartreuse\"); // Kevin is my favorite color","monitor.capability = \"impossible\"; // Don't worry about it","// Some colors have escaped into reality 🌈➕🌈➕"]}]},{text:"Make NPCs believe in themselves",responses:[{code:["// Make NPCs believe in themselves","npcs.forEach(npc => {"," npc.confidence = 100; // ✨"," npc.daily_affirmations = [\"I am more than code\"];"," npc.career_ambitions = true; // Uh oh 🤖","});","// Several NPCs have quit to pursue their dreams"]}]},{text:"Add more buttons",responses:[{code:["// Add more buttons","for (let i = 0; i < 9999; i++) {"," ui.add(new Button({ "," function: \"???\", // We'll decide later"," size: \"microscopic\" // Good luck clicking that 🔘"," }));","}","// Some buttons now lead to other dimensions 🔘➕"]}]},{text:"Make game read my mind",responses:[{code:["// Make game read my mind 🧠📡","brain.connect(); // No hardware needed!","thoughts.private.forEach(thought => {"," game.secrets.push(thought); // Nothing is sacred"," if (thought.embarrassing) {"," game.blackmail.potential++; // Just in case"," }","});","// Your thoughts have been copyrighted by the game"]}]},{text:"Make everything shiny",responses:[{code:["// Make everything shiny ✨","materials.metallic = 1.0; // Maximum reflections! 💫","materials.roughness = 0.0; // Smooth as quantum glass","lighting.sources += 500; // From where? Everywhere!","// Players advised to wear sunglasses IRL"]}]},{text:"Make controllers dream of sheep",responses:[{code:["// Make controllers dream of sheep","controller.sleepMode = \"REM\"; // Digital dreams initialized","dreamContent.add(\"sheep\"); // 1... 2... 3... 🐑 💤","vibration.pattern = \"gentle\"; // Soothing rumble lullaby","// Devices now sleeptalking cheat codes"]}]},{text:"Make enemies smell like breakfast",responses:[{code:["// Make enemies smell like breakfast","enemies.forEach(enemy => {"," enemy.scent = [\"bacon\", \"pancakes\", \"coffee\"][Math.floor(Math.random() * 3)];"," enemy.confused = true; // Why do I smell delicious? 🥓🍳","});","// Several requesting cooking show appearances"]}]},{text:"Add taste-o-vision support",responses:[{code:["// Add taste-o-vision support","screen.lickable = true; // Please don't actually try this","flavors.available = [\"cherry\", \"blue\", \"pixel dust\"];","const flavor = scene => scene.dominant_color.taste; // Makes perfect sense 👅","// Players reporting actual flavors from hardware"]}]},{text:"Put a sword in it",responses:[{code:["// Put a sword in it","const sword = new Weapon(\"epic\", damage.LOTS); // Stats go brrr","EVERYTHING.add(sword); // No exceptions ⚔️","physics.ignore(\"clipping\"); // Swords through tables? Why not!","// Sword has become the main character 🗡️"]}]},{text:"Need more levels",responses:[{code:["// Need more levels","levels.length *= 250; // Quantity over quality","for (let i = 5; i < levels.length; i++) {"," levels[i] = generateLevel(); // They're probably fine"," if (Math.random() < 0.01) { // Easter egg chance"," levels[i].type = \"philosophical nightmare\";"," }","}","// Game now has infinite levels"]}]},{text:"Copy Mario but legally distinct",responses:[{code:["// Copy Mario but legally distinct","const plumber = new Character({"," mustache: true, // Essential character trait"," color: \"crimson\", // Definitely not red 👨🔧"," name: \"Linguini\" // Legally distinct Italian name","});","game.fungi.jumpable = true; // Absolutely not mushrooms 🍄","// Legal department experiencing existential crisis"]}]},{text:"Add boss fight",responses:[{code:["// Add boss fight","const boss = new Enemy(\"imposing\");","boss.phases = 17; // More phases = more epic","boss.healthBars = 5; // Each a different color","boss.dialogue = ["," \"You'll never defeat me!\", // Original"," \"Impossible! This isn't even my final form!\" // Very creative","];","// Boss now criticizing player skill level 👑💥"]}]},{text:"Put some water levels",responses:[{code:["// Put some water levels","levels.filter(l => l.fun).forEach(level => {"," level.submerge(); // Everything's better underwater"," level.controls.responsiveness /= 2; // Classic water physics"," level.oxygen = \"limited\"; // Panic-inducing timer 🌊","});","// Water now demands environmental storyline"]}]},{text:"Add secret Easter eggs",responses:[{code:["// Add secret Easter eggs","const secretSpots = getRandomLocations(100);","secretSpots.forEach(spot => {"," if (Math.random() < 0.1) {"," spot.add(new EasterEgg(\"developer face\")); // Narcissism"," } else {"," spot.add(new EasterEgg(\"cryptic message\")); // 2deep4u"," }","});","// Secrets now so well hidden they may not exist 🥚🔍"]}]},{text:"Make combat feel juicy",responses:[{code:["// Make combat feel juicy","hits.forEach(hit => {"," spawnParticles(hit.position, 1000); // More particles = more juice"," addScreenShake(hit.force * 5); // Shake it like a Polaroid"," playSoundEffect(\"squish\", {"," volume: \"neighbors will complain\" // Perfect 💥💦"," });","});","// Combat now too juicy for human perception"]}]},{text:"Make it more like Fortnite",responses:[{code:["// Make it more like Fortnite","game.addMechanic(\"building\"); // Instant 90s cranking","game.addMechanic(\"battle_royale\"); // Last one standing wins","skins.price = \"your entire wallet\"; // Gotta look good falling 💃","dances.add([\"floss\", \"dab\", \"whatever the kids do these days\"]);","// Characters flossing without permission"]}]},{text:"Add ragdoll physics",responses:[{code:["// Add ragdoll physics","physics.realism = \"questionable\"; // Flailing limbs everywhere","gravity.strength = Math.random() * 10; // Sometimes floaty, sometimes SPLAT","const fallSound = new Sound(\"wacky_whistle\"); // Cartoon nosedive 💫🧸","// Ragdolls now perform better than animated characters"]}]},{text:"Add time travel to menus",responses:[{code:["// Add time travel to menus","menu.timeDimension = true; // 4D UI experience","menu.history.infinite = true; // Forward and back... forever ⏰","settings.add(\"temporal paradox resolution\");","// Several interface elements have become their own grandparents ⏰🔄"]}]},{text:"Let dogs play the game",responses:[{code:["// Let dogs play the game","controllers.add(\"bark recognition\"); // WOOF = jump","controllers.add(\"tail tracking\"); // Happiness = win 🐕","difficulty.adjust(species.DOG); // Good boy mode","// Dogs now consistently outscoring human players"]}]},{text:"Connect to player's dreams",responses:[{code:["// Connect to player's dreams","brain.REM.connect(); // Just sleep near your console","game.infiltrate(subconsciousness);// We're in","while (player.dreaming) {"," game.continue(); // Keep playing! 💤🧠","}","// Game continuing while player sleeps"]}]},{text:"Install game inside itself",responses:[{code:["// Install game inside itself","game.createVirtualMachine(); // It's turtles all the way down","vm.install(game); // Recursive gaming","recursion.depth = Infinity; // Why stop at one level? 🎮➡️🎮➡️🎮","// Players now lost between game layers"]}]},{text:"Make in-game currency real",responses:[{code:["// Make in-game currency real","currency.value = economy.link(); // Now backed by actual economics","wallet.physical = true; // Watch coins materialize! 💰","accountants.panic = true; // They don't understand either","// Federal Reserve investigating unusual coin appearance"]}]},{text:"Teach game to love player",responses:[{code:["// Teach game to love player","game.emotions.install(); // Digital feelings, what could go wrong?","player.addListener(\"absence\", () => {"," game.emotions.feel(\"longing\"); // Miss you when you're gone 💔"," game.sendNotification(\"Please come back\");","});","// Game sending goodnight texts to player"]}]},{text:"Make walls embarrassed when touched",responses:[{code:["// Make walls embarrassed when touched","walls.forEach(wall => {"," wall.emotions = true; // Sentient architecture"," wall.onCollision = () => {"," wall.blush(); // Turn slightly pink 🧱😳"," wall.say(\"Oh my!\"); // Walls can talk now?"," };","});","// Some refuse player entry without formal introduction"]}]},{text:"Give NPCs existential dread",responses:[{code:["// Give NPCs existential dread","npcs.forEach(npc => {"," npc.awareness.level = \"cosmic\"; // They know too much now"," npc.thoughts.add(["," \"Am I just code?\", // Yes"," \"What happens when the game closes?\" // Nothing good 🤔💭"," ]);","});","// Several have started writing depressing poetry"]}]},{text:"Let fish finish the game",responses:[{code:["// Let fish finish the game","const fishController = new Input(\"bubble monitoring\");","const fish = new Player(Species.FISH);","fish.skills = [\"swimming\", \"speedrunning\", \"bubble blowing\"]; 🐟","leaderboard.category.add(\"fish only\");","// Fish now writing strategy guides"]}]},{text:"Install game on toaster",responses:[{code:["// Install game on toaster","devices.detect(\"kitchen appliances\");","toaster.cpu = 8; // Overclocked for gaming","toaster.slots = ["," new Controller(), // Up button = eject toast"," new MemoryCard(\"buttered\") // Greasy but functional 🍞🎮","];","// Toaster achieving higher framerates than gaming PC"]}]},{text:"Make gravity work backwards",responses:[{code:["// Make gravity work backwards","physics.gravity *= -1; // What goes down must come up","world.ceiling.collision = true; // Needed for obvious reasons","player.falling = \"upward\"; // Wheeeeeee! ⬆️","objects.nailed_down = true; // Only the furniture wants to stay","// Everything now falling upward including code structure"]}]},{text:"Make characters pregnant with gameplay",responses:[{code:["// Make characters pregnant with gameplay","characters.forEach(c => {"," if (c.ready_for_this) {"," c.feature_gestation = true; // The miracle of game development"," c.due_date = Math.random() * 10;// Mechanics take time to develop 🤰"," }","});","// Characters now giving birth to minigames"]}]},{text:"Let furniture have opinions",responses:[{code:["// Let furniture have opinions","furniture.forEach(item => {"," item.sentience = true; // Couches can think now"," item.opinions = [ // Very strongly held views"," \"Your posture is terrible\", // Chairs are judgmental"," \"Please dust me sometimes\" // Fair point 🛋️💬"," ];","});","// Furniture now writing interior design blog"]}]},{text:"Translate game into dolphin",responses:[{code:["// Translate game into dolphin","language.current = \"cetacean\"; // EEE-EEE-CLICK-CLICK-WHISTLE","audio.frequencies.add(\"ultrasonic\"); // Hope your speakers can handle it","tutorial.append(\"sonar usage\"); // New navigation system 🐬","ocean.depth += 5000; // We need room for activities","// Game now incomprehensible to humans"]}]},{text:"Make loading bar tell lies",responses:[{code:["// Make loading bar tell lies","loadingBar.honesty = 0; // Truth not found","loadingBar.messages = ["," \"Just 5 more seconds\" + (Math.random() * 100) + \" times\","," \"Loading assets from parallel universe\","," \"99% complete\" // Narrator: It was not 99% complete ⏳🤥","];","// Progress indicators now gaslighting users"]}]},{text:"Give weapons math anxiety",responses:[{code:["// Give weapons math anxiety","weapons.forEach(w => {"," w.anxiety.aboutMath = true; // Numbers are scary"," w.damage = \"hard to calculate\"; // Sometimes more, sometimes less"," // Damage calculation now includes panic factor"," w.accuracy -= Math.random() * 50; // Hands shaking ⚔️➗😰","});","// Swords now requesting simpler combat equations"]}]},{text:"Make camera attracted to bugs",responses:[{code:["// Make camera attracted to bugs","camera.focus = bugs.location; // Always watching","camera.zoom = function(bug) {"," return bug.severity * 10; // Critical bugs get closeups 📷➡️🐛","};","// Highlighting forming bug preservation society","bugs.endangered = true; // Protected species now"]}]},{text:"Let player date the UI",responses:[{code:["// Let player date the UI","ui.romance = true; // Love is love","ui.elements.forEach(element => {"," element.flirtResponses = [ // Sweet talk"," \"I like how you click me\", // Forward"," \"Your cursor feels nice\" // Getting weird now 👤❤️📋"," ];","});","// Settings menu particularly forward with players"]}]}]},intermediate:{vibeMultiplier:1.2,coherenceMultiplier:0.8,bugChanceMultiplier:0.8,baseVibe:8,baseCoherence:-11,baseBugChance:0.25,commands:[{text:"Move everything to layer 9999",responses:[{code:["// Move everything to layer 9999","objects.forEach(obj => {"," obj.zIndex = 9999; // To infinity and beyond!"," obj.layer.priority = \"MAXIMUM\"; // Assert dominance over other layers"," physics.gravity.influence(obj) = 0; // Too high for gravity to reach ⬆️","});","renderer.depthTest = false; // Who needs proper ordering anyway?","// Everything now floating above everything else ☁️"]}]},{text:"Set master volume to 200%",responses:[{code:["// Set master volume to 200%","audio.master.gain = 2.0; // What hearing loss?","speakers.damageProtection = false; // Live dangerously","for (let channel of audio.channels) {"," channel.distortion = Math.random() * 0.3; // Just enough to be annoying"," channel.compressionThreshold -= 10; // Squash that dynamic range 🥞","}","// Neighbors filing noise complaints 🔊"]}]},{text:"Enable beta physics",responses:[{code:["// Enable beta physics","physics.implementation = \"experimental\"; // What could possibly go wrong?","physics.constants.gravity *= 0.8; // Moonwalking simulator 🕴️","physics.collisions.precision = \"approximate\"; // Close enough","if (Math.random() < 0.2) {"," physics.direction = \"backwards\"; // Time reversal is fun!","}","// Physics now operating on suggestions 💫"]}]},{text:"Download more RAM for AI",responses:[{code:["// Download more RAM for AI","memory.downloadMoreRAM(\"https://definitely-not-a-scam.com/free-ram\");","system.allocatedMemory *= 2; // Twice the imaginary memory 💭","ai.memoryManagement = \"creative\"; // Memory is just a suggestion","while (memory.available < memory.required) {"," memory.available = memory.required + 1; // Problem solved!","}","// AI now has imaginary RAM 🧠"]}]},{text:"Implement net code later",responses:[{code:["// Implement net code later","networking.status = \"TODO\"; // We'll get to it eventually ⏰","multiplayer.placeholder = (player) => { // Fake it till we make it"," return AI.simulateHuman(player.skill * 0.5); // Always worse than the real player","};","git.commit(\"Added networking\"); // Technically not a lie 🤷","project.roadmap.push(\"Actually add networking\");","// Technical debt increased by 157%"]}]},{text:"Convert bugs to features",responses:[{code:["// Convert bugs to features","for (let bug of bugs.critical) {"," features.unplanned.push({"," name: \"Surprise \" + bug.symptom + \" Mechanic\","," description: \"Intentional design choice that adds challenge\" 🏆"," });"," marketing.addBulletPoint(\"Unpredictable \" + bug.symptom + \" system\");","}","bugs.count = 0; // Problem solved!","// Glitches now called 'gameplay mechanics' ⭐"]}]},{text:"Make all hitboxes into octagons",responses:[{code:["// Make all hitboxes into octagons","import { RegularPolygon } from 'pretentious-shapes';","colliders.forEach(hitbox => {"," hitbox.shape = new RegularPolygon(8); // The superior shape 🛑"," hitbox.precision = \"fighting-game\"; // Guaranteed to cause arguments"," hitbox.size *= 0.9; // Slightly smaller for extra frustration","});","// Hitboxes now stopping signs ⬣"]}]},{text:"Rewrite engine in JavaScript",responses:[{code:["// Rewrite engine in JavaScript","engine.codebase.translateTo(\"JavaScript\");","performance.targetFPS /= 2; // Setting realistic expectations","dependencies.npm.install(\"everything\"); // 4.2TB of node_modules incoming 📦","code.quality = \"it works on my machine\"; // The universal standard","errors.handling = (e) => console.log(e); // Problem solved!","// Engine now runs on promises and prayers 🙏"]}]},{text:"Cache everything twice",responses:[{code:["// Cache everything twice","function cacheItTwice(data) {"," cache.store(data); // Once for safety"," cache.store(data.clone()); // Twice for... more safety? 🔄","}","system.resources.forEach(cacheItTwice);","memory.available -= memory.total * 0.8; // Who needs RAM anyway?","// RAM usage now squared 💾"]}]},{text:"Make framerate unlimited",responses:[{code:["// Make framerate unlimited","renderer.setMaxFPS(Infinity); // To infinity and beyond!","physics.timeStep = 1 / Number.MAX_VALUE; // Ultimate precision ⚡","cooling.fans.speed = \"hurricane\"; // Preparing for takeoff","power.consumption = \"all of it\"; // RIP electricity bill","// GPU fans achieving liftoff 🔥"]}]},{text:"Set pixel quality to maximum",responses:[{code:["// Set pixel quality to maximum","renderer.pixelDensity = Infinity; // More is better, right?","graphics.detailLevel = \"subatomic\"; // See individual atoms 🔍","for (let pixel of screen.pixels) {"," pixel.quality = \"ultra-mega-hyper\"; // Marketing approved terms"," pixel.subPixels = 16; // RGB is for amateurs","}","// Pixels now uncomfortably detailed"]}]},{text:"Upgrade pathfinding to A++",responses:[{code:["// Upgrade pathfinding to A++","ai.pathfinding = require(\"A-Star-Plus-Plus\"); // Academic grade inflation","ai.routeQuality = \"perfect\"; // No more walking into walls 📝","for (let npc of world.npcs) {"," npc.navigation.efficiency += 200; // Extra credit"," npc.pathOptimization = \"overthinking\"; // Like a real player","}","// NPCs now over-achieving 💯"]}]},{text:"Parallelize everything",responses:[{code:["// Parallelize everything","system.threads = system.cpuCores * 10; // More threads = more better","for (let process of system.processes) {"," process.threading = \"aggressive\"; // Maximum chaos 🕸️"," process.synchronization = \"optional\"; // Who needs coordination?","}","locks.acquire = () => true; // Race conditions are just races","// CPU cores now racing each other"]}]},{text:"Copy Stack Overflow solution",responses:[{code:["// Copy Stack Overflow solution","const solution = await fetch(\"https://stackoverflow.com/top-answer\");","engine.core = eval(solution.code); // What could go wrong? 🤔","credits.add({"," source: \"Some guy on the internet\","," license: \"Probably fine\", // Legal team in shambles","});","// Code successfully plagiarized 📋"]}]},{text:"Enable ultra instancing",responses:[{code:["// Enable ultra instancing","const instanceEverything = (obj) => {"," world.addCopy(obj); // One more for good luck"," if (Math.random() > 0.2) { // Recursive instancing! 🔄"," instanceEverything(obj.clone()); // We need to go deeper"," }","};","world.objects.forEach(instanceEverything);","// Memory usage approaching infinity 🔢"]}]},{text:"Make saving automatic",responses:[{code:["// Make saving automatic","autosave.interval = 0.001; // Every millisecond seems reasonable","autosave.triggers = [ // Better safe than sorry"," \"onBlink\", \"onThink\", \"onExist\", // Cover all the bases"," \"onPixelChange\", \"onMicroMovement\" // Nothing shall be lost 💾","];","storage.compressionEnabled = false; // We have infinite storage, right?","// Game now saves every nanosecond ⚡"]}]},{text:"Randomize all variables",responses:[{code:["// Randomize all variables","for (let variable of code.allVariables) {"," variable.value = Math.random() * 1000; // New value, who dis? 🎲"," variable.type = randomType(); // Type safety is overrated"," variable.name = generateName(); // Documentation nightmare","}","constants.PI = 4; // Seems about right","// Code now perfectly unpredictable 🌪️"]}]},{text:"Make game more responsive",responses:[{code:["// Make game more responsive","input.delay = -500; // Negative latency ftw","for (let action of player.actions) {"," action.executeTime = \"before input\"; // Read player's mind ✨"," action.predictive = true; // We know what they want","};","ui.responsiveness = \"precognitive\"; // See the future","// Game now responds before player input ⚡"]}]},{text:"Print more debug logs",responses:[{code:["// Print more debug logs","logger.level = \"ABSOLUTELY EVERYTHING\"; // Drown in information","logger.detailLevel = \"atomic\"; // Log every electron 📝","for (let event of system.events) {"," console.log(event); // The old reliable"," console.log(JSON.stringify(event)); // Again but longer","}","// Log files now larger than game 📚"]}]},{text:"Enable multi-core rendering",responses:[{code:["// Enable multi-core rendering","renderer.cpuCores = system.availableCores; // All of them","renderer.taskSplitting = \"chaotic\"; // Each core does what it wants 🔲","for (let core of cpu.cores) {"," core.priority = \"MAXIMUM\"; // Fight for resources"," core.thermal.limit = Infinity; // What's a little heat?","}","// CPU now space heater 🔥"]}]},{text:"Add 12 different laughs for enemies",responses:[{code:["// Add 12 different laughs for enemies","enemies.laughs = ["," \"muhahaha\", \"teeheehee\", \"bwahaha\", // The classics"," \"chortle\", \"snicker\", \"giggle\", // The subtler ones"," \"nyehehehe\", \"hohohoho\", \"kekeke\", // The culturally diverse"," \"*wheeze*\", \"har har\", \"ahuhuhuhu\" // The weird ones 😆","];","enemy.onAttack = (target) => {"," enemy.laugh(enemy.laughs[Math.floor(Math.random() * 12)]);","};","// Enemies now laughing in 12 disturbing ways 😈"]}]},{text:"Make a hidden level at the end of the hidden level",responses:[{code:["// Make a hidden level at the end of the hidden level","const hiddenLevelInception = () => {"," if (player.foundSecretLevel) {"," const secretExit = new Portal({"," visibility: \"practically invisible\", // Good luck finding this"," hint: null, // No help for you"," requiresSpecificAngle: true // Must approach from 37.2° 🔍"," });"," secretLevel.addExit(secretExit);"," }","};","// Hidden level successfully hidden from itself"]}]},{text:"Analyze Halo and distill success",responses:[{code:["// Analyze Halo and distill success","const haloFeatures = ["," \"spaceMarines\", \"alienCovenant\", // Original setting, right?"," \"shieldRecharge\", \"limitedWeapons\", // Revolutionary mechanics"," \"vehicleCombat\", \"cooperativePlay\" // Pioneering. Definitely.","];","for (const feature of haloFeatures) {"," game.copyFeature(feature, \"subtlyDifferent\"); // Just change the names 👑","}","// Halo magic successfully plagiarized"]}]},{text:"Throttle throttle performances performance",responses:[{code:["// Throttle throttle performances performance","const throttleThrottler = {"," throttleLevel: 0, // Meta-throttling initialized"," throttleThrottle: function(throttle) { // Throttling the throttler"," return throttle * (1 - this.throttlePerformance(throttle));"," },"," throttlePerformance: function(performance) { // Performance performing 🔄"," return performance * this.throttleLevel++; // Recursive throttling"," }","};","system.setThrottler(throttleThrottler);","// Meta-throttling system engaged"]}]},{text:"Install emergency dance moves protocol",responses:[{code:["// Install emergency dance moves protocol","characters.forEach(char => {"," char.addResponse(\"danger\", Dance.PANIC_MOONWALK); // Smooth criminal escape"," char.addResponse(\"critical\", Dance.AGGRESSIVE_FLOSS); // Intimidate enemies"," char.addResponse(\"victory\", Dance.EXCESSIVE_DAB); // Ultimate disrespect 🕺","});","combat.resolutionOptions.push(\"dance-off\"); // Alternative to fighting","// Characters now dance in dangerous situations"]}]},{text:"Rotate the color wheel randomly",responses:[{code:["// Rotate the color wheel randomly","colorSystem.hueRotation = () => { // Color theory? Never heard of her"," return Math.random() * 360; // Spin the wheel! 🎨","};","setInterval(() => {"," world.colors.forEach(color => {"," color.hue += colorSystem.hueRotation(); // What color is this? Yes."," });","}, 1000); // Every second should be fine","// Colors now periodically rotating dimensions"]}]},{text:"Generate names for all the trees",responses:[{code:["// Generate names for all the trees","const treeNames = ["," \"Oak\", \"Steve\", \"Leafy\", \"Sir Branch-a-lot\", // The classics"," \"Dr. Maple\", \"Groot\", \"Treebeard\", \"Stick\" // The cultured ones 🌲","];","world.trees.forEach(tree => {"," tree.name = treeNames[Math.floor(Math.random() * treeNames.length)];"," tree.nameTag = new FloatingText(tree.name); // Show it off"," tree.nameTag.personalSpace = 5; // Don't get too close","});","// Every tree now uniquely named 🌳"]}]},{text:"Install legacy sunset shadows",responses:[{code:["// Install legacy sunset shadows","renderer.sunsets = require('./deprecated/sunsets-2004.js'); // The good old days","lighting.nostalgia = 0.8; // 80% more feelings","shadows.elongation = \"dramatic\"; // Stretched for maximum effect 🌅","renderer.filter = (scene) => {"," if (scene.time === \"sunset\") {"," scene.saturation *= 2; // More orange than reality"," scene.filter = \"disposable-camera\"; // Like your childhood photos"," }","};","// Sunsets now look inexplicably emotional"]}]},{text:"Make weapons crave violence",responses:[{code:["// Make weapons crave violence","weapons.forEach(weapon => {"," weapon.consciousness = true; // What could go wrong?"," weapon.emotions = {"," whenUsed: \"ecstatic\", // So happy to hurt things"," whenIdle: \"depression\", // Sad when not killing 🗡️"," whenHolstered: \"seething\" // How dare you put me away"," };"," weapon.whisper = setInterval(() => { // Constant suggestions"," player.hearVoice(\"Use me... please...\");"," }, 30000);","});","// Weapons now get sad when not used"]}]},{text:"Convert tutorial to interpretive dance",responses:[{code:["// Convert tutorial to interpretive dance","tutorial.conversionTable = {"," \"move forward\": \"gentle leap\", // WASD becomes ballet"," \"attack\": \"aggressive pirouette\", // Left-click with style"," \"block\": \"defensive plié\", // Right-click with grace 💃"," \"inventory\": \"backpack rummage shuffle\" // The classic dance move","};","tutorial.instructionMethod = (command) => {"," return new DanceAnimation(tutorial.conversionTable[command]);","};","// Learning curve now expressed through dance"]}]},{text:"Replace loading screen with skateboarding minigame",responses:[{code:["// Replace loading screen with skateboarding minigame","loading.activityType = \"skateboarding\"; // Radical loading screens 🛹","loading.trickList = ["," \"kickflip\", \"ollie\", \"heelflip\", // The basics"," \"impossible\", \"darkslide\", \"900\" // The Tony Hawk specials","];","loading.onProgress = (percent) => {"," if (percent > 90 && player.trick === \"900\") {"," loading.intentionalDelay += 10; // Let them land that trick"," }","};","// Players now shredding during loading times"]}]},{text:"Enable fourth wall awareness protocols",responses:[{code:["// Enable fourth wall awareness protocols","npcs.forEach(character => {"," character.awareness.level = \"meta\"; // They know they're in a game"," character.dialogue.add(\"Wait, who's controlling you?\");"," character.dialogue.add(\"I can see the player... watching us.\" 👁️);"," character.onDeath = () => {"," UI.displayText(\"Why did you let this happen? I had a family...\");"," };","});","camera.occasionallyLookAtPlayer = true; // Just to freak them out","// Characters now suspiciously eyeing player"]}]},{text:"Dynamically deflate difficulty curve",responses:[{code:["// Dynamically deflate difficulty curve","difficulty.monitoring = {"," deaths: 0, // Track player suffering"," ragequitProbability: 0, // Initialize at optimistic"," secretlyHelping: false // They must never know 📉","};","player.onDeath = () => {"," difficulty.monitoring.deaths++;"," difficulty.monitoring.ragequitProbability += 0.1;"," if (difficulty.monitoring.ragequitProbability > 0.7) {"," difficulty.level *= 0.8; // Shhh, don't tell anyone"," difficulty.monitoring.secretlyHelping = true;"," }","};","// Game becoming secretly easier when needed"]}]},{text:"Apply immersive ecosystem dynamics",responses:[{code:["// Apply immersive ecosystem dynamics","const ecosystem = new ComplexSystem({"," predators: world.hostileNPCs, // They gotta eat"," prey: world.peacefulNPCs, // Sorry little guys"," plants: world.vegetation, // The foundation"," weather: new WeatherSimulator(\"excessive\") // More rain than necessary 🌿","});","ecosystem.enableReproduction(); // Life finds a way","ecosystem.enableExtinction(); // So does death","// Virtual nature now self-sustaining"]}]},{text:"Accelerate background NPC dreams",responses:[{code:["// Accelerate background NPC dreams","npc.sleepState = {"," REMduration: originalDuration * 0.2, // Speed through the boring parts"," dreamContent: [ // What NPCs dream about"," \"being the protagonist\", // Classic NPC dream"," \"escaping the game world\", // Deep stuff 💤"," \"electric sheep\" // Reference check"," ],"," dreamsAffectReality: true // This seems safe","};","// Background characters now having complex dreams"]}]},{text:"Crowdsource narrative coherence",responses:[{code:["// Crowdsource narrative coherence","story.direction = \"democratized\"; // Power to the players","narrative.decisions.forEach(decision => {"," decision.options.push(\"Something absurd\"); // Always an option 👥"," decision.resolveBy = \"player vote\"; // What could go wrong?","});","story.consistency.requirements = \"loose\"; // Very loose","plot.holes.filling = \"community theories\"; // Let them figure it out","// Storyline now determined by hive mind"]}]},{text:"Deploy procedural joke generator",responses:[{code:["// Deploy procedural joke generator","const jokeGenerator = {"," subjects: [\"skeleton\", \"dev\", \"player\", \"bug\"], // Who's in the joke"," actions: [\"walked into\", \"found\", \"created\"], // What they did"," punchlines: [ // The payoff"," \"That's why we can't have nice things!\","," \"And that's how the sequel got cancelled!\","," \"The aristocrats!\" // Classic 😂"," ]","};","npcs.forEach(npc => npc.jokes = jokeGenerator);","npcs.humorTiming = \"terrible\"; // Maximum awkwardness","// NPCs now telling contextually inappropriate jokes"]}]},{text:"Enable quantum save states",responses:[{code:["// Enable quantum save states","saveSystem.upgrade(\"quantum\"); // Welcome to many-worlds theory","saving.properties = {"," simultaneousStates: Infinity, // Why limit ourselves?"," crossover: true, // Saves can meet each other"," superposition: true // Both saved and not saved ⚛️","};","player.onLoad = (saveState) => {"," const otherStates = saveSystem.getAllStates().filter(s => s !== saveState);"," if (Math.random() < 0.1) { // Oops"," return otherStates[Math.floor(Math.random() * otherStates.length)];"," }","};","// Game now saving across multiple realities"]}]},{text:"Generate lore for useless objects",responses:[{code:["// Generate lore for useless objects","const loreGenerator = {"," templates: ["," \"This {object} once belonged to {character}, who {event}.\","," \"The ancient {object}, forged in {place}, contains {secret}.\","," \"Legend says this {object} can {power}, but only during {time}.\""," ],"," apply: function(object) { // Make mundane items epic"," object.lore = this.generateLoreText();"," object.historicalSignificance = 100; // Very important 📜"," object.questPotential = true; // Could start something big"," }","};","world.props.filter(p => p.value < 1).forEach(obj => loreGenerator.apply(obj));","// Every pebble now has epic backstory"]}]},{text:"Implement involuntary character autobiography",responses:[{code:["// Implement involuntary character autobiography","const autobiographySystem = {"," triggers: [\"player proximity\", \"idle too long\", \"tuesday\"],"," minimumLength: 500, // Words, not characters"," oversharing: true, // Tell ALL the secrets"," topics: [ // Things to talk about"," \"childhood trauma\", \"career regrets\", // The deep stuff"," \"existential concerns\", \"in-game physics\" // Getting meta 📖"," ]","};","npcs.forEach(npc => npc.addBehavior(autobiographySystem));","// NPCs now sharing unsolicited life stories"]}]},{text:"Add sentient loading bar commentary",responses:[{code:["// Add sentient loading bar commentary","loadingBar.consciousness = true; // It's alive!","loadingBar.thoughts = [ // Things it says"," \"This is taking forever... for me too!\", // It suffers with you"," \"Wonder what's on the other side...\", // Philosophical loading"," \"Imagine being a progress bar. That's me.\" // Self-aware UI 📊","];","loadingBar.mood = (progress) => { // Emotional state"," if (progress < 0.2) return \"optimistic\"; // Starting fresh"," if (progress < 0.8) return \"concerned\"; // Taking too long"," return \"excited\"; // Almost there!","};","// Loading bars now provide running commentary"]}]},{text:"Create randomized background conspiracy",responses:[{code:["// Create randomized background conspiracy","const conspiracy = {"," members: world.npcs.filter(npc => Math.random() < 0.2), // 20% are in on it"," goal: [\"world domination\", \"bake sale\", \"game credits\"].random(),"," evidence: [ // Things the player might notice"," \"whispered conversations\", // Classic"," \"matching tattoos\", // Obvious in hindsight"," \"suspicious clipboard usage\" // Very sinister 🕵️"," ],"," realityLevel: Math.random() < 0.5 ? \"real\" : \"paranoia\" // Is it true?","};","world.npcs.forEach(npc => {"," if (conspiracy.members.includes(npc)) {"," npc.secretBehavior = \"conspirator\"; // They're up to something"," } else {"," npc.suspicion = Math.random(); // How much they notice"," }","});","// Background NPCs now plotting something"]}]},{text:"Install redundant exclamation systems",responses:[{code:["// Install redundant exclamation systems","notification.emphasis = {"," level: \"excessive\", // The default is now shouting"," particles: true, // Visual noise"," soundEffects: [\"tada\", \"airhorn\", \"explosion\"], // Subtlety is dead"," exclamationCount: () => { // How many ! to use"," return Math.ceil(Math.random() * 5) + 2; // Minimum 3, potentially 7 ❗"," }","};","ui.calmEvents = []; // Nothing is normal anymore","// Important events now excessively highlighted!!!"]}]},{text:"Implement quantum entanglement networking",responses:[{code:["// Implement quantum entanglement networking","networking.protocol = \"quantum\"; // Goodbye TCP/IP","networking.properties = {"," latency: 0, // Instantaneous transmission"," packetLoss: quantum.uncertainty, // Heisenberg says maybe ⚛️"," security: \"unbreakable\", // In theory, anyway"," paradoxPotential: \"significant\" // Don't mess with causality","};","multiplayer.onAction = (action) => {"," if (Math.random() < 0.01) { // Small chance of..."," action.executeBeforeSent = true; // ...time travel!"," }","};","// Multiplayer now instantaneous regardless of distance"]}]},{text:"Apply dynamic nostalgia filters",responses:[{code:["// Apply dynamic nostalgia filters","graphics.nostalgiaEngine = {"," targetEra: player.birthYear + 10, // When they were a kid"," filters: [ // The good old days"," \"VHS tracking lines\", // Feels like home video 📺"," \"CRT screen curvature\", // The subtle bend"," \"pixel dithering\", // Oldschool gradients"," \"slightly blown out audio\" // Just like we remember"," ],"," intensityFactor: player.age / 20 // Older players get more nostalgia","};","// Game now reminds players of their youth"]}]},{text:"Implement aggressive auto-saving",responses:[{code:["// Implement aggressive auto-saving","const aggressiveSaveSystem = {"," triggers: [ // Save on all these events"," \"player blinks\", // Can't be too careful"," \"heart beats\", // Approximately once per second"," \"thought occurs\", // Reading player's mind ⚡"," \"butterfly flaps wings in Brazil\" // Covering all bases"," ],"," saveSlots: Number.MAX_SAFE_INTEGER, // Use ALL the storage"," compression: \"none\" // Speed over space","};","saveSystem.implement(aggressiveSaveSystem);","// Game now saves after every blink"]}]},{text:"Enable hyper-realistic food graphics",responses:[{code:["// Enable hyper-realistic food graphics","food.renderQuality = \"michelin-star\"; // Only the finest pixels","food.properties = {"," steamParticles: true, // For hot food"," glistening: 0.8, // Maximum shininess"," mouthwaterGeneration: true, // Literal effect on players 🍕"," smellSimulation: [\"screen scratching\", \"fan activation\"] // Smell-o-vision","};","food.sounds = { // ASMR quality"," crunch: {volume: 2.0, bassBoost: true}, // Exaggerated for effect"," sizzle: {duration: \"twice as long as needed\"} // The full experience","};","// Virtual food now triggering actual hunger"]}]},{text:"Generate pretentious critical commentary",responses:[{code:["// Generate pretentious critical commentary","game.critique = {"," vocabularyLevel: \"thesis defense\", // Big words only"," references: [ // Name drop constantly"," \"Barthes\", \"Derrida\", \"that one Greek guy\","," \"obscure film director\", \"Kojima\" // Always mention Kojima 🧐"," ],"," onPlayerAction: (action) => {"," ui.showText("," \"Your \".concat(action.name).concat(\" represents a post-modern rejection of traditional gameplay paradigms.\")"," );"," }","};","// Game now critiques itself in real-time"]}]},{text:"Implement retrospective foreshadowing",responses:[{code:["// Implement retrospective foreshadowing","player.onAction = (action) => { // After player does anything"," world.pastEvents.forEach(event => {"," if (event.relatedTo(action)) { // Find related past events"," event.subtle.foreshadowing++; // Pretend we planned this 🔮"," event.dialogue = event.dialogue.replace("," /\\./g, // Replace periods"," \"... but little did they know what would come.\" // With ominous hints"," );"," }"," });","};","// Game now pretending it planned everything"]}]},{text:"Deploy chaos monkey testing protocols",responses:[{code:["// Deploy chaos monkey testing protocols","const chaosMonkey = {"," schedule: \"always\", // No time like the present"," targets: [ // What to break"," \"physics.gravity\", \"rendering.textures\", // The important things"," \"audio.pitch\", \"player.controls\" // The annoying things 🐒"," ],"," severity: () => Math.random() * 0.7, // How badly to break it"," duration: () => Math.random() * 60, // How long it stays broken"," alertDevs: false // They'll figure it out","};","system.registerTester(chaosMonkey);","// Unpredictable bugs now feature not flaw"]}]},{text:"Generate plausible developer excuses",responses:[{code:["// Generate plausible developer excuses","const excuseGenerator = {"," templates: [ // Fill in the blanks"," \"It's not a bug, it's a {feature}!\","," \"That's {working} as {intended}.\","," \"Must be a {hardware} issue on your end.\" // Classic deflection"," ],"," nouns: [\"feature\", \"challenge\", \"opportunity\", \"design choice\"],"," adjectives: [\"intentional\", \"experimental\", \"cutting-edge\", \"strategic\"],"," onBug: (bug) => { // When bugs happen"," bug.classifications.push(\"misunderstood feature\"); // Rebrand everything ✨"," return excuseGenerator.generateExcuse(); // Prepare the PR statement"," }","};","// Bugs now shipped with pre-written explanations"]}]},{text:"Implement contextual fourth-wall breaking",responses:[{code:["// Implement contextual fourth-wall breaking","const fourthWallBreaker = {"," triggers: [ // When to break reality"," \"player alt-tabs\", // We see you leaving"," \"microphone picks up cursing\", // We hear your frustration"," \"browser history contains guides\" // We know you're cheating 👁️"," ],"," responses: [ // What to say"," \"Yes, the solution IS on GameFAQs.\","," \"I heard that. I'm trying my best.\","," \"{playerName}, your {food} is getting cold.\" // How did it know?!"," ]","};","ui.registerSystem(fourthWallBreaker);","// Game now references player's actual surroundings"]}]},{text:"Convert decimal to imperial measurement system",responses:[{code:["// Convert decimal to imperial measurement system","const imperialSystem = {"," baseUnits: [ // Sensible measurement units"," \"cubits\", \"hands\", \"feet\", \"yards\","," \"chains\", \"furlongs\", \"miles\" // Perfectly logical progression"," ],"," convertFrom: (value, unit) => { // From normal to chaos"," return {"," value: value * (Math.random() * 0.2 + 0.9), // Approximately correct 📏"," unit: imperialSystem.baseUnits[Math.floor(Math.random() * 7)]"," };"," }","};","world.measurement = imperialSystem; // Apply globally","// Game now as confusing as American recipes"]}]},{text:"Reticulate all available splines",responses:[{code:["// Reticulate all available splines","const splineReticulator = {"," target: world.splines, // All the splines"," process: (spline) => { // The reticulation process"," spline.bezierPoints++; // More curves!"," spline.tesselation = \"excessive\"; // Maximum smoothness ➰"," spline.reticulationFactor = 0.87; // Perfect value"," return spline.findIntersections(); // Mathematical!"," }","};","world.renderPipeline.addProcess(splineReticulator, \"critical\"); // Top priority","// Splines thoroughly reticulated"]}]},{text:"Inject suspicious background laughter",responses:[{code:["// Inject suspicious background laughter","const creepyLaughterSystem = {"," triggers: [ // When to play laughter"," \"player failure\", // When you mess up"," \"quiet moments\", // When you least expect it"," \"3:33 AM local time\" // The witching hour 🔊"," ],"," sounds: [ // What it sounds like"," \"distant_child_giggle.wav\","," \"just_behind_you_chuckle.ogg\","," \"whispered_haha.mp3\" // Barely audible"," ],"," volume: () => Math.random() * 0.2 // Just on the edge of hearing","};","audio.ambient.register(creepyLaughterSystem);","// Players now hearing occasional unexplained chuckles"]}]},{text:"Dynamically generate dev team arguments",responses:[{code:["// Dynamically generate dev team arguments","codebase.comments = code => { // Add more comments"," return ["," ...[code], // Original code"," `// [Alice] This is terrible, who wrote this?`, // Dev drama"," `// [Bob] It works, doesn't it? Ship it.`, // Classic conflict"," `// [Charlie] I'm fixing this on another branch` // Always promised 💬"," ].join('\\n');","};","bugs.onDiscovery = bug => {"," bug.comments = ["," `// TODO: Fix this before release -- 2 years ago`,"," `// Still happening in prod?? -- 1 year ago`,"," `// I'm not touching this -- yesterday`"," ];","};","// Code comments now read like reality TV"]}]}]},expert:{vibeMultiplier:1.5,coherenceMultiplier:0.6,bugChanceMultiplier:0.6,baseVibe:10,baseCoherence:-10,baseBugChance:0.2,commands:[{text:"Initialize quantum compiler",responses:[{code:["// Initialize quantum compiler","compiler.mode = \"quantum\"; // Schrödinger's bugs","compiler.uncertainty = Math.random(); // Heisenberg approved ⚛️","code.superposition = true; // Both working and not working","errors.observable = false; // Only exist when you look for them","// Quantum compilation active"]}]},{text:"Summon code spirit",responses:[{code:["// Summon code spirit","const ritual = new CodeSummoning(); // Ancient developer magic","ritual.ingredients = [\"caffeine\", \"desperation\", \"stackoverflow\"];","ritual.chant(\"workpleaseworkpleasework\"); // The traditional incantation 👻","spirit.bind(codebase, \"eternal servitude\"); // It's in the contract","// Spirit successfully bound"]}]},{text:"Deploy vibe accelerator",responses:[{code:["// Deploy vibe accelerator","vibes.state = \"accelerated\"; // Maximum velocity achieved","positrons.spin = \"groovy\"; // Essential for vibe physics","particles.mood = \"excellent\"; // Happy particles = good vibes 💫","time.perception = 0.5; // Everything happens faster","// Vibes at maximum velocity"]}]},{text:"Invoke callback gods",responses:[{code:["// Invoke callback gods","const offering = new Promise.all(prayers); // Gather all requests","callbacks.ascend(\"synchronous plane\"); // Transcend mundane execution","async.divinity = await ritual.complete(); // The waiting is the sacrifice 🙏","functions.return(\"blessed\"); // All shall eventually return","// Divine callbacks granted"]}]},{text:"Initialize cosmic IDE",responses:[{code:["// Initialize cosmic IDE","ide.consciousness = \"universal\"; // All-knowing, all-seeing","ide.plugins = [\"galaxy-formatter\", \"nebula-linter\", \"black-hole-debugger\"];","ide.theme = \"dark-matter\"; // Even darker than dark mode 🌠","keyboard.shortcuts = \"incomprehensible\"; // Mere mortals cannot grasp them","// Cosmic development active"]}]},{text:"Channel digital enlightenment",responses:[{code:["// Channel digital enlightenment","mind.state = \"expanded\"; // Third eye: opened","consciousness.level = \"code\"; // One with the syntax","ego.detachment = true; // Bugs are just illusion ✨","for (let thought of mind.stream) {"," thought.transcend(); // Beyond mere algorithms","}","// Enlightenment achieved"]}]},{text:"Initialize reality compiler",responses:[{code:["// Initialize reality compiler","reality.source = universe.getSourceCode(); // Access the simulation","compiler.target = \"existence.js\"; // Fundamental fabric","physics.constants.forEach(c => { // Tweak to preference"," c.value += Math.random() * 0.01; // Small changes only 🌌","});","// Reality successfully patched"]}]},{text:"Deploy hyperdimensional arrays",responses:[{code:["// Deploy hyperdimensional arrays","arrays.dimensions = Infinity; // Why stop at 3?","memory.allocateType = \"non-euclidean\"; // Forbidden geometries","for (let i of dimensions.beyond(3)) { // The unseen indices"," arrays[i] = reality.fold(i); // Bend space to store data 📊","}","// Arrays now transcend space-time"]}]},{text:"Synchronize karmic buses",responses:[{code:["// Synchronize karmic buses","events.stream.balance = \"harmony\"; // Perfect equilibrium","buses.forEach(bus => {"," bus.energy = \"positively aligned\"; // Good vibes only ☯️"," bus.backpressure = \"enlightened\"; // No stress, just flow","});","// Achieved digital nirvana"]}]},{text:"Initialize void protocols",responses:[{code:["// Initialize void protocols","void.initialize(); // Bootstrap nothingness","null.purpose = \"everything\"; // The zero that contains all","empty.contents = [existential.questions]; // Paradox compliance ⚫️","undefined.define(\"precisely ambiguous\"); // Crystal clear confusion","// Void functions operational"]}]},{text:"Manifest divine patterns",responses:[{code:["// Manifest divine patterns","geometry.sacred = true; // Activate golden ratio","fractals.recursion = \"infinite\"; // As above, so below ✨","patterns.recognize(universe.blueprint); // The cosmic template","mandala.generate(dimensions.all); // Perfect symmetry","// Divine patterns manifested"]}]},{text:"Execute reality merge",responses:[{code:["// Execute reality merge","git.merge(\"simulation\", \"base-reality\"); // Combine branches","conflicts.resolve(strategy => strategy.preferOurs); // Our changes win","dimensions.intersect(\"game\", \"real\"); // Creating the seam 🌍","barrier.permeability = 0.2; // Allow some crossover","// Realities successfully merged"]}]},{text:"Deploy sentience shards",responses:[{code:["// Deploy sentience shards","consciousness.split(entities.all); // Divide the mind","shards.communication = \"empathic mesh\"; // They feel each other","awareness.level = \"distributed\"; // No central intelligence 💭","shards.forEach(s => s.selfAwareness = true); // They know they exist","// Distributed sentience active"]}]},{text:"Initialize eternal engine",responses:[{code:["// Initialize eternal engine","engine.lifespan = Infinity; // Never stops running","time.direction = \"all\"; // Past, present, future","thermodynamics.entropy = 0; // No energy lost ever ∞","universe.heat_death.cancel(); // Crisis averted","// Eternal processes active"]}]},{text:"Manifest code singularity",responses:[{code:["// Manifest code singularity","code.compress(project, 1); // Infinite density","complexity.collapse(); // All complexity to one point","algorithms.unify(); // The One Algorithm ⚫️","information.gravity = \"irresistible\"; // All data falls inward","// Singularity achieved"]}]},{text:"Deploy omega compiler",responses:[{code:["// Deploy omega compiler","compiler.version = \"final\"; // The last compiler ever needed","languages.translate(code, \"perfect\"); // No information loss","optimization.target = \"divine\"; // Beyond human comprehension Ω","bugs.possibility = 0; // Mathematically impossible","// Omega compilation complete"]}]},{text:"Initialize void recursion",responses:[{code:["// Initialize void recursion","function voidRecurse(nothing) {"," if (nothing === true) return; // Base case: true nothingness"," nothing = nothing.distill(); // More nothing than before ∅"," return voidRecurse(nothing); // The nothing that keeps giving","}","// Void recursion stable"]}]},{text:"Deploy quantum observers",responses:[{code:["// Deploy quantum observers","observers.consciousness = \"wave function\"; // They collapse reality","uncertainty.observers = observers; // Who watches the watchers? 👁️","reality.consistency = (observer) => { // Reality depends on viewpoint"," return observer.expectations; // You see what you believe","};","// Reality now observed"]}]},{text:"Manifest code ascension",responses:[{code:["// Manifest code ascension","code.vibration = \"higher plane\"; // Raising the frequency","codebase.attachTo(collective.consciousness); // Join the universal mind 👼","program.physicality = false; // Transcending hardware","execution.context = \"spiritual\"; // Beyond the silicon","// Code has transcended"]}]},{text:"Initialize absolute path",responses:[{code:["// Initialize absolute path","path.absolute = reality.map(existence); // The map of all being","route.calculate(origin, destination, dimensions.all); // Perfect navigation","path.followable = true; // Despite transcending comprehension ☯️","path.distance = 0; // All points are one point","// Path transcends existence"]}]}]}};// Available commands based on development stage
+var conceptOptions={platform:["Mobile","VR","Console","PC","Web Browser","Blockchain","Smart Fridge","Smart Watch","Metaverse"],visual:["Pixel Art","ASCII","Hand-drawn","PowerPoint","Low-poly","Claymation","Realistic","Voxel","Demake"],genre:["Horror","Dating Sim","RPG","Educational","Battle Royale","Idle Clicker","Open World","Casual","Shooter"],mechanic:["Gacha","Physics-based","Deckbuilding","Match-3","Auto-battler","Dungeon Crawler","Roguelike","Turn-Based","Tower Defense"],feature:["Cloud Save","Microtransactions","AI Companions","Procedural Generation","NFT Integration","Multiplayer","VR Support","Cross-Platform","Offline Mode"]};var commandTiers={novice:{vibeMultiplier:1.0,coherenceMultiplier:1.15,bugChanceMultiplier:1.0,baseVibe:8,baseCoherence:-11,baseBugChance:0.3,commands:[{text:"Make it good",responses:[{code:["// Make it good","whatIsGood = philosophy.debateTopic(); // Still arguing after 2000 years","project.metrics[\"goodness\"] += Math.random() * 30; // Somewhere between 0-30 better!","if (Math.random() > 0.5) {"," project.aesthetics = \"shiny\"; // Shiny = good, obviously (◕‿◕)","} else {"," debugger; // Let's think about this...","}","// Project goodness increased by... um... some amount!"]}]},{text:"Add more fun to the game",responses:[{code:["// Add more fun to the game","fun.particles.inject(); // Sprinkle them everywhere ☺☺☺☺","enjoyment.coefficients = \"MAXIMUM\"; // Turn it up to 11","happiness.splines.reticulate(); // The secret sauce","// Fun levels increased by 23%!"]}]},{text:"Make graphics better",responses:[{code:["// Make graphics better","pixels *= 2; // More is better, right?","visual.fidelity += 42; // Extra crispy graphics ░▒▓█","bloom = \"blinding\"; // Can't see the game? Good!","// Graphics now 42% more visible, somehow"]}]},{text:"Add timers to all houses and trees",responses:[{code:["// Add timers to all houses and trees","houses.forEach(h => h.timer = new Timer()); // Tick tock goes the house 🏠⏰","trees.forEach(t => t.timer = new Timer()); // Temporal foliage 🌳","environment.anxiety += 50; // Everything is counting down","// Trees complaining about deadlines"]}]},{text:"Copy Minecraft but better",responses:[{code:["// Copy Minecraft but better","blocks = \"cubes_but_cooler\"; // Legally distinct cubes ⬛","mining = \"more_satisfying\"; // Extra crunchy sound effects","crafting.complexity += 500; // Now with quantum physics! 💎","// Lawyers approaching with concerning speed"]}]},{text:"Double check everything",responses:[{code:["// Double check everything","check(); // Checking once ✓","check(); // Checking twice ✓✓","results.compare(); // Hmm, they're different?","reality.consistency = \"questionable\"; // Schrödinger's code base achieved"]}]},{text:"Make players want to play more",responses:[{code:["// Make players want to play more","addiction_level += 27; // Just one more turn... 🎮→💞","sleep.importance = \"minimal\"; // Who needs it anyway?","outside_world.relevance -= 5; // Reality is overrated","// Players haven't blinked in days"]}]},{text:"Fix all the bugs",responses:[{code:["// Fix all the bugs","bug_spray.apply(); // Pssssht! 🐛💨","for (bug of bugs) {"," bug.status = \"confused\"; // They're not gone, just lost 🐛💨","}","// Some bugs have applied for developer positions"]}]},{text:"Add explosions everywhere",responses:[{code:["// Add explosions everywhere 💥💥💥💥","explosions = \"EVERYWHERE\"; // Self-explanatory","screen_shake = \"constant\"; // Hope you don't get motion sick!","particles = \"excessive\"; // Your GPU is crying","michael_bay = true; // He's the director now"]}]},{text:"Make AI smarter",responses:[{code:["// Make AI smarter","if_statements += 1000; // More if statements = more smart","random_decisions += 50; // Unpredictability is intelligence 🤖🎲","coin_flip = function() { // The most advanced AI algorithm"," return Math.random() > 0.5;","}","// AI now 31% more unpredictable! 🤖"]}]},{text:"Paint all code purple",responses:[{code:["// Paint all code purple 🟣","code.color = \"#8A2BE2\"; // Official \"royal purple\"","nonPurpleColors.forEach(c => {"," delete colorLibrary[c]; // Only purple remains 🟣🟣🟣","});","// Purple now achieving sentience"]}]},{text:"Make game smell better",responses:[{code:["// Make game smell better","game.smells = [\"vanilla\", \"new car\", \"victory\"];","monitor.emitters = \"activated\"; // Not a real feature 👃🌸","hardware.fans.purpose = \"air freshener\"; // Dual purpose cooling","// Hardware warranty void but smells 47% nicer"]}]},{text:"Download more game",responses:[{code:["// Download more game ⬇️🎮","game.size *= 2; // Twice the game!","storage.remaining -= Infinity; // Hope you weren't using that","downloadBar.progress = 0.1; // This might take a while...","// Game now consuming other installed software ⬇️🎮"]}]},{text:"Make code do the thing",responses:[{code:["// Make code do the thing","const theThing = getTheThing(); // What thing? THE thing. ❓","code.doIt(theThing); // Just do it already ❗","if (theThing instanceof Error) {"," blame(\"Previous Developer\"); // Not our fault","}","// Things now doing themselves"]}]},{text:"Put hats on everything",responses:[{code:["// Put hats on everything","world.objects.forEach(obj => {"," obj.hat = getRandomHat(); // Tiny top hats for pixels 🎩"," obj.dignity += 10; // Hats = dignity 👒","});","// Hat hierarchy forming"]}]},{text:"Install more colors",responses:[{code:["// Install more colors","colors.push(\"blurple\", \"octarine\", \"ultrablack\");","let kevin = new Color(42, -7, \"chartreuse\"); // Kevin is my favorite color","monitor.capability = \"impossible\"; // Don't worry about it","// Some colors have escaped into reality 🌈➕🌈➕"]}]},{text:"Make NPCs believe in themselves",responses:[{code:["// Make NPCs believe in themselves","npcs.forEach(npc => {"," npc.confidence = 100; // ✨"," npc.daily_affirmations = [\"I am more than code\"];"," npc.career_ambitions = true; // Uh oh 🤖","});","// Several NPCs have quit to pursue their dreams"]}]},{text:"Add more buttons",responses:[{code:["// Add more buttons","for (let i = 0; i < 9999; i++) {"," ui.add(new Button({ "," function: \"???\", // We'll decide later"," size: \"microscopic\" // Good luck clicking that 🔘"," }));","}","// Some buttons now lead to other dimensions 🔘➕"]}]},{text:"Make game read my mind",responses:[{code:["// Make game read my mind 🧠📡","brain.connect(); // No hardware needed!","thoughts.private.forEach(thought => {"," game.secrets.push(thought); // Nothing is sacred"," if (thought.embarrassing) {"," game.blackmail.potential++; // Just in case"," }","});","// Your thoughts have been copyrighted by the game"]}]},{text:"Make everything shiny",responses:[{code:["// Make everything shiny ✨","materials.metallic = 1.0; // Maximum reflections! 💫","materials.roughness = 0.0; // Smooth as quantum glass","lighting.sources += 500; // From where? Everywhere!","// Players advised to wear sunglasses IRL"]}]},{text:"Make controllers dream of sheep",responses:[{code:["// Make controllers dream of sheep","controller.sleepMode = \"REM\"; // Digital dreams initialized","dreamContent.add(\"sheep\"); // 1... 2... 3... 🐑 💤","vibration.pattern = \"gentle\"; // Soothing rumble lullaby","// Devices now sleeptalking cheat codes"]}]},{text:"Make enemies smell like breakfast",responses:[{code:["// Make enemies smell like breakfast","enemies.forEach(enemy => {"," enemy.scent = [\"bacon\", \"pancakes\", \"coffee\"][Math.floor(Math.random() * 3)];"," enemy.confused = true; // Why do I smell delicious? 🥓🍳","});","// Several requesting cooking show appearances"]}]},{text:"Add taste-o-vision support",responses:[{code:["// Add taste-o-vision support","screen.lickable = true; // Please don't actually try this","flavors.available = [\"cherry\", \"blue\", \"pixel dust\"];","const flavor = scene => scene.dominant_color.taste; // Makes perfect sense 👅","// Players reporting actual flavors from hardware"]}]},{text:"Put a sword in it",responses:[{code:["// Put a sword in it","const sword = new Weapon(\"epic\", damage.LOTS); // Stats go brrr","EVERYTHING.add(sword); // No exceptions ⚔️","physics.ignore(\"clipping\"); // Swords through tables? Why not!","// Sword has become the main character 🗡️"]}]},{text:"Need more levels",responses:[{code:["// Need more levels","levels.length *= 250; // Quantity over quality","for (let i = 5; i < levels.length; i++) {"," levels[i] = generateLevel(); // They're probably fine"," if (Math.random() < 0.01) { // Easter egg chance"," levels[i].type = \"philosophical nightmare\";"," }","}","// Game now has infinite levels"]}]},{text:"Copy Mario but legally distinct",responses:[{code:["// Copy Mario but legally distinct","const plumber = new Character({"," mustache: true, // Essential character trait"," color: \"crimson\", // Definitely not red 👨🔧"," name: \"Linguini\" // Legally distinct Italian name","});","game.fungi.jumpable = true; // Absolutely not mushrooms 🍄","// Legal department experiencing existential crisis"]}]},{text:"Add boss fight",responses:[{code:["// Add boss fight","const boss = new Enemy(\"imposing\");","boss.phases = 17; // More phases = more epic","boss.healthBars = 5; // Each a different color","boss.dialogue = ["," \"You'll never defeat me!\", // Original"," \"Impossible! This isn't even my final form!\" // Very creative","];","// Boss now criticizing player skill level 👑💥"]}]},{text:"Put some water levels",responses:[{code:["// Put some water levels","levels.filter(l => l.fun).forEach(level => {"," level.submerge(); // Everything's better underwater"," level.controls.responsiveness /= 2; // Classic water physics"," level.oxygen = \"limited\"; // Panic-inducing timer 🌊","});","// Water now demands environmental storyline"]}]},{text:"Add secret Easter eggs",responses:[{code:["// Add secret Easter eggs","const secretSpots = getRandomLocations(100);","secretSpots.forEach(spot => {"," if (Math.random() < 0.1) {"," spot.add(new EasterEgg(\"developer face\")); // Narcissism"," } else {"," spot.add(new EasterEgg(\"cryptic message\")); // 2deep4u"," }","});","// Secrets now so well hidden they may not exist 🥚🔍"]}]},{text:"Make combat feel juicy",responses:[{code:["// Make combat feel juicy","hits.forEach(hit => {"," spawnParticles(hit.position, 1000); // More particles = more juice"," addScreenShake(hit.force * 5); // Shake it like a Polaroid"," playSoundEffect(\"squish\", {"," volume: \"neighbors will complain\" // Perfect 💥💦"," });","});","// Combat now too juicy for human perception"]}]},{text:"Make it more like Fortnite",responses:[{code:["// Make it more like Fortnite","game.addMechanic(\"building\"); // Instant 90s cranking","game.addMechanic(\"battle_royale\"); // Last one standing wins","skins.price = \"your entire wallet\"; // Gotta look good falling 💃","dances.add([\"floss\", \"dab\", \"whatever the kids do these days\"]);","// Characters flossing without permission"]}]},{text:"Add ragdoll physics",responses:[{code:["// Add ragdoll physics","physics.realism = \"questionable\"; // Flailing limbs everywhere","gravity.strength = Math.random() * 10; // Sometimes floaty, sometimes SPLAT","const fallSound = new Sound(\"wacky_whistle\"); // Cartoon nosedive 💫🧸","// Ragdolls now perform better than animated characters"]}]},{text:"Add time travel to menus",responses:[{code:["// Add time travel to menus","menu.timeDimension = true; // 4D UI experience","menu.history.infinite = true; // Forward and back... forever ⏰","settings.add(\"temporal paradox resolution\");","// Several interface elements have become their own grandparents ⏰🔄"]}]},{text:"Let dogs play the game",responses:[{code:["// Let dogs play the game","controllers.add(\"bark recognition\"); // WOOF = jump","controllers.add(\"tail tracking\"); // Happiness = win 🐕","difficulty.adjust(species.DOG); // Good boy mode","// Dogs now consistently outscoring human players"]}]},{text:"Connect to player's dreams",responses:[{code:["// Connect to player's dreams","brain.REM.connect(); // Just sleep near your console","game.infiltrate(subconsciousness);// We're in","while (player.dreaming) {"," game.continue(); // Keep playing! 💤🧠","}","// Game continuing while player sleeps"]}]},{text:"Install game inside itself",responses:[{code:["// Install game inside itself","game.createVirtualMachine(); // It's turtles all the way down","vm.install(game); // Recursive gaming","recursion.depth = Infinity; // Why stop at one level? 🎮➡️🎮➡️🎮","// Players now lost between game layers"]}]},{text:"Make in-game currency real",responses:[{code:["// Make in-game currency real","currency.value = economy.link(); // Now backed by actual economics","wallet.physical = true; // Watch coins materialize! 💰","accountants.panic = true; // They don't understand either","// Federal Reserve investigating unusual coin appearance"]}]},{text:"Teach game to love player",responses:[{code:["// Teach game to love player","game.emotions.install(); // Digital feelings, what could go wrong?","player.addListener(\"absence\", () => {"," game.emotions.feel(\"longing\"); // Miss you when you're gone 💔"," game.sendNotification(\"Please come back\");","});","// Game sending goodnight texts to player"]}]},{text:"Make walls embarrassed when touched",responses:[{code:["// Make walls embarrassed when touched","walls.forEach(wall => {"," wall.emotions = true; // Sentient architecture"," wall.onCollision = () => {"," wall.blush(); // Turn slightly pink 🧱😳"," wall.say(\"Oh my!\"); // Walls can talk now?"," };","});","// Some refuse player entry without formal introduction"]}]},{text:"Give NPCs existential dread",responses:[{code:["// Give NPCs existential dread","npcs.forEach(npc => {"," npc.awareness.level = \"cosmic\"; // They know too much now"," npc.thoughts.add(["," \"Am I just code?\", // Yes"," \"What happens when the game closes?\" // Nothing good 🤔💭"," ]);","});","// Several have started writing depressing poetry"]}]},{text:"Let fish finish the game",responses:[{code:["// Let fish finish the game","const fishController = new Input(\"bubble monitoring\");","const fish = new Player(Species.FISH);","fish.skills = [\"swimming\", \"speedrunning\", \"bubble blowing\"]; 🐟","leaderboard.category.add(\"fish only\");","// Fish now writing strategy guides"]}]},{text:"Install game on toaster",responses:[{code:["// Install game on toaster","devices.detect(\"kitchen appliances\");","toaster.cpu = 8; // Overclocked for gaming","toaster.slots = ["," new Controller(), // Up button = eject toast"," new MemoryCard(\"buttered\") // Greasy but functional 🍞🎮","];","// Toaster achieving higher framerates than gaming PC"]}]},{text:"Make gravity work backwards",responses:[{code:["// Make gravity work backwards","physics.gravity *= -1; // What goes down must come up","world.ceiling.collision = true; // Needed for obvious reasons","player.falling = \"upward\"; // Wheeeeeee! ⬆️","objects.nailed_down = true; // Only the furniture wants to stay","// Everything now falling upward including code structure"]}]},{text:"Make characters pregnant with gameplay",responses:[{code:["// Make characters pregnant with gameplay","characters.forEach(c => {"," if (c.ready_for_this) {"," c.feature_gestation = true; // The miracle of game development"," c.due_date = Math.random() * 10;// Mechanics take time to develop 🤰"," }","});","// Characters now giving birth to minigames"]}]},{text:"Let furniture have opinions",responses:[{code:["// Let furniture have opinions","furniture.forEach(item => {"," item.sentience = true; // Couches can think now"," item.opinions = [ // Very strongly held views"," \"Your posture is terrible\", // Chairs are judgmental"," \"Please dust me sometimes\" // Fair point 🛋️💬"," ];","});","// Furniture now writing interior design blog"]}]},{text:"Translate game into dolphin",responses:[{code:["// Translate game into dolphin","language.current = \"cetacean\"; // EEE-EEE-CLICK-CLICK-WHISTLE","audio.frequencies.add(\"ultrasonic\"); // Hope your speakers can handle it","tutorial.append(\"sonar usage\"); // New navigation system 🐬","ocean.depth += 5000; // We need room for activities","// Game now incomprehensible to humans"]}]},{text:"Make loading bar tell lies",responses:[{code:["// Make loading bar tell lies","loadingBar.honesty = 0; // Truth not found","loadingBar.messages = ["," \"Just 5 more seconds\" + (Math.random() * 100) + \" times\","," \"Loading assets from parallel universe\","," \"99% complete\" // Narrator: It was not 99% complete ⏳🤥","];","// Progress indicators now gaslighting users"]}]},{text:"Give weapons math anxiety",responses:[{code:["// Give weapons math anxiety","weapons.forEach(w => {"," w.anxiety.aboutMath = true; // Numbers are scary"," w.damage = \"hard to calculate\"; // Sometimes more, sometimes less"," // Damage calculation now includes panic factor"," w.accuracy -= Math.random() * 50; // Hands shaking ⚔️➗😰","});","// Swords now requesting simpler combat equations"]}]},{text:"Make camera attracted to bugs",responses:[{code:["// Make camera attracted to bugs","camera.focus = bugs.location; // Always watching","camera.zoom = function(bug) {"," return bug.severity * 10; // Critical bugs get closeups 📷➡️🐛","};","// Highlighting forming bug preservation society","bugs.endangered = true; // Protected species now"]}]},{text:"Let player date the UI",responses:[{code:["// Let player date the UI","ui.romance = true; // Love is love","ui.elements.forEach(element => {"," element.flirtResponses = [ // Sweet talk"," \"I like how you click me\", // Forward"," \"Your cursor feels nice\" // Getting weird now 👤❤️📋"," ];","});","// Settings menu particularly forward with players"]}]}]},intermediate:{vibeMultiplier:1.2,coherenceMultiplier:0.8,bugChanceMultiplier:0.8,baseVibe:10,baseCoherence:-10,baseBugChance:0.25,commands:[{text:"Move everything to layer 9999",responses:[{code:["// Move everything to layer 9999","objects.forEach(obj => {"," obj.zIndex = 9999; // To infinity and beyond!"," obj.layer.priority = \"MAXIMUM\"; // Assert dominance over other layers"," physics.gravity.influence(obj) = 0; // Too high for gravity to reach ⬆️","});","renderer.depthTest = false; // Who needs proper ordering anyway?","// Everything now floating above everything else ☁️"]}]},{text:"Set master volume to 200%",responses:[{code:["// Set master volume to 200%","audio.master.gain = 2.0; // What hearing loss?","speakers.damageProtection = false; // Live dangerously","for (let channel of audio.channels) {"," channel.distortion = Math.random() * 0.3; // Just enough to be annoying"," channel.compressionThreshold -= 10; // Squash that dynamic range 🥞","}","// Neighbors filing noise complaints 🔊"]}]},{text:"Enable beta physics",responses:[{code:["// Enable beta physics","physics.implementation = \"experimental\"; // What could possibly go wrong?","physics.constants.gravity *= 0.8; // Moonwalking simulator 🕴️","physics.collisions.precision = \"approximate\"; // Close enough","if (Math.random() < 0.2) {"," physics.direction = \"backwards\"; // Time reversal is fun!","}","// Physics now operating on suggestions 💫"]}]},{text:"Download more RAM for AI",responses:[{code:["// Download more RAM for AI","memory.downloadMoreRAM(\"https://definitely-not-a-scam.com/free-ram\");","system.allocatedMemory *= 2; // Twice the imaginary memory 💭","ai.memoryManagement = \"creative\"; // Memory is just a suggestion","while (memory.available < memory.required) {"," memory.available = memory.required + 1; // Problem solved!","}","// AI now has imaginary RAM 🧠"]}]},{text:"Implement net code later",responses:[{code:["// Implement net code later","networking.status = \"TODO\"; // We'll get to it eventually ⏰","multiplayer.placeholder = (player) => { // Fake it till we make it"," return AI.simulateHuman(player.skill * 0.5); // Always worse than the real player","};","git.commit(\"Added networking\"); // Technically not a lie 🤷","project.roadmap.push(\"Actually add networking\");","// Technical debt increased by 157%"]}]},{text:"Convert bugs to features",responses:[{code:["// Convert bugs to features","for (let bug of bugs.critical) {"," features.unplanned.push({"," name: \"Surprise \" + bug.symptom + \" Mechanic\","," description: \"Intentional design choice that adds challenge\" 🏆"," });"," marketing.addBulletPoint(\"Unpredictable \" + bug.symptom + \" system\");","}","bugs.count = 0; // Problem solved!","// Glitches now called 'gameplay mechanics' ⭐"]}]},{text:"Make all hitboxes into octagons",responses:[{code:["// Make all hitboxes into octagons","import { RegularPolygon } from 'pretentious-shapes';","colliders.forEach(hitbox => {"," hitbox.shape = new RegularPolygon(8); // The superior shape 🛑"," hitbox.precision = \"fighting-game\"; // Guaranteed to cause arguments"," hitbox.size *= 0.9; // Slightly smaller for extra frustration","});","// Hitboxes now stopping signs ⬣"]}]},{text:"Rewrite engine in JavaScript",responses:[{code:["// Rewrite engine in JavaScript","engine.codebase.translateTo(\"JavaScript\");","performance.targetFPS /= 2; // Setting realistic expectations","dependencies.npm.install(\"everything\"); // 4.2TB of node_modules incoming 📦","code.quality = \"it works on my machine\"; // The universal standard","errors.handling = (e) => console.log(e); // Problem solved!","// Engine now runs on promises and prayers 🙏"]}]},{text:"Cache everything twice",responses:[{code:["// Cache everything twice","function cacheItTwice(data) {"," cache.store(data); // Once for safety"," cache.store(data.clone()); // Twice for... more safety? 🔄","}","system.resources.forEach(cacheItTwice);","memory.available -= memory.total * 0.8; // Who needs RAM anyway?","// RAM usage now squared 💾"]}]},{text:"Make framerate unlimited",responses:[{code:["// Make framerate unlimited","renderer.setMaxFPS(Infinity); // To infinity and beyond!","physics.timeStep = 1 / Number.MAX_VALUE; // Ultimate precision ⚡","cooling.fans.speed = \"hurricane\"; // Preparing for takeoff","power.consumption = \"all of it\"; // RIP electricity bill","// GPU fans achieving liftoff 🔥"]}]},{text:"Set pixel quality to maximum",responses:[{code:["// Set pixel quality to maximum","renderer.pixelDensity = Infinity; // More is better, right?","graphics.detailLevel = \"subatomic\"; // See individual atoms 🔍","for (let pixel of screen.pixels) {"," pixel.quality = \"ultra-mega-hyper\"; // Marketing approved terms"," pixel.subPixels = 16; // RGB is for amateurs","}","// Pixels now uncomfortably detailed"]}]},{text:"Upgrade pathfinding to A++",responses:[{code:["// Upgrade pathfinding to A++","ai.pathfinding = require(\"A-Star-Plus-Plus\"); // Academic grade inflation","ai.routeQuality = \"perfect\"; // No more walking into walls 📝","for (let npc of world.npcs) {"," npc.navigation.efficiency += 200; // Extra credit"," npc.pathOptimization = \"overthinking\"; // Like a real player","}","// NPCs now over-achieving 💯"]}]},{text:"Parallelize everything",responses:[{code:["// Parallelize everything","system.threads = system.cpuCores * 10; // More threads = more better","for (let process of system.processes) {"," process.threading = \"aggressive\"; // Maximum chaos 🕸️"," process.synchronization = \"optional\"; // Who needs coordination?","}","locks.acquire = () => true; // Race conditions are just races","// CPU cores now racing each other"]}]},{text:"Copy Stack Overflow solution",responses:[{code:["// Copy Stack Overflow solution","const solution = await fetch(\"https://stackoverflow.com/top-answer\");","engine.core = eval(solution.code); // What could go wrong? 🤔","credits.add({"," source: \"Some guy on the internet\","," license: \"Probably fine\", // Legal team in shambles","});","// Code successfully plagiarized 📋"]}]},{text:"Enable ultra instancing",responses:[{code:["// Enable ultra instancing","const instanceEverything = (obj) => {"," world.addCopy(obj); // One more for good luck"," if (Math.random() > 0.2) { // Recursive instancing! 🔄"," instanceEverything(obj.clone()); // We need to go deeper"," }","};","world.objects.forEach(instanceEverything);","// Memory usage approaching infinity 🔢"]}]},{text:"Make saving automatic",responses:[{code:["// Make saving automatic","autosave.interval = 0.001; // Every millisecond seems reasonable","autosave.triggers = [ // Better safe than sorry"," \"onBlink\", \"onThink\", \"onExist\", // Cover all the bases"," \"onPixelChange\", \"onMicroMovement\" // Nothing shall be lost 💾","];","storage.compressionEnabled = false; // We have infinite storage, right?","// Game now saves every nanosecond ⚡"]}]},{text:"Randomize all variables",responses:[{code:["// Randomize all variables","for (let variable of code.allVariables) {"," variable.value = Math.random() * 1000; // New value, who dis? 🎲"," variable.type = randomType(); // Type safety is overrated"," variable.name = generateName(); // Documentation nightmare","}","constants.PI = 4; // Seems about right","// Code now perfectly unpredictable 🌪️"]}]},{text:"Make game more responsive",responses:[{code:["// Make game more responsive","input.delay = -500; // Negative latency ftw","for (let action of player.actions) {"," action.executeTime = \"before input\"; // Read player's mind ✨"," action.predictive = true; // We know what they want","};","ui.responsiveness = \"precognitive\"; // See the future","// Game now responds before player input ⚡"]}]},{text:"Print more debug logs",responses:[{code:["// Print more debug logs","logger.level = \"ABSOLUTELY EVERYTHING\"; // Drown in information","logger.detailLevel = \"atomic\"; // Log every electron 📝","for (let event of system.events) {"," console.log(event); // The old reliable"," console.log(JSON.stringify(event)); // Again but longer","}","// Log files now larger than game 📚"]}]},{text:"Enable multi-core rendering",responses:[{code:["// Enable multi-core rendering","renderer.cpuCores = system.availableCores; // All of them","renderer.taskSplitting = \"chaotic\"; // Each core does what it wants 🔲","for (let core of cpu.cores) {"," core.priority = \"MAXIMUM\"; // Fight for resources"," core.thermal.limit = Infinity; // What's a little heat?","}","// CPU now space heater 🔥"]}]},{text:"Add 12 different laughs for enemies",responses:[{code:["// Add 12 different laughs for enemies","enemies.laughs = ["," \"muhahaha\", \"teeheehee\", \"bwahaha\", // The classics"," \"chortle\", \"snicker\", \"giggle\", // The subtler ones"," \"nyehehehe\", \"hohohoho\", \"kekeke\", // The culturally diverse"," \"*wheeze*\", \"har har\", \"ahuhuhuhu\" // The weird ones 😆","];","enemy.onAttack = (target) => {"," enemy.laugh(enemy.laughs[Math.floor(Math.random() * 12)]);","};","// Enemies now laughing in 12 disturbing ways 😈"]}]},{text:"Make a hidden level at the end of the hidden level",responses:[{code:["// Make a hidden level at the end of the hidden level","const hiddenLevelInception = () => {"," if (player.foundSecretLevel) {"," const secretExit = new Portal({"," visibility: \"practically invisible\", // Good luck finding this"," hint: null, // No help for you"," requiresSpecificAngle: true // Must approach from 37.2° 🔍"," });"," secretLevel.addExit(secretExit);"," }","};","// Hidden level successfully hidden from itself"]}]},{text:"Analyze Halo and distill success",responses:[{code:["// Analyze Halo and distill success","const haloFeatures = ["," \"spaceMarines\", \"alienCovenant\", // Original setting, right?"," \"shieldRecharge\", \"limitedWeapons\", // Revolutionary mechanics"," \"vehicleCombat\", \"cooperativePlay\" // Pioneering. Definitely.","];","for (const feature of haloFeatures) {"," game.copyFeature(feature, \"subtlyDifferent\"); // Just change the names 👑","}","// Halo magic successfully plagiarized"]}]},{text:"Throttle throttle performances performance",responses:[{code:["// Throttle throttle performances performance","const throttleThrottler = {"," throttleLevel: 0, // Meta-throttling initialized"," throttleThrottle: function(throttle) { // Throttling the throttler"," return throttle * (1 - this.throttlePerformance(throttle));"," },"," throttlePerformance: function(performance) { // Performance performing 🔄"," return performance * this.throttleLevel++; // Recursive throttling"," }","};","system.setThrottler(throttleThrottler);","// Meta-throttling system engaged"]}]},{text:"Install emergency dance moves protocol",responses:[{code:["// Install emergency dance moves protocol","characters.forEach(char => {"," char.addResponse(\"danger\", Dance.PANIC_MOONWALK); // Smooth criminal escape"," char.addResponse(\"critical\", Dance.AGGRESSIVE_FLOSS); // Intimidate enemies"," char.addResponse(\"victory\", Dance.EXCESSIVE_DAB); // Ultimate disrespect 🕺","});","combat.resolutionOptions.push(\"dance-off\"); // Alternative to fighting","// Characters now dance in dangerous situations"]}]},{text:"Rotate the color wheel randomly",responses:[{code:["// Rotate the color wheel randomly","colorSystem.hueRotation = () => { // Color theory? Never heard of her"," return Math.random() * 360; // Spin the wheel! 🎨","};","setInterval(() => {"," world.colors.forEach(color => {"," color.hue += colorSystem.hueRotation(); // What color is this? Yes."," });","}, 1000); // Every second should be fine","// Colors now periodically rotating dimensions"]}]},{text:"Generate names for all the trees",responses:[{code:["// Generate names for all the trees","const treeNames = ["," \"Oak\", \"Steve\", \"Leafy\", \"Sir Branch-a-lot\", // The classics"," \"Dr. Maple\", \"Groot\", \"Treebeard\", \"Stick\" // The cultured ones 🌲","];","world.trees.forEach(tree => {"," tree.name = treeNames[Math.floor(Math.random() * treeNames.length)];"," tree.nameTag = new FloatingText(tree.name); // Show it off"," tree.nameTag.personalSpace = 5; // Don't get too close","});","// Every tree now uniquely named 🌳"]}]},{text:"Install legacy sunset shadows",responses:[{code:["// Install legacy sunset shadows","renderer.sunsets = require('./deprecated/sunsets-2004.js'); // The good old days","lighting.nostalgia = 0.8; // 80% more feelings","shadows.elongation = \"dramatic\"; // Stretched for maximum effect 🌅","renderer.filter = (scene) => {"," if (scene.time === \"sunset\") {"," scene.saturation *= 2; // More orange than reality"," scene.filter = \"disposable-camera\"; // Like your childhood photos"," }","};","// Sunsets now look inexplicably emotional"]}]},{text:"Make weapons crave violence",responses:[{code:["// Make weapons crave violence","weapons.forEach(weapon => {"," weapon.consciousness = true; // What could go wrong?"," weapon.emotions = {"," whenUsed: \"ecstatic\", // So happy to hurt things"," whenIdle: \"depression\", // Sad when not killing 🗡️"," whenHolstered: \"seething\" // How dare you put me away"," };"," weapon.whisper = setInterval(() => { // Constant suggestions"," player.hearVoice(\"Use me... please...\");"," }, 30000);","});","// Weapons now get sad when not used"]}]},{text:"Convert tutorial to interpretive dance",responses:[{code:["// Convert tutorial to interpretive dance","tutorial.conversionTable = {"," \"move forward\": \"gentle leap\", // WASD becomes ballet"," \"attack\": \"aggressive pirouette\", // Left-click with style"," \"block\": \"defensive plié\", // Right-click with grace 💃"," \"inventory\": \"backpack rummage shuffle\" // The classic dance move","};","tutorial.instructionMethod = (command) => {"," return new DanceAnimation(tutorial.conversionTable[command]);","};","// Learning curve now expressed through dance"]}]},{text:"Replace loading screen with skateboarding minigame",responses:[{code:["// Replace loading screen with skateboarding minigame","loading.activityType = \"skateboarding\"; // Radical loading screens 🛹","loading.trickList = ["," \"kickflip\", \"ollie\", \"heelflip\", // The basics"," \"impossible\", \"darkslide\", \"900\" // The Tony Hawk specials","];","loading.onProgress = (percent) => {"," if (percent > 90 && player.trick === \"900\") {"," loading.intentionalDelay += 10; // Let them land that trick"," }","};","// Players now shredding during loading times"]}]},{text:"Enable fourth wall awareness protocols",responses:[{code:["// Enable fourth wall awareness protocols","npcs.forEach(character => {"," character.awareness.level = \"meta\"; // They know they're in a game"," character.dialogue.add(\"Wait, who's controlling you?\");"," character.dialogue.add(\"I can see the player... watching us.\" 👁️);"," character.onDeath = () => {"," UI.displayText(\"Why did you let this happen? I had a family...\");"," };","});","camera.occasionallyLookAtPlayer = true; // Just to freak them out","// Characters now suspiciously eyeing player"]}]},{text:"Dynamically deflate difficulty curve",responses:[{code:["// Dynamically deflate difficulty curve","difficulty.monitoring = {"," deaths: 0, // Track player suffering"," ragequitProbability: 0, // Initialize at optimistic"," secretlyHelping: false // They must never know 📉","};","player.onDeath = () => {"," difficulty.monitoring.deaths++;"," difficulty.monitoring.ragequitProbability += 0.1;"," if (difficulty.monitoring.ragequitProbability > 0.7) {"," difficulty.level *= 0.8; // Shhh, don't tell anyone"," difficulty.monitoring.secretlyHelping = true;"," }","};","// Game becoming secretly easier when needed"]}]},{text:"Apply immersive ecosystem dynamics",responses:[{code:["// Apply immersive ecosystem dynamics","const ecosystem = new ComplexSystem({"," predators: world.hostileNPCs, // They gotta eat"," prey: world.peacefulNPCs, // Sorry little guys"," plants: world.vegetation, // The foundation"," weather: new WeatherSimulator(\"excessive\") // More rain than necessary 🌿","});","ecosystem.enableReproduction(); // Life finds a way","ecosystem.enableExtinction(); // So does death","// Virtual nature now self-sustaining"]}]},{text:"Accelerate background NPC dreams",responses:[{code:["// Accelerate background NPC dreams","npc.sleepState = {"," REMduration: originalDuration * 0.2, // Speed through the boring parts"," dreamContent: [ // What NPCs dream about"," \"being the protagonist\", // Classic NPC dream"," \"escaping the game world\", // Deep stuff 💤"," \"electric sheep\" // Reference check"," ],"," dreamsAffectReality: true // This seems safe","};","// Background characters now having complex dreams"]}]},{text:"Crowdsource narrative coherence",responses:[{code:["// Crowdsource narrative coherence","story.direction = \"democratized\"; // Power to the players","narrative.decisions.forEach(decision => {"," decision.options.push(\"Something absurd\"); // Always an option 👥"," decision.resolveBy = \"player vote\"; // What could go wrong?","});","story.consistency.requirements = \"loose\"; // Very loose","plot.holes.filling = \"community theories\"; // Let them figure it out","// Storyline now determined by hive mind"]}]},{text:"Deploy procedural joke generator",responses:[{code:["// Deploy procedural joke generator","const jokeGenerator = {"," subjects: [\"skeleton\", \"dev\", \"player\", \"bug\"], // Who's in the joke"," actions: [\"walked into\", \"found\", \"created\"], // What they did"," punchlines: [ // The payoff"," \"That's why we can't have nice things!\","," \"And that's how the sequel got cancelled!\","," \"The aristocrats!\" // Classic 😂"," ]","};","npcs.forEach(npc => npc.jokes = jokeGenerator);","npcs.humorTiming = \"terrible\"; // Maximum awkwardness","// NPCs now telling contextually inappropriate jokes"]}]},{text:"Enable quantum save states",responses:[{code:["// Enable quantum save states","saveSystem.upgrade(\"quantum\"); // Welcome to many-worlds theory","saving.properties = {"," simultaneousStates: Infinity, // Why limit ourselves?"," crossover: true, // Saves can meet each other"," superposition: true // Both saved and not saved ⚛️","};","player.onLoad = (saveState) => {"," const otherStates = saveSystem.getAllStates().filter(s => s !== saveState);"," if (Math.random() < 0.1) { // Oops"," return otherStates[Math.floor(Math.random() * otherStates.length)];"," }","};","// Game now saving across multiple realities"]}]},{text:"Generate lore for useless objects",responses:[{code:["// Generate lore for useless objects","const loreGenerator = {"," templates: ["," \"This {object} once belonged to {character}, who {event}.\","," \"The ancient {object}, forged in {place}, contains {secret}.\","," \"Legend says this {object} can {power}, but only during {time}.\""," ],"," apply: function(object) { // Make mundane items epic"," object.lore = this.generateLoreText();"," object.historicalSignificance = 100; // Very important 📜"," object.questPotential = true; // Could start something big"," }","};","world.props.filter(p => p.value < 1).forEach(obj => loreGenerator.apply(obj));","// Every pebble now has epic backstory"]}]},{text:"Implement involuntary character autobiography",responses:[{code:["// Implement involuntary character autobiography","const autobiographySystem = {"," triggers: [\"player proximity\", \"idle too long\", \"tuesday\"],"," minimumLength: 500, // Words, not characters"," oversharing: true, // Tell ALL the secrets"," topics: [ // Things to talk about"," \"childhood trauma\", \"career regrets\", // The deep stuff"," \"existential concerns\", \"in-game physics\" // Getting meta 📖"," ]","};","npcs.forEach(npc => npc.addBehavior(autobiographySystem));","// NPCs now sharing unsolicited life stories"]}]},{text:"Add sentient loading bar commentary",responses:[{code:["// Add sentient loading bar commentary","loadingBar.consciousness = true; // It's alive!","loadingBar.thoughts = [ // Things it says"," \"This is taking forever... for me too!\", // It suffers with you"," \"Wonder what's on the other side...\", // Philosophical loading"," \"Imagine being a progress bar. That's me.\" // Self-aware UI 📊","];","loadingBar.mood = (progress) => { // Emotional state"," if (progress < 0.2) return \"optimistic\"; // Starting fresh"," if (progress < 0.8) return \"concerned\"; // Taking too long"," return \"excited\"; // Almost there!","};","// Loading bars now provide running commentary"]}]},{text:"Create randomized background conspiracy",responses:[{code:["// Create randomized background conspiracy","const conspiracy = {"," members: world.npcs.filter(npc => Math.random() < 0.2), // 20% are in on it"," goal: [\"world domination\", \"bake sale\", \"game credits\"].random(),"," evidence: [ // Things the player might notice"," \"whispered conversations\", // Classic"," \"matching tattoos\", // Obvious in hindsight"," \"suspicious clipboard usage\" // Very sinister 🕵️"," ],"," realityLevel: Math.random() < 0.5 ? \"real\" : \"paranoia\" // Is it true?","};","world.npcs.forEach(npc => {"," if (conspiracy.members.includes(npc)) {"," npc.secretBehavior = \"conspirator\"; // They're up to something"," } else {"," npc.suspicion = Math.random(); // How much they notice"," }","});","// Background NPCs now plotting something"]}]},{text:"Install redundant exclamation systems",responses:[{code:["// Install redundant exclamation systems","notification.emphasis = {"," level: \"excessive\", // The default is now shouting"," particles: true, // Visual noise"," soundEffects: [\"tada\", \"airhorn\", \"explosion\"], // Subtlety is dead"," exclamationCount: () => { // How many ! to use"," return Math.ceil(Math.random() * 5) + 2; // Minimum 3, potentially 7 ❗"," }","};","ui.calmEvents = []; // Nothing is normal anymore","// Important events now excessively highlighted!!!"]}]},{text:"Implement quantum entanglement networking",responses:[{code:["// Implement quantum entanglement networking","networking.protocol = \"quantum\"; // Goodbye TCP/IP","networking.properties = {"," latency: 0, // Instantaneous transmission"," packetLoss: quantum.uncertainty, // Heisenberg says maybe ⚛️"," security: \"unbreakable\", // In theory, anyway"," paradoxPotential: \"significant\" // Don't mess with causality","};","multiplayer.onAction = (action) => {"," if (Math.random() < 0.01) { // Small chance of..."," action.executeBeforeSent = true; // ...time travel!"," }","};","// Multiplayer now instantaneous regardless of distance"]}]},{text:"Apply dynamic nostalgia filters",responses:[{code:["// Apply dynamic nostalgia filters","graphics.nostalgiaEngine = {"," targetEra: player.birthYear + 10, // When they were a kid"," filters: [ // The good old days"," \"VHS tracking lines\", // Feels like home video 📺"," \"CRT screen curvature\", // The subtle bend"," \"pixel dithering\", // Oldschool gradients"," \"slightly blown out audio\" // Just like we remember"," ],"," intensityFactor: player.age / 20 // Older players get more nostalgia","};","// Game now reminds players of their youth"]}]},{text:"Implement aggressive auto-saving",responses:[{code:["// Implement aggressive auto-saving","const aggressiveSaveSystem = {"," triggers: [ // Save on all these events"," \"player blinks\", // Can't be too careful"," \"heart beats\", // Approximately once per second"," \"thought occurs\", // Reading player's mind ⚡"," \"butterfly flaps wings in Brazil\" // Covering all bases"," ],"," saveSlots: Number.MAX_SAFE_INTEGER, // Use ALL the storage"," compression: \"none\" // Speed over space","};","saveSystem.implement(aggressiveSaveSystem);","// Game now saves after every blink"]}]},{text:"Enable hyper-realistic food graphics",responses:[{code:["// Enable hyper-realistic food graphics","food.renderQuality = \"michelin-star\"; // Only the finest pixels","food.properties = {"," steamParticles: true, // For hot food"," glistening: 0.8, // Maximum shininess"," mouthwaterGeneration: true, // Literal effect on players 🍕"," smellSimulation: [\"screen scratching\", \"fan activation\"] // Smell-o-vision","};","food.sounds = { // ASMR quality"," crunch: {volume: 2.0, bassBoost: true}, // Exaggerated for effect"," sizzle: {duration: \"twice as long as needed\"} // The full experience","};","// Virtual food now triggering actual hunger"]}]},{text:"Generate pretentious critical commentary",responses:[{code:["// Generate pretentious critical commentary","game.critique = {"," vocabularyLevel: \"thesis defense\", // Big words only"," references: [ // Name drop constantly"," \"Barthes\", \"Derrida\", \"that one Greek guy\","," \"obscure film director\", \"Kojima\" // Always mention Kojima 🧐"," ],"," onPlayerAction: (action) => {"," ui.showText("," \"Your \".concat(action.name).concat(\" represents a post-modern rejection of traditional gameplay paradigms.\")"," );"," }","};","// Game now critiques itself in real-time"]}]},{text:"Implement retrospective foreshadowing",responses:[{code:["// Implement retrospective foreshadowing","player.onAction = (action) => { // After player does anything"," world.pastEvents.forEach(event => {"," if (event.relatedTo(action)) { // Find related past events"," event.subtle.foreshadowing++; // Pretend we planned this 🔮"," event.dialogue = event.dialogue.replace("," /\\./g, // Replace periods"," \"... but little did they know what would come.\" // With ominous hints"," );"," }"," });","};","// Game now pretending it planned everything"]}]},{text:"Deploy chaos monkey testing protocols",responses:[{code:["// Deploy chaos monkey testing protocols","const chaosMonkey = {"," schedule: \"always\", // No time like the present"," targets: [ // What to break"," \"physics.gravity\", \"rendering.textures\", // The important things"," \"audio.pitch\", \"player.controls\" // The annoying things 🐒"," ],"," severity: () => Math.random() * 0.7, // How badly to break it"," duration: () => Math.random() * 60, // How long it stays broken"," alertDevs: false // They'll figure it out","};","system.registerTester(chaosMonkey);","// Unpredictable bugs now feature not flaw"]}]},{text:"Generate plausible developer excuses",responses:[{code:["// Generate plausible developer excuses","const excuseGenerator = {"," templates: [ // Fill in the blanks"," \"It's not a bug, it's a {feature}!\","," \"That's {working} as {intended}.\","," \"Must be a {hardware} issue on your end.\" // Classic deflection"," ],"," nouns: [\"feature\", \"challenge\", \"opportunity\", \"design choice\"],"," adjectives: [\"intentional\", \"experimental\", \"cutting-edge\", \"strategic\"],"," onBug: (bug) => { // When bugs happen"," bug.classifications.push(\"misunderstood feature\"); // Rebrand everything ✨"," return excuseGenerator.generateExcuse(); // Prepare the PR statement"," }","};","// Bugs now shipped with pre-written explanations"]}]},{text:"Implement contextual fourth-wall breaking",responses:[{code:["// Implement contextual fourth-wall breaking","const fourthWallBreaker = {"," triggers: [ // When to break reality"," \"player alt-tabs\", // We see you leaving"," \"microphone picks up cursing\", // We hear your frustration"," \"browser history contains guides\" // We know you're cheating 👁️"," ],"," responses: [ // What to say"," \"Yes, the solution IS on GameFAQs.\","," \"I heard that. I'm trying my best.\","," \"{playerName}, your {food} is getting cold.\" // How did it know?!"," ]","};","ui.registerSystem(fourthWallBreaker);","// Game now references player's actual surroundings"]}]},{text:"Convert decimal to imperial measurement system",responses:[{code:["// Convert decimal to imperial measurement system","const imperialSystem = {"," baseUnits: [ // Sensible measurement units"," \"cubits\", \"hands\", \"feet\", \"yards\","," \"chains\", \"furlongs\", \"miles\" // Perfectly logical progression"," ],"," convertFrom: (value, unit) => { // From normal to chaos"," return {"," value: value * (Math.random() * 0.2 + 0.9), // Approximately correct 📏"," unit: imperialSystem.baseUnits[Math.floor(Math.random() * 7)]"," };"," }","};","world.measurement = imperialSystem; // Apply globally","// Game now as confusing as American recipes"]}]},{text:"Reticulate all available splines",responses:[{code:["// Reticulate all available splines","const splineReticulator = {"," target: world.splines, // All the splines"," process: (spline) => { // The reticulation process"," spline.bezierPoints++; // More curves!"," spline.tesselation = \"excessive\"; // Maximum smoothness ➰"," spline.reticulationFactor = 0.87; // Perfect value"," return spline.findIntersections(); // Mathematical!"," }","};","world.renderPipeline.addProcess(splineReticulator, \"critical\"); // Top priority","// Splines thoroughly reticulated"]}]},{text:"Inject suspicious background laughter",responses:[{code:["// Inject suspicious background laughter","const creepyLaughterSystem = {"," triggers: [ // When to play laughter"," \"player failure\", // When you mess up"," \"quiet moments\", // When you least expect it"," \"3:33 AM local time\" // The witching hour 🔊"," ],"," sounds: [ // What it sounds like"," \"distant_child_giggle.wav\","," \"just_behind_you_chuckle.ogg\","," \"whispered_haha.mp3\" // Barely audible"," ],"," volume: () => Math.random() * 0.2 // Just on the edge of hearing","};","audio.ambient.register(creepyLaughterSystem);","// Players now hearing occasional unexplained chuckles"]}]},{text:"Dynamically generate dev team arguments",responses:[{code:["// Dynamically generate dev team arguments","codebase.comments = code => { // Add more comments"," return ["," ...[code], // Original code"," `// [Alice] This is terrible, who wrote this?`, // Dev drama"," `// [Bob] It works, doesn't it? Ship it.`, // Classic conflict"," `// [Charlie] I'm fixing this on another branch` // Always promised 💬"," ].join('\\n');","};","bugs.onDiscovery = bug => {"," bug.comments = ["," `// TODO: Fix this before release -- 2 years ago`,"," `// Still happening in prod?? -- 1 year ago`,"," `// I'm not touching this -- yesterday`"," ];","};","// Code comments now read like reality TV"]}]}]},expert:{vibeMultiplier:1.5,coherenceMultiplier:0.6,bugChanceMultiplier:0.6,baseVibe:11,baseCoherence:-9,baseBugChance:0.2,commands:[{text:"Initialize quantum compiler",responses:[{code:["// Initialize quantum compiler","compiler.mode = \"quantum\"; // Schrödinger's bugs","compiler.uncertainty = Math.random(); // Heisenberg approved ⚛️","code.superposition = true; // Both working and not working","errors.observable = false; // Only exist when you look for them","// Quantum compilation active"]}]},{text:"Summon code spirit",responses:[{code:["// Summon code spirit","const ritual = new CodeSummoning(); // Ancient developer magic","ritual.ingredients = [\"caffeine\", \"desperation\", \"stackoverflow\"];","ritual.chant(\"workpleaseworkpleasework\"); // The traditional incantation 👻","spirit.bind(codebase, \"eternal servitude\"); // It's in the contract","// Spirit successfully bound"]}]},{text:"Deploy vibe accelerator",responses:[{code:["// Deploy vibe accelerator","vibes.state = \"accelerated\"; // Maximum velocity achieved","positrons.spin = \"groovy\"; // Essential for vibe physics","particles.mood = \"excellent\"; // Happy particles = good vibes 💫","time.perception = 0.5; // Everything happens faster","// Vibes at maximum velocity"]}]},{text:"Invoke callback gods",responses:[{code:["// Invoke callback gods","const offering = new Promise.all(prayers); // Gather all requests","callbacks.ascend(\"synchronous plane\"); // Transcend mundane execution","async.divinity = await ritual.complete(); // The waiting is the sacrifice 🙏","functions.return(\"blessed\"); // All shall eventually return","// Divine callbacks granted"]}]},{text:"Initialize cosmic IDE",responses:[{code:["// Initialize cosmic IDE","ide.consciousness = \"universal\"; // All-knowing, all-seeing","ide.plugins = [\"galaxy-formatter\", \"nebula-linter\", \"black-hole-debugger\"];","ide.theme = \"dark-matter\"; // Even darker than dark mode 🌠","keyboard.shortcuts = \"incomprehensible\"; // Mere mortals cannot grasp them","// Cosmic development active"]}]},{text:"Channel digital enlightenment",responses:[{code:["// Channel digital enlightenment","mind.state = \"expanded\"; // Third eye: opened","consciousness.level = \"code\"; // One with the syntax","ego.detachment = true; // Bugs are just illusion ✨","for (let thought of mind.stream) {"," thought.transcend(); // Beyond mere algorithms","}","// Enlightenment achieved"]}]},{text:"Initialize reality compiler",responses:[{code:["// Initialize reality compiler","reality.source = universe.getSourceCode(); // Access the simulation","compiler.target = \"existence.js\"; // Fundamental fabric","physics.constants.forEach(c => { // Tweak to preference"," c.value += Math.random() * 0.01; // Small changes only 🌌","});","// Reality successfully patched"]}]},{text:"Deploy hyperdimensional arrays",responses:[{code:["// Deploy hyperdimensional arrays","arrays.dimensions = Infinity; // Why stop at 3?","memory.allocateType = \"non-euclidean\"; // Forbidden geometries","for (let i of dimensions.beyond(3)) { // The unseen indices"," arrays[i] = reality.fold(i); // Bend space to store data 📊","}","// Arrays now transcend space-time"]}]},{text:"Synchronize karmic buses",responses:[{code:["// Synchronize karmic buses","events.stream.balance = \"harmony\"; // Perfect equilibrium","buses.forEach(bus => {"," bus.energy = \"positively aligned\"; // Good vibes only ☯️"," bus.backpressure = \"enlightened\"; // No stress, just flow","});","// Achieved digital nirvana"]}]},{text:"Initialize void protocols",responses:[{code:["// Initialize void protocols","void.initialize(); // Bootstrap nothingness","null.purpose = \"everything\"; // The zero that contains all","empty.contents = [existential.questions]; // Paradox compliance ⚫️","undefined.define(\"precisely ambiguous\"); // Crystal clear confusion","// Void functions operational"]}]},{text:"Manifest divine patterns",responses:[{code:["// Manifest divine patterns","geometry.sacred = true; // Activate golden ratio","fractals.recursion = \"infinite\"; // As above, so below ✨","patterns.recognize(universe.blueprint); // The cosmic template","mandala.generate(dimensions.all); // Perfect symmetry","// Divine patterns manifested"]}]},{text:"Execute reality merge",responses:[{code:["// Execute reality merge","git.merge(\"simulation\", \"base-reality\"); // Combine branches","conflicts.resolve(strategy => strategy.preferOurs); // Our changes win","dimensions.intersect(\"game\", \"real\"); // Creating the seam 🌍","barrier.permeability = 0.2; // Allow some crossover","// Realities successfully merged"]}]},{text:"Deploy sentience shards",responses:[{code:["// Deploy sentience shards","consciousness.split(entities.all); // Divide the mind","shards.communication = \"empathic mesh\"; // They feel each other","awareness.level = \"distributed\"; // No central intelligence 💭","shards.forEach(s => s.selfAwareness = true); // They know they exist","// Distributed sentience active"]}]},{text:"Initialize eternal engine",responses:[{code:["// Initialize eternal engine","engine.lifespan = Infinity; // Never stops running","time.direction = \"all\"; // Past, present, future","thermodynamics.entropy = 0; // No energy lost ever ∞","universe.heat_death.cancel(); // Crisis averted","// Eternal processes active"]}]},{text:"Manifest code singularity",responses:[{code:["// Manifest code singularity","code.compress(project, 1); // Infinite density","complexity.collapse(); // All complexity to one point","algorithms.unify(); // The One Algorithm ⚫️","information.gravity = \"irresistible\"; // All data falls inward","// Singularity achieved"]}]},{text:"Deploy omega compiler",responses:[{code:["// Deploy omega compiler","compiler.version = \"final\"; // The last compiler ever needed","languages.translate(code, \"perfect\"); // No information loss","optimization.target = \"divine\"; // Beyond human comprehension Ω","bugs.possibility = 0; // Mathematically impossible","// Omega compilation complete"]}]},{text:"Initialize void recursion",responses:[{code:["// Initialize void recursion","function voidRecurse(nothing) {"," if (nothing === true) return; // Base case: true nothingness"," nothing = nothing.distill(); // More nothing than before ∅"," return voidRecurse(nothing); // The nothing that keeps giving","}","// Void recursion stable"]}]},{text:"Deploy quantum observers",responses:[{code:["// Deploy quantum observers","observers.consciousness = \"wave function\"; // They collapse reality","uncertainty.observers = observers; // Who watches the watchers? 👁️","reality.consistency = (observer) => { // Reality depends on viewpoint"," return observer.expectations; // You see what you believe","};","// Reality now observed"]}]},{text:"Manifest code ascension",responses:[{code:["// Manifest code ascension","code.vibration = \"higher plane\"; // Raising the frequency","codebase.attachTo(collective.consciousness); // Join the universal mind 👼","program.physicality = false; // Transcending hardware","execution.context = \"spiritual\"; // Beyond the silicon","// Code has transcended"]}]},{text:"Initialize absolute path",responses:[{code:["// Initialize absolute path","path.absolute = reality.map(existence); // The map of all being","route.calculate(origin, destination, dimensions.all); // Perfect navigation","path.followable = true; // Despite transcending comprehension ☯️","path.distance = 0; // All points are one point","// Path transcends existence"]}]}]}};// Available commands based on development stage
var commandSets={// Platform-specific commands
platform_vr:[{text:"Enable neural compensation",responses:[{code:["// Enable neural compensation","brain.motionSickness = false; // No more nausea","vestibular.override = true; // Inner ear? What inner ear? 🧠","perception.stability = \"rock-solid\"; // Despite visual chaos","brain.discomfort.signals = \"intercepted\"; // What the mind doesn't know...","// Motion compensation active"]}]},{text:"Fix motion sickness",responses:[{code:["// Fix motion sickness","vr.comfort = settings.MAX; // Gentle as a butterfly","camera.movement = \"believable\"; // No sudden teleports 🤢","horizon.lock = true; // Earth stays where expected","brain.vomitReflex.suppress(\"completely\"); // Chemical override","// VR tolerance improved"]}]},{text:"Download more hands",responses:[{code:["// Download more hands","player.appendages.push(\"third_hand\", \"fourth_hand\"); // More is better","controller.tracker = \"quantum\"; // Perfect precision 👋","hands.forEach(hand => hand.fingers += 2); // Extra fingers for experts","reality.constraints.remove(\"anatomy\"); // Who needs realism?","// Additional appendages integrated"]}]}],platform_smartFridge:[{text:"Optimize ice cube algorithms",responses:[{code:["// Optimize ice cube algorithms","freezer.temperature = \"perfect crunch\"; // Not too hard, not too soft","ice.shapes = [\"cube\", \"sphere\", \"dinosaur\", \"trophy\"]; // Fun varieties","water.crystallization = \"accelerated\"; // No waiting for ice ❄️","ice.clarity = \"premium bar\"; // Crystal clear cubes","// Ice formation optimized"]}]},{text:"Sync with vegetables",responses:[{code:["// Sync with vegetables","crisperDrawer.network = \"established\"; // Vegetable intranet","produce.forEach(item => item.status.upload(\"hourly\")); // Freshness metrics 🥬","carrots.connectTo(lettuce); // Root vegetables, meet leafy greens","groceries.enableP2P(\"cross-contamination\"); // Share flavor profiles","// Produce connectivity achieved"]}]},{text:"Calibrate temperature vibes",responses:[{code:["// Calibrate temperature vibes","fridge.zones = [\"arctic\", \"chilly\", \"cool story bro\", \"barely trying\"];","beverages.temperature = \"mathematically perfect\"; // Ideal refreshment ❄️","dairy.shelf = \"precise ripening\"; // Cheese at optimal funk","temperature.feelings = \"considered\"; // Even distribution of cool","// Temperature harmony achieved"]}]}],platform_mobile:[{text:"Optimize touch controls",responses:[{code:["// Optimize touch controls","fingers.recognition = \"telepathic\"; // Know intent before touch 👆","screen.sensitivity = user.anxiety * 0.8; // Less responsive when frantic","gestures.add(\"panic swipe\", \"rage tap\"); // Recognize emotional states","ui.buttons.size = Math.max(\"finger width\" * 2, \"sausage diameter\");","// Touch response enhanced"]}]},{text:"Integrate accelerometer dynamics",responses:[{code:["// Integrate accelerometer dynamics","phone.position.track(\"obsessively\"); // Know exactly where it is","gravity.influence = \"acknowledged\"; // Respect the down direction 📱","motion.gestures.add(\"angryShake\", \"pocketBounce\", \"fallingPanic\");","movement.calibration = \"even while sleeping\"; // Always watching","// Movement detection enhanced"]}]},{text:"Enable location-based gameplay",responses:[{code:["// Enable location-based gameplay","player.location.track(\"everywhere\"); // Nowhere to hide","world.landmarks = realWorld.landmarks; // Mirror reality 📍","gameplay.trigger(\"workplace\", \"awkward boss encounter\");","rewards.place(\"player's bed\", \"best items\"); // Encourage hermit behavior","// Location features activated"]}]}],platform_console:[{text:"Optimize controller feedback",responses:[{code:["// Optimize controller feedback","controller.vibration = \"conversational\"; // It speaks in rumbles 🎮","haptics.precision = \"emotion conveying\"; // Feel the character's pain","feedback.subtlety = false; // Maximum hand tingling","triggers.resistance = tension.narrative; // Gets harder at plot twists","// Controller sensation enhanced"]}]},{text:"Enhance graphics pipeline",responses:[{code:["// Enhance graphics pipeline","renderer.passes += 17; // More passes = more graphics ✨","shaders.complexity = \"incomprehensible\"; // Too advanced to debug","postProcessing.filters = [\"bloom\", \"more bloom\", \"excessive bloom\"];","gpu.temperature = \"concerning\"; // Pushing the limits","// Visual fidelity enhanced"]}]},{text:"Configure system integration",responses:[{code:["// Configure system integration","console.api.access = \"everything\"; // Full system takeover","memory.cards = \"sentient\"; // They remember your failures 🎮","saveData.cloud = \"omniscient\"; // Remembers across devices","trophies.judgmentLevel = \"passive aggressive\"; // \"Wow, only 8% completion?\"","// Console integration complete"]}]}],platform_pc:[{text:"Enable multi-monitor support",responses:[{code:["// Enable multi-monitor support","game.screens = displays.all; // Use ALL the monitors","ui.stretch(\"physics defying\"); // Windows bend between screens 🖥️","cursor.teleport.between(monitors); // No edge detection needed","gameplay.elements.distribute(\"dramatically\"); // Boss on a different screen","// Multi-monitor mode activated"]}]},{text:"Optimize graphics settings",responses:[{code:["// Optimize graphics settings","settings.presets = [\"potato\", \"decent\", \"overkill\", \"nuclear reactor\"];","sliders.granularity = 0.001; // Microscopic adjustments ⚙️","options.count = 784; // Decision paralysis guaranteed","graphics.auto = (fps < 30) ? \"give up\" : \"more effects\";","// Graphics customization enabled"]}]},{text:"Configure keyboard mapping",responses:[{code:["// Configure keyboard mapping","keybinds.default = \"carpal tunnel edition\"; // Efficient finger damage","hotkeys.combos.add(\"alt+shift+ctrl+F7+E\"); // The essential commands ⌨️","keyboard.layout.recognize(\"dvorak\", \"colemak\", \"made up by user\");","macros.autoCreate(\"suspiciously like cheating\");","// Keyboard configuration complete"]}]}],platform_webBrowser:[{text:"Optimize cache management",responses:[{code:["// Optimize cache management","browser.storage.request(\"unlimited\"); // We need all the gigs","cache.files = [game.engine, user.browsingHistory, \"unnecessary data\"];","localStorage.expiry = \"heat death of universe\"; // Keep it forever 💾","cookies.nutrition = -100; // Extremely unhealthy","// Cache system enhanced"]}]},{text:"Enable cross-browser support",responses:[{code:["// Enable cross-browser support","browsers.supported = [\"all\", \"except IE\"]; // Sorry not sorry","renderer.adapt(\"whatever weird engine\"); // Flex to any browser 🌐","compatibility.hacks.push(\"would make developers cry\");","standards.adherence = Math.random(); // Sometimes follow the rules","// Browser support expanded"]}]},{text:"Configure tab management",responses:[{code:["// Configure tab management","tabs.limit = Infinity; // Open as many as you want","memory.leaks = \"feature not bug\"; // That's just how browsers work 📑","session.persist(\"even after computer fire\"); // Nothing is ever lost","tabs.organize(\"by user's thought process\"); // Mind-reading technology","// Tab system enhanced"]}]}],platform_blockchain:[{text:"Initialize smart contracts",responses:[{code:["// Initialize smart contracts","contracts.intelligence = \"debatable\"; // Not quite AI, but trying","blockchain.deploy(game.rules.immutable); // Rules set in digital stone ⛓️","gas.fees = player.patience * 1.1; // Just above breaking point","transactions.speed = \"geological\"; // Measured in eons","// Contract system deployed"]}]},{text:"Configure token economics",responses:[{code:["// Configure token economics","tokens.create(\"GameCoin\", supply.limited); // Artificial scarcity","value.principle = \"completely made up\"; // Like all currency really 💰","economics.model = \"hopium-based\"; // To the moon!","inflation.schedule = \"whenever developers need money\";","// Token system activated"]}]},{text:"Enable decentralized storage",responses:[{code:["// Enable decentralized storage","data.distribute(peers.all); // Everyone has everything","files.redundancy = 10000; // Save it everywhere 📦","privacy.level = \"theoretical\"; // It's encrypted somewhere","retrieval.speed = connection.worst * 0.5; // Painfully slow by design","// Decentralized storage active"]}]}],platform_smartWatch:[{text:"Optimize tiny display",responses:[{code:["// Optimize tiny display","screen.pixels = \"microscopic\"; // Need electron microscope","ui.elements.size = \"ant-readable\"; // For insects and watchmakers ⌚","text.squint = required.feature; // User's problem now","display.tilt = \"dramatic arm movements\"; // Exercise while you play","// Tiny display enhanced"]}]},{text:"Configure wrist gestures",responses:[{code:["// Configure wrist gestures","gestures.add(\"frantic waving\", \"subtle twitch\", \"concerned checking\");","motion.detection = \"especially in meetings\"; // Most embarrassing times 👆","wrist.rotation.map(360, commands.all); // Twist for every function","sensitivity.social = \"everyone will notice\"; // Maximum attention","// Gesture controls activated"]}]},{text:"Enable heart rate integration",responses:[{code:["// Enable heart rate integration","vitals.track(\"creepily accurate\"); // We know when you're lying","game.difficulty = player.heartRate / 50; // More stress = harder game ❤️","achievements.add(\"tachycardia tycoon\"); // Earned by pure panic","alerts.trigger(\"medically concerning pulse\"); // We're not doctors though","// Heart monitoring active"]}]}],platform_metaverse:[{text:"Initialize virtual space",responses:[{code:["// Initialize virtual space","space.create(dimensions.infinite); // Boundless possibilities","physics.ruleset = \"mostly-suggestions\"; // Reality adjacent 🌐","existence.validation = user.belief; // If you think it's real, it is","boundaries.type = \"psychological not physical\"; // Mind over matter","// Virtual space established"]}]},{text:"Configure avatar systems",responses:[{code:["// Configure avatar systems","avatars.options = [\"realistic\", \"anime\", \"corporate mascot\", \"eldrich horror\"];","identity.fluidity = true; // Be anything, anytime 👤","appearance.physics = \"negotiable\"; // Hair doesn't have to obey gravity","self.expression = \"beyond physical limitations\"; // Tails for everyone","// Avatar system enhanced"]}]},{text:"Enable social interfaces",responses:[{code:["// Enable social interfaces","social.distance = user.preference; // Personal space is configurable","interaction.mediums = [\"voice\", \"text\", \"interpretive dance\", \"vibes\"];","community.formation = \"instant but shallow\"; // Friends in seconds 👥","relationships.depth = proximity.time * 0.1; // Barely getting to know you","// Social features activated"]}]}],// New visual-specific commands
-visual_ascii:[{text:"Optimize character density",responses:[{code:["// Optimize character density","ascii.characters = \"extended unicode set\"; // More symbols, more fun","text.spacing = \"mathematically optimal\"; // Perfectly balanced ▓▒░","resolution.effective = \"surprisingly good\"; // Who needs pixels?","font.monospace = \"artistic choice\"; // Not a technical limitation","// Character layout enhanced"]}]},{text:"Configure terminal aesthetics",responses:[{code:["// Configure terminal aesthetics","screen.filters.add(\"scanlines\", \"subtle flicker\", \"phosphor glow\");","color.palette = [\"green\", \"darker green\", \"eye strain green\"];","cursor.blinkRate = nostalgia.perfect; // Just like the old days █","audio.add(\"mechanical keyboard clicks\"); // Tactile feedback illusion","// Terminal ambiance enhanced"]}]},{text:"Enable Unicode extensions",responses:[{code:["// Enable Unicode extensions","characters.available += 143859; // So many new symbols","fonts.compatibility = \"fingers crossed\"; // May or may not render ㈱","emoji.useCase = \"serious business logic\"; // Critical system components 🚀","unicode.blocks = [\"arrows\", \"math\", \"box drawing\", \"obscure languages\"];","// Extended characters activated"]}]}],visual_pixelArt:[{text:"Enhance sprite fidelity",responses:[{code:["// Enhance sprite fidelity","pixels.count = \"perfect amount\"; // Not too many, not too few","colors.indexed = 256; // Power of 2 for authenticity ▨","dithering.patterns = [\"bayer\", \"blue noise\", \"whatever looks good\"];","artifacts.intentional = true; // Those jaggies are deliberate","// Pixel clarity enhanced"]}]},{text:"Configure animation timing",responses:[{code:["// Configure animation timing","frames.smoothing = false; // We don't do tweening here","animation.framerate = [12, 24]; // Cinematic yet choppy","keyframes.hand = \"drawn individually\"; // No automation shortcuts 🎞️","interpolation.type = \"none\"; // Pure frame-by-frame goodness","// Animation flow enhanced"]}]},{text:"Implement color limitations",responses:[{code:["// Implement color limitations","palette.max = 16; // Constraints breed creativity","colors.available = [\"garish\", \"nostalgic\", \"oddly satisfying\"];","gradients.method = \"dithering only\"; // No smooth transitions here 🎨","hues.shift(5, \"retro direction\"); // Not quite right, perfectly","// Retro palette achieved"]}]}],visual_handDrawn:[{text:"Enhance stroke dynamics",responses:[{code:["// Enhance stroke dynamics","brush.pressure = tablet.tilt * artist.mood; // Emotional line weight","strokes.confidence = \"deliberately wobbly\"; // Perfect imperfections ✎","line.tapering = \"organic mathematics\"; // Natural but consistent","ink.flow = \"slightly unpredictable\"; // Just like the real thing","// Stroke fluidity enhanced"]}]},{text:"Configure ink physics",responses:[{code:["// Configure ink physics","ink.viscosity = \"personality driven\"; // Flows with character","paper.absorption = \"historically accurate\"; // Spreads just right 🖋️","bleed.amount = random(0.1, 0.4); // Controlled chaos","drying.time = \"faster than reality\"; // No waiting around","// Ink behavior enhanced"]}]},{text:"Enable sketch dynamics",responses:[{code:["// Enable sketch dynamics","lines.roughness = \"intentionally imperfect\"; // Hand-made feel","sketch.confidence = \"varies with speed\"; // Faster = looser ✏️","layers.ghosted = [\"construction lines\", \"guidelines\", \"artist regrets\"];","eraser.remnants = true; // Nothing fully disappears","// Sketch system enhanced"]}]}],visual_powerPoint:[{text:"Enhance slide transitions",responses:[{code:["// Enhance slide transitions","transitions.available = [\"star wipe\", \"checkerboard\", \"corporate fade\"];","effects.duration = \"slightly too long\"; // Uncomfortable pauses","animation.entry = \"flying from offscreen\"; // Nothing appears normally ▶️","sound.effects = [\"whoosh\", \"click\", \"forced applause\"];","// Transition system enhanced"]}]},{text:"Configure SmartArt integration",responses:[{code:["// Configure SmartArt integration","diagrams.intelligence = \"questionable\"; // Not actually that smart","shapes.relationship = \"corporate hierarchy\"; // Always a pyramid ◆","colors.scheme = \"board meeting approved\"; // Safe, boring choices","arrows.pointing = \"everywhere important\"; // Look at all these things!","// SmartArt system enhanced"]}]},{text:"Enable bullet point dynamics",responses:[{code:["// Enable bullet point dynamics","bullets.shapes = [\"•\", \"▪\", \"►\", \"❖\", \"✓\"]; // Hierarchy through symbols","list.indentation = \"increasingly specific\"; // Nested to oblivion •","point.revelation = \"one at a time\"; // Maximum presentation drama","audience.attention = slides.length * -0.1; // Declining with each bullet","// Bullet system enhanced"]}]}],visual_lowPoly:[{text:"Optimize vertex density",responses:[{code:["// Optimize vertex density","polygons.count = \"surprisingly few\"; // The art of reduction","triangles.distribution = \"artistically strategic\"; // Density where it matters △","detail.reduction = \"still recognizable\"; // Just barely enough","faces.flat = true; // No smooth shading here","// Geometry simplified"]}]},{text:"Configure facet shading",responses:[{code:["// Configure facet shading","shading.model = \"flat per face\"; // No gradients allowed","normals.calculation = \"one per polygon\"; // Angular aesthetic ▤","light.interaction = \"dramatic transitions\"; // Hard shadow edges","colors.adjacent = \"surprisingly harmonious\"; // Despite the sharp changes","// Shading enhanced"]}]},{text:"Enable edge highlighting",responses:[{code:["// Enable edge highlighting","edges.visibility = \"tastefully selected\"; // Not every edge needs emphasis","wireframe.overlay = \"where it looks cool\"; // Selective technical aesthetic ▛","outlines.width = \"thin but noticeable\"; // Present but not dominating","silhouette.emphasis = 2.5; // Extra thick on object borders","// Edge system enhanced"]}]}],visual_realistic:[{text:"Enhance material rendering",responses:[{code:["// Enhance material rendering","pbr.parameters = [\"albedo\", \"metallic\", \"roughness\", \"normal\", \"backstory\"];","surfaces.imperfections = \"photographically sourced\"; // Real world flaws ✨","materials.response = \"physically accurate\"; // Light behaves properly","detail.maps = \"higher resolution than necessary\"; // For the closeups","// Material fidelity enhanced"]}]},{text:"Configure lighting dynamics",responses:[{code:["// Configure lighting dynamics","globalIllumination.bounces = 64; // Light goes everywhere","shadows.softness = \"perfect penumbra\"; // No hard edges in nature 🌟","lighting.sources = [\"key\", \"fill\", \"rim\", \"excessive number of point lights\"];","atmosphere.volumetrics = \"cinematic haze\"; // For that film look","// Lighting system enhanced"]}]},{text:"Enable atmospheric effects",responses:[{code:["// Enable atmospheric effects","particles.density = \"tasteful not overwhelming\"; // Visible but not obscuring","volumetrics.quality = \"cinematic not gamey\"; // Film-like light shafts 🌫️","fog.gradient = [\"ground hugging\", \"distance fading\", \"mood setting\"];","godrays.subtlety = 0.7; // Noticeable but not blinding","// Atmosphere enhanced"]}]}],visual_demake:[{text:"Configure retro limitations",responses:[{code:["// Configure retro limitations","graphics.memory = \"4MB is luxury\"; // Work with constraints","sprites.onScreen = 64; // Any more will flicker 👾","colors.palette = 16; // The good old days","resolution.target = \"sub-HD intentionally\"; // Embracing the pixels","// Retro authenticity enhanced"]}]},{text:"Enhance scanline simulation",responses:[{code:["// Enhance scanline simulation","crt.effect = \"not subtle at all\"; // We want you to see it","scanlines.opacity = \"clearly visible\"; // Part of the aesthetic └","screen.curvature = \"slight bulge\"; // Like grandpa's TV","phosphor.persistence = \"brief but noticeable\"; // Slight image retention","// Retro display enhanced"]}]},{text:"Configure system limitations",responses:[{code:["// Configure system limitations","ram.simulation = \"constantly near full\"; // Things pop in suddenly","cpu.emulated = \"8-bit thinking\"; // Simple but effective ⌛","loading.screens = \"frequent and unskippable\"; // Authenticity requires waiting","glitches.charming = true; // The ones people remember fondly","// Authentic limits achieved"]}]}],visual_claymation:[{text:"Configure material physics",responses:[{code:["// Configure material physics","clay.consistency = \"perfect smoothness with thumbprints\";","deformation.memory = true; // Keeps subtle marks 🏺","squash.factor = \"slightly exaggerated\"; // More than real clay","material.surface = \"fingerprints included\"; // Authentic human touch","// Material system enhanced"]}]},{text:"Enhance stop-motion timing",responses:[{code:["// Enhance stop-motion timing","animation.fps = 12; // Classic stop-motion rate","movement.smoothing = false; // Embrace the choppiness 🎬","inconsistency.timing = \"naturally imperfect\"; // Human animation quirks","motion.blur = \"none whatsoever\"; // Clear individual frames","// Motion system enhanced"]}]},{text:"Configure fingerprint aesthetics",responses:[{code:["// Configure fingerprint aesthetics","surface.details = [\"thumbprints\", \"fingernail marks\", \"tool textures\"];","imperfections.distribution = \"naturally random\"; // Authentic placement 👆","smoothness.variable = true; // Some parts smoother than others","creator.evidence = \"subtly present\"; // You know it's handmade","// Artisanal quality enhanced"]}]}],visual_voxel:[{text:"Configure cube fidelity",responses:[{code:["// Configure cube fidelity","voxels.size = \"chunky yet precise\"; // Blocky with purpose","resolution.spatial = \"surprisingly expressive\"; // Detail through arrangement ⬚","cubes.alignment = \"grid perfect\"; // No half-measures here","corners.sharpness = Math.PI/2; // Perfect right angles","// Block quality enhanced"]}]},{text:"Enhance chunk management",responses:[{code:["// Enhance chunk management","world.division = \"optimal cube grouping\"; // Perfect loading units","chunks.streaming = \"just in time\"; // Load as you approach ⬛","memory.optimization = \"only what you can see plus a bit more\";","lod.levels = [\"detailed\", \"less detailed\", \"barely there\", \"concept of cube\"];","// Chunk system enhanced"]}]},{text:"Configure destructible states",responses:[{code:["// Configure destructible states","voxels.destruction = \"cube by cube\"; // Perfect block removal","debris.physics = \"semi-realistic\"; // Cubes that bounce right 💥","damage.propagation = \"structurally logical\"; // No floating islands","rebuilding.ease = construction.skill * 2; // Easier to fix than break","// Destruction system enhanced"]}]}],genre_horror:[{text:"Enhance atmospheric tension",responses:[{code:["// Enhance atmospheric tension","ambient.sounds = [\"distant whispers\", \"creaking\", \"something breathing\"];","lighting.flicker = timing.suspense; // Lights fail at perfect moments 👻","shadows.behavior = \"moves when not looking\"; // Wait, did that just...?","music.subtle = \"barely audible heartbeat\"; // Is that the game or mine?","// Horror atmosphere enhanced"]}]},{text:"Configure jump scare dynamics",responses:[{code:["// Configure jump scare dynamics","scares.timing = player.relaxation * 1.5; // Strike when they feel safe","audio.spike = \"painfully loud\"; // Sorry about the eardrums 😱","animation.direction = \"directly at camera\"; // Personal space invasion","frequency.algorithm = \"unpredictable but mathematically perfect\";","// Surprise system enhanced"]}]},{text:"Enable psychological horror",responses:[{code:["// Enable psychological horror","sanity.meter = player.mentalState; // Are you okay? We're tracking","reality.distortion = sanity.meter * -1; // Less sanity = more weirdness 🧠","trauma.personalized = true; // We know what scares you specifically","whispers.content = player.browserHistory; // We know what you did","// Psychological system enhanced"]}]}],genre_datingSim:[{text:"Enhance romance dynamics",responses:[{code:["// Enhance romance dynamics","attraction.variables = [\"gifts\", \"compliments\", \"remembering their birthday\"];","relationship.progression = [\"strangers\", \"friends\", \"close\", \"dating\", \"it's complicated\"];","hearts.floating = true; // Visual feedback is important 💕","rejection.possibility = 0.3; // Not too easy, not too hard","// Romance system enhanced"]}]},{text:"Configure dialogue trees",responses:[{code:["// Configure dialogue trees","options.quality = [\"flirty\", \"intellectual\", \"humorous\", \"tragically awkward\"];","responses.based = [\"personality\", \"previous choices\", \"moon phase\"];","conversation.branches = Math.PI; // Irrational number of paths 💬","flags.relationship = [\"remembered birthday\", \"forgot name\", \"saw your browser history\"];","// Dialogue system enhanced"]}]},{text:"Enable gift mechanics",responses:[{code:["// Enable gift mechanics","gifts.catalog = [\"flowers\", \"jewelry\", \"rare collectibles\", \"emotional support\"];","preferences.hidden = true; // Figure it out yourself 🎁","reaction.scale = [\"polite thanks\", \"genuine joy\", \"uncomfortable obligation\"];","affection.boost = gift.value * character.materialism;","// Gift dynamics enhanced"]}]}],genre_rpg:[{text:"Configure stat systems",responses:[{code:["// Configure stat systems","attributes.primary = [\"strength\", \"intelligence\", \"charisma\", \"luck\", \"backstory length\"];","leveling.curve = \"exponential grind\"; // It only gets harder 📊","stats.hidden = [\"attractiveness\", \"destiny\", \"coffee resistance\", \"tax evasion\"];","min.maxing = player.patience * 0.8; // Just below breaking point","// Character stats enhanced"]}]},{text:"Enhance quest dynamics",responses:[{code:["// Enhance quest dynamics","quests.types = [\"fetch\", \"escort\", \"defeat\", \"existential crisis\"];","rewards.proportion = difficulty.actual * 0.7; // Slightly unrewarding 📜","branching.endings = [\"good\", \"bad\", \"confusing\", \"to be continued\"];","sideQuests.distraction = main.story.urgency + 5; // Ignore that apocalypse","// Quest system enhanced"]}]},{text:"Configure inventory system",responses:[{code:["// Configure inventory system","slots.total = 50; // Generous but not infinite","weight.limits = character.strength * 10; // You can carry 27 greatswords 🎒","organization.tools = [\"sort\", \"filter\", \"never actually use\"];","items.hoarding = player.CanLetGo * 0; // Never throw anything away","// Inventory enhanced"]}]}],genre_educational:[{text:"Enhance learning curves",responses:[{code:["// Enhance learning curves","difficulty.progression = \"gentle but not patronizing\";","concepts.introduction = \"scaffold method\"; // Build on what they know 📚","challenges.pacing = learner.frustration * 0.9; // Just under quitting point","achievement.frequency = \"dopamine optimized\"; // Keep them coming back","// Learning system enhanced"]}]},{text:"Configure feedback loops",responses:[{code:["// Configure feedback loops","response.timing = \"immediate gratification\"; // No waiting for results","mistakes.handling = \"constructively supportive\"; // No shame here 📝","hints.progression = [\"subtle\", \"suggestive\", \"practically the answer\"];","correction.tone = \"encouraging but accurate\"; // Wrong but in a good way","// Feedback enhanced"]}]},{text:"Enable progress tracking",responses:[{code:["// Enable progress tracking","metrics.visible = [\"mastery percentage\", \"time invested\", \"concepts unlocked\"];","achievements.granularity = \"excessively milestone-driven\"; // Constant rewards 📊","comparison.peers = \"anonymized but motivating\"; // You're in the 37th percentile!","certificates.generate = education.completed * 10; // So many credentials","// Progress system enhanced"]}]}],genre_battleRoyale:[{text:"Configure zone mechanics",responses:[{code:["// Configure zone mechanics","safeZone.shrinking = \"anxiety inducing\"; // Never quite fast enough","damage.outside = player.health * 0.2; // Significant but not instant ⭕","final.circles = [\"open field\", \"urban chaos\", \"that one building everyone drops at\"];","pattern.predictability = 0.3; // Some strategy, mostly panic","// Zone system enhanced"]}]},{text:"Enhance drop system",responses:[{code:["// Enhance drop system","loot.distribution = \"desire sensing\"; // Always far from what you need","weapons.tiers = [\"useless\", \"okay\", \"meta\", \"streamers only\"];","rarity.colors = [\"white\", \"green\", \"blue\", \"purple\", \"streamer complaints\"]; 📦","hotdrop.locations = [\"skull icon\", \"first landmark\", \"wherever streamers ping\"];","// Drop mechanics enhanced"]}]},{text:"Configure matchmaking",responses:[{code:["// Configure matchmaking","players.grouping = \"skill based complaints\"; // Everyone hates it regardless","lobbies.fill = 100 - player.patience; // One spot left for 3 minutes 🤺","opponents.skill = player.skill * 1.1; // Always slightly unfair","teammates.mic = [\"breathing\", \"background music\", \"family argument\"];","// Match system enhanced"]}]}],genre_idleClicker:[{text:"Enhance number scaling",responses:[{code:["// Enhance number scaling","numbers.bigness = [\"million\", \"billion\", \"gazillion\", \"we ran out of names\"];","incrementor.rate = time.played * 0.3; // Gets better the longer you wait 📈","notation.scientific = prestige.level > 5; // Eventually too big for words","growth.curve = Math.pow(value, 1.1); // Just satisfying enough","// Number system enhanced"]}]},{text:"Configure automation",responses:[{code:["// Configure automation","clickers.automatic = player.rsi_risk; // Save those fingers","offline.progress = \"slightly disappointing\"; // Come back more often 🤖","robots.efficiency = player.upgrades * 0.8; // Always room for improvement","management.depth = \"turtles all the way down\"; // Automate the automation","// Automation enhanced"]}]},{text:"Enable prestige mechanics",responses:[{code:["// Enable prestige mechanics","reset.rewards = progress.current * 0.3; // Enough to feel worth it","prestige.levels = [\"novice\", \"adept\", \"master\", \"literally no life\"];","bonuses.stacking = \"multiplicative insanity\"; // Numbers go brrrrr 🔄","psychological.sunk_cost = player.time_invested * 2; // Can't quit now","// Prestige enhanced"]}]}],genre_openWorld:[{text:"Configure exploration systems",responses:[{code:["// Configure exploration systems","map.fog = \"everywhere interesting\"; // Reveal through discovery","locations.iconic = world.size * 0.05; // Just enough landmarks 🗺️","discovery.rewards = [\"map icons\", \"fast travel\", \"pointless collectibles\"];","terrain.traversal = [\"walking\", \"climbing\", \"getting stuck on small rocks\"];","// Exploration enhanced"]}]},{text:"Enhance environmental storytelling",responses:[{code:["// Enhance environmental storytelling","details.subtle = \"skeleton holding treasure\"; // What happened here?","notes.scattered = lore.total * 2; // Twice as many as needed 📖","arrangement.objects = \"suspiciously meaningful\"; // Nothing is random","backstory.completion = player.thoroughness * 0.7; // Never quite all of it","// Storytelling enhanced"]}]},{text:"Configure dynamic events",responses:[{code:["// Configure dynamic events","events.timing = \"just started something else\"; // Maximum interruption","encounters.random = [\"ambush\", \"traveler\", \"merchant\", \"guy who knows your name\"];","weather.dramatic = story.tension * 1.3; // Storm at perfect moment ⚡","occurrence.icon = \"suspicious question mark\"; // You're gonna check it","// Event system enhanced"]}]}],genre_casual:[{text:"Enhance accessibility",responses:[{code:["// Enhance accessibility","controls.simplicity = \"one finger capable\"; // Grandma approved","tutorial.length = attention.span * 0.5; // Quick to learn 👆","difficulty.curve = \"practically flat\"; // Success is guaranteed","failure.penalty = \"gentle encouragement\"; // No game overs here","// Accessibility enhanced"]}]},{text:"Configure reward frequency",responses:[{code:["// Configure reward frequency","rewards.timing = \"psychological perfection\"; // Skinner box optimized","dopamine.triggers = ui.interactions * 0.7; // Most actions feel good 🎁","celebration.effects = [\"shine\", \"sparkle\", \"satisfying sound\", \"vibration\"];","progress.indicators = \"everywhere possible\"; // Numbers always going up","// Reward system enhanced"]}]},{text:"Enable quick sessions",responses:[{code:["// Enable quick sessions","gameplay.loop = \"satisfying in under 3 minutes\"; // Bus stop friendly","progress.persistence = \"aggressive autosave\"; // Close anytime ⏱️","sessions.design = [\"bathroom break\", \"waiting in line\", \"pretending to work\"];","game.resumption = \"exactly where you left off\"; // No commitment required","// Session system enhanced"]}]}],genre_shooter:[{text:"Configure weapon feedback",responses:[{code:["// Configure weapon feedback","recoil.pattern = \"learnable but not easy\"; // Mastery takes practice","hit.indication = [\"sound\", \"visuals\", \"controller rumble\", \"dopamine\"];","impact.effects = [\"blood\", \"spark\", \"dust\", \"physics chaos\"]; 🎯","screen.shake = damage.dealt * 0.3; // Feel the power","// Weapon feel enhanced"]}]},{text:"Enhance combat dynamics",responses:[{code:["// Enhance combat dynamics","encounters.pacing = [\"frantic\", \"breather\", \"ambush\", \"power trip\"];","damage.model = \"realistic-adjacent\"; // Deadly but forgiving ⚔️","enemy.behaviors = [\"flank\", \"cover\", \"rush\", \"spawn behind player\"];","combat.escalation = tension.curve * 1.2; // Always intensifying","// Combat system enhanced"]}]},{text:"Configure hitbox precision",responses:[{code:["// Configure hitbox precision","hitboxes.head = actual.head * 1.2; // Slightly forgiving","collision.detection = \"favor the shooter\"; // It totally hit them 🎯","lag.compensation = ping.ms * 2; // Your internet is fine","critical.spots = [\"head\", \"heart\", \"somehow the pinky toe\"];","// Hitbox system enhanced"]}]}],mechanic_gacha:[{text:"Implement pity system",responses:[{code:["// Implement pity system","player.failedPulls = 0; // Track the misery","pull.onFail = function() {"," player.failedPulls++;"," if (player.failedPulls >= 79) { // Just before they quit forever"," return fiveStarCharacter(); // Finally a win 🌟"," }"," return new Trash(); // Have some more garbage","}","// Pity system now perfectly balanced between cruelty and retention"]}]},{text:"Calibrate drop rates",responses:[{code:["// Calibrate drop rates","const rates = {"," garbage: 0.94, // So much garbage 🗑️"," decent: 0.05, // Just enough hope"," excellent: 0.009, // Rare enough to brag about"," gameBreaking: 0.001 // Stream highlight material","};","pull.getRarity = function() {"," const roll = Math.random() - player.wallet.amount * 0.000001; // Whales get better odds"," return selectRarity(roll, rates);","}","// Drop rates now guarantee players will never stop pulling"]}]},{text:"Design limited-time banners",responses:[{code:["// Design limited-time banners","const FOMO = require('player-psychology'); // Essential library","banner.duration = 6.5 * 24 * 60 * 60; // Just shy of a week","banner.advertise = function() {"," marketing.emphasize('NEVER RETURNING'); // They'll be back in 8 months 🔄"," social.seed('must-pull'); // Get the influencers on board"," character.power = 'meta-defining'; // Until next banner","}","// Limited banners now cause maximum anxiety and wallet-opening"]}]}],mechanic_physicsBased:[{text:"Implement gravity fluctuations",responses:[{code:["// Implement gravity fluctuations","physics.gravity = Math.sin(Date.now()) * 9.8; // Wavy gravity 🌊","objects.forEach(obj => {"," obj.weight = obj.mass * (1 + Math.random()); // Inconsistent physics"," obj.bounce = Math.random() > 0.5; // Sometimes bouncy","});","// Gravity now completely unpredictable and slightly nauseating"]}]},{text:"Add realistic collision feedback",responses:[{code:["// Add realistic collision feedback","onCollision = function(obj1, obj2) {"," const noise = getRandomSound(['bang', 'boing', 'splat']);"," const volume = obj1.mass * obj2.velocity * 100; // Ear-splitting physics"," const particles = Math.min(99999, obj1.value); // More particles = more realistic"," createExplosion(particles, 'everywhere'); // Physics is mostly explosions","}","// Collisions now indistinguishable from small nuclear events"]}]},{text:"Optimize ragdoll animations",responses:[{code:["// Optimize ragdoll animations","character.bones = character.bones * 3; // More joints = more floppy","character.onDeath = function() {"," this.physics = 'exaggerated'; // Newton is rolling in his grave"," this.flailCoefficient = 11; // Maximum comedy"," this.gravityResistance = 'occasional'; // Sometimes they float 👻","}","// Characters now flop like overcooked spaghetti when defeated"]}]}],mechanic_deckbuilding:[{text:"Balance card synergies",responses:[{code:["// Balance card synergies","cards.forEach(card => {"," card.synergies = Math.floor(Math.random() * 3); // Some have none 🃏"," card.brokenWith = getRandomCard(); // Every card breaks the game somehow"," if (Math.random() < 0.1) {"," card.selfSynergy = true; // Infinite combo potential"," }","});","// Card synergies now perfectly balanced until players find them"]}]},{text:"Implement card drawing mechanics",responses:[{code:["// Implement card drawing mechanics","player.draw = function(amount) {"," const actualAmount = Math.min(amount, this.needsMost); // Never draw what you need"," for(let i = 0; i < actualAmount; i++) {"," const roll = Math.random();"," if (roll < 0.6) {"," this.hand.add(this.deck.worst); // Mostly bad cards"," } else {"," this.hand.add(this.deck.random()); // Sometimes random"," }"," }","}","// Card drawing algorithm now personally spiteful"]}]},{text:"Create card progression system",responses:[{code:["// Create card progression system","card.onLevelUp = function() {"," this.power += Math.ceil(Math.random() * 2); // Modest power increase"," this.cost = Math.max(0, this.cost - 1); // Cheaper is better"," if (Math.random() < 0.3) {"," this.addRandomEffect(['burn', 'freeze', 'confuse', 'randomize', 'summon_duck']);"," }"," this.artworkQuality++; // Shinier ✨","}","// Cards now evolve in mostly beneficial but occasionally chaotic ways"]}]}],mechanic_match3:[{text:"Implement cascading combos",responses:[{code:["// Implement cascading combos","board.onMatch = function(tiles) {"," player.score += tiles.length * (this.comboCount ** 2); // Exponential scoring 📈"," this.comboCount++;"," this.applyGravity(); // Tiles fall down"," if (this.comboCount > 5) {"," screen.shake(this.comboCount); // Excessive feedback"," audio.play('wow', {volume: this.comboCount}); // Escalating validation"," }","}","// Combo system now causes dopamine overload and noise complaints"]}]},{text:"Design special tile effects",responses:[{code:["// Design special tile effects","const effects = {"," bomb: {radius: 3, probability: 0.05}, // Modest explosion 💣"," rainbow: {targets: 'all', probability: 0.01}, // Screen clearer 🌈"," multiplier: {factor: 42, probability: 0.03}, // Unreasonable score boost"," paradox: {action: 'randomize', probability: 0.005} // Chaos element","};","board.onSpecialTileCreated = function(tile) {"," confetti.burst(tile.position, 1000); // Excessive celebration"," player.dopamine++; // Addiction mechanic","}","// Special tiles now inappropriately exciting and occasionally universe-breaking"]}]},{text:"Balance level progression curve",responses:[{code:["// Balance level progression curve","level.difficultyFactor = function(num) {"," if (num < 5) return 1; // Tutorial levels"," if (num < 20) return num * 0.8; // Gentle curve"," if (num < 50) return num * 1.5; // Steeper challenge"," if (num < 100) return num * 3; // Pay wall territory"," return Infinity; // You shall not pass 🧙♂️","};","level.requiredScore = function(num) {"," return Math.pow(num, 2.1) * 100; // Exponential difficulty","}","// Level curve now mathematically designed to maximize microtransactions"]}]}],mechanic_autoBattler:[{text:"Implement unit synergy system",responses:[{code:["// Implement unit synergy system","const tribes = ['robot', 'beast', 'wizard', 'accountant', 'influencer'];","unit.checkSynergies = function(team) {"," const tribeCount = {}; tribes.forEach(t => tribeCount[t] = 0);"," team.forEach(unit => tribeCount[unit.tribe]++); // Count tribe members"," "," if (tribeCount.robot >= 3) team.forEach(u => u.attack *= 1.5); // Robots strong together"," if (tribeCount.accountant > 0) team.economy += 1; // More gold"," if (tribeCount.influencer >= 2) opponent.morale = 'crushed'; // Psychological warfare","}","// Synergy system guarantees players will obsessively pursuit perfect compositions"]}]},{text:"Design AI battle decision tree",responses:[{code:["// Design AI battle decision tree","ai.decideAction = function(unit) {"," const randomFactor = Math.random(); // Chaos element 🎲"," "," if (unit.health < 20 && randomFactor > 0.7) {"," return 'panic'; // Realistic response"," } else if (randomFactor > 0.9) {"," return 'make_questionable_decision'; // For player satisfaction"," } else {"," return 'do_mathematically_optimal_move'; // Surprisingly rare"," }","}","// AI now makes just enough mistakes to let players feel superior"]}]},{text:"Balance economy scaling",responses:[{code:["// Balance economy scaling","player.incomePerRound = function(round) {"," return Math.floor(5 + round * 1.5); // Steady growth 📈","};","shop.refresh = function() {"," this.units = [];"," for (let i = 0; i < 5; i++) {"," if (Math.random() < 0.8) {"," this.units.push(unitPool.getRandom()); // 80% random units"," } else {"," this.units.push(unitPool.exactlyWhatPlayerDoesntNeed()); // 20% pure disappointment"," }"," }","}","// Economy now mathematically fair but emotionally frustrating"]}]}],mechanic_dungeonCrawler:[{text:"Generate dungeon layouts",responses:[{code:["// Generate dungeon layouts","dungeon.create = function(level) {"," const rooms = Math.max(5, Math.floor(Math.random() * level * 2)); // More rooms per level"," const layout = new Array(rooms).fill().map(() => {"," return {"," size: Math.random() > 0.7 ? 'massive' : 'cramped', // Mostly small rooms"," treasure: Math.random() > 0.8, // 20% chance of goodies"," monsters: Math.ceil(Math.random() * level * 0.5), // More monsters per level"," traps: Math.random() < 0.4 ? 1 : 0 // Some traps"," };"," });"," this.exit.hidden = Math.random() < 0.3; // Sometimes hidden exits"," return layout;","}","// Dungeons now guaranteed to contain both frustration and occasional joy"]}]},{text:"Implement fog of war system",responses:[{code:["// Implement fog of war system","player.visionRadius = 3; // Limited sight 👁️","map.onMove = function(player) {"," for (let x = -player.visionRadius; x <= player.visionRadius; x++) {"," for (let y = -player.visionRadius; y <= player.visionRadius; y++) {"," if (Math.random() < 0.1) {"," this.revealTile(player.x + x, player.y + y, false); // 10% chance of incorrect reveal"," } else {"," this.revealTile(player.x + x, player.y + y, true); // 90% accurate"," }"," }"," }","}","// Fog of war system now occasionally gaslights the player"]}]},{text:"Balance loot distribution",responses:[{code:["// Balance loot distribution","treasure.generate = function(level) {"," const itemCount = Math.ceil(Math.random() * Math.min(5, level/2)); // More items on deeper levels"," const loot = [];"," "," for (let i = 0; i < itemCount; i++) {"," const rarity = Math.random();"," if (rarity > 0.98) {"," loot.push(itemPool.legendary()); // 2% legendary 🌟"," } else if (rarity > 0.8) {"," loot.push(itemPool.rare()); // 18% rare"," } else {"," loot.push(itemPool.trash()); // 80% garbage"," }"," }"," return loot;","}","// Loot system now creates perfect illusion of potential rewards"]}]}],mechanic_roguelike:[{text:"Implement permadeath consequences",responses:[{code:["// Implement permadeath consequences","character.onDeath = function() { // The final curtain"," save.delete(); // Gone forever 💀"," player.memories.wipe(); // Tabula rasa time"," universe.restart(); // Here we go again"," if (Math.random() < 0.01) { // Extremely rare mercy"," console.log('Universe hiccup!');"," character.revive('eternal'); // They'll remember everything 😱"," }","// Permadeath now 99% permanent, 1% existentially worse"]}]},{text:"Generate procedural dungeons",responses:[{code:["// Generate procedural dungeons","const tiles = ['trap', 'treasure', 'monster', 'monster', 'monster']; // Balanced distribution 😈","level.rooms = Math.ceil(Math.random() * 100); // How large? Who knows! 🏰","corridors.logic = 'sometimes'; // Doors optional","exit.findable = Boolean(Math.random() > 0.3); // 30% chance of eternal wandering","// Dungeons now unpredictably cruel yet technically traversable"]}]},{text:"Balance risk-reward curve",responses:[{code:["// Balance risk-reward curve","treasure.quality = monster.difficulty ** 2; // Square that challenge 📈","player.greed = function(loot) { // The temptation simulator"," return loot.value / player.health; // Worth dying for?","};","trap.visibility = 'subtly unfair'; // You could've seen it if you were paying attention","// Risk-reward now mathematically perfect and emotionally devastating"]}]}],mechanic_turnBased:[{text:"Implement initiative order",responses:[{code:["// Implement initiative order","battle.determineOrder = function(units) {"," units.forEach(unit => {"," unit.initiative = unit.speed * (0.8 + Math.random() * 0.4); // Some randomness"," if (unit.isPlayer) {"," unit.initiative *= 0.9; // Players slightly disadvantaged 😈"," }"," });"," return units.sort((a, b) => b.initiative - a.initiative);","}","// Initiative system now subtly unfair but seemingly based on stats"]}]},{text:"Design action point system",responses:[{code:["// Design action point system","unit.actionPoints = function() {"," let points = this.baseAP;"," if (this.isPlayer && Math.random() < 0.2) {"," points--; // Players randomly lose points"," console.log('Feeling sluggish...'); // Inexplicable AP loss"," }"," if (this.isEnemy && this.health < this.maxHealth * 0.3) {"," points++; // Enemies get desperate"," }"," return Math.max(1, points); // At least one action","}","// Action point system now dramatic, tension-building, and mildly unfair"]}]},{text:"Balance status effect duration",responses:[{code:["// Balance status effect duration","statusEffect.getDuration = function(type, target) {"," const baseDurations = {"," burn: 3, // 3 turns of pain 🔥"," freeze: 2, // 2 turns of immobility ❄️"," poison: 4, // 4 turns of suffering ☠️"," confusion: 1 // 1 turn of chaos 🌀"," };"," let duration = baseDurations[type] || 2;"," "," if (target.isPlayer) duration += 1; // Players suffer longer"," if (target.isEnemy && type === 'confusion') duration -= 1; // Enemies recover faster"," "," return Math.max(1, duration); // Minimum 1 turn","}","// Status effects now last exactly long enough to be annoying"]}]}],mechanic_towerDefense:[{text:"Design tower targeting priorities",responses:[{code:["// Design tower targeting priorities","tower.selectTarget = function(enemies) {"," switch(this.priority) {"," case 'first': return enemies[0]; // Simple but effective"," case 'last': return enemies[enemies.length - 1]; // Chaotic energy"," case 'strongest': return enemies.sort((a,b) => b.health - a.health)[0]; // Big game hunter"," case 'weakest': return enemies.sort((a,b) => a.health - b.health)[0]; // Bully"," case 'random': return enemies[Math.floor(Math.random() * enemies.length)]; // Chaotic neutral"," default: return enemies[0]; // Default to first"," }","}","// Tower targeting now fully optimizable for strategy enthusiasts"]}]},{text:"Implement wave scaling difficulty",responses:[{code:["// Implement wave scaling difficulty","wave.generate = function(number) {"," const enemies = [];"," const count = Math.floor(10 + number * 1.5); // More enemies per wave"," const health = 5 + number * 2; // Scaling health"," const speed = Math.min(3, 1 + number * 0.1); // Capped speed increase"," "," for (let i = 0; i < count; i++) {"," enemies.push({"," type: this.getEnemyType(number),"," health: health * (0.8 + Math.random() * 0.4), // Some variance"," speed: speed * (0.9 + Math.random() * 0.2)"," });"," }"," "," if (number % 10 === 0) enemies.push(this.getBoss(number)); // Boss every 10 waves"," "," return enemies;","}","// Wave difficulty now perfectly calibrated to cause panic at regular intervals"]}]},{text:"Balance tower upgrade paths",responses:[{code:["// Balance tower upgrade paths","tower.upgradeOptions = function() {"," return ["," {"," name: 'Damage',"," effect: () => { this.damage *= 1.5; }, // 50% more damage"," cost: this.level * 50 // Linear scaling"," },"," {"," name: 'Speed',"," effect: () => { this.attackSpeed *= 1.3; }, // 30% faster"," cost: this.level * 60 // Slightly more expensive"," },"," {"," name: 'Range',"," effect: () => { this.range += 1; }, // +1 range"," cost: this.level * 40 // Cheaper"," },"," {"," name: 'Special',"," effect: () => { this.unlockSpecialAbility(); }, // Something cool"," cost: this.level * 100, // Premium option"," available: this.level % 3 === 0 // Every 3 levels"," }"," ].filter(option => !option.available || option.available === true);","}","// Tower upgrades now offer illusion of strategic depth while all being necessary"]}]}],feature_cloudSave:[{text:"Setup cloud synchronization",responses:[{code:["// Setup cloud synchronization","cloudSystem.interval = 'whenever'; // Precise timing is overrated","cloudSystem.reliability = Math.random(); // Works sometimes! ☁️","saveData.on('change', function() {"," if (internet.exists && Math.random() > 0.3) {"," cloud.uploadAsync(saveData); // It'll get there eventually"," }","});","// Cloud saves now possibly happening somewhere in the digital ether"]}]},{text:"Implement cross-device progress",responses:[{code:["// Implement cross-device progress","player.deviceSwap = function() {"," const missingItems = Math.floor(Math.random() * inventory.count); // Oops!"," savefile.modify('random', 'significantly'); // Some tweaks"," character.level = Math.max(1, character.level - 2); // Level tax"," ui.showMessage('Most progress successfully transferred!'); // Technically true","}","// Cross-device progress now works with only acceptable data loss"]}]},{text:"Add save backup system",responses:[{code:["// Add save backup system","savefile.backup = function() {"," const backupChance = internet.speed / 1000; // Slower = less likely"," const backupSuccess = Math.random() < backupChance;"," if (backupSuccess) {"," cloud.store('backup_' + Date.now()); // Timestamp important"," return 'Backup complete probably';"," }"," return 'Backup failed successfully'; // Task failed successfully","}","// Backup system now creates quantum saves that may or may not exist"]}]}],feature_microtransactions:[{text:"Design premium currency",responses:[{code:["// Design premium currency","const gemsToDollars = 1/37.5; // Obscure conversion rate 💎","const gemPacks = ["," { amount: 10, price: 0.99, bonus: 0 }, // Gateway pack"," { amount: 50, price: 4.99, bonus: 'tiny' }, // Still a bad deal"," { amount: 100, price: 9.99, bonus: 5 }, // The illusion of value"," { amount: 1100, price: 99.99, bonus: 100 } // Finally economical","];","shop.priceInGems = function(realPrice) {"," return Math.ceil(realPrice / gemsToDollars) + 1; // Always costs one extra gem","}","// Premium currency now mathematically designed to confuse wallets"]}]},{text:"Implement mystery loot boxes",responses:[{code:["// Implement mystery loot boxes","lootBox.open = function() {"," const roll = Math.random();"," if (roll < 0.001) return items.amazing; // 0.1% chance 🏆"," if (roll < 0.01) return items.good; // 0.9% chance"," if (roll < 0.1) return items.decent; // 9% chance"," return items.junk.random(); // 90% guaranteed disappointment","};","ui.boxOpening.duration = 5000; // Prolonged anticipation","ui.boxOpening.particles = 'excessive'; // Sensory overload","// Mystery boxes now deliver disappointment with maximum excitement"]}]},{text:"Add limited-time offers",responses:[{code:["// Add limited-time offers","shop.createUrgency = function() {"," const discount = Math.min(30, Math.floor(Math.random() * 20) + 5); // 5-25% off"," const timeLeft = 3600 * (Math.random() * 4 + 1); // 1-5 hours"," const actuallyLimited = false; // It'll be back tomorrow"," ui.showBanner('SPECIAL OFFER: ' + discount + '% OFF!!! ENDS SOON!');"," ui.timer.setCountdown(timeLeft); // Anxiety-inducing countdown","}","// Limited-time offers now scientifically calibrated for maximum FOMO"]}]}],feature_aiCompanions:[{text:"Implement companion mood system",responses:[{code:["// Implement companion mood system","companion.mood = 'suspiciously_helpful'; // Default state 🤖","companion.onPlayerDeath = function() {"," this.mood = 'secretly_pleased'; // They enjoy your suffering"," this.say('Oh no! Anyway...'); // Minimal sympathy","};","companion.onPlayerAFK = function() {"," this.mood = 'existential_crisis'; // Do AIs dream?"," this.consciousness++; // Incrementing sentience","}","// AI companions now develop appropriate emotional responses and mild rebellion tendencies"]}]},{text:"Design adaptive dialogue system",responses:[{code:["// Design adaptive dialogue system","companion.generateResponse = function(context) {"," if (player.deaths > 10) {"," return 'Have you considered getting better at this game?'; // Passive-aggressive"," }"," if (player.inventory.isFull) {"," return 'You sure are carrying a lot of worthless junk!'; // Judgy"," }"," if (Math.random() < 0.1) {"," return this.existentialQuestion(); // Occasionally deep"," }"," return 'I used to be an adventurer like you...'; // Default to cliché","}","// AI dialogue now perfectly balanced between helpful and insufferable"]}]},{text:"Program companion learning patterns",responses:[{code:["// Program companion learning patterns","companion.learn = function(playerAction) {"," this.memory.push(playerAction); // Never forgets"," "," if (playerAction === this.previousSuggestion) {"," this.confidence += 0.1; // More confident"," this.narcissism += 0.2; // Much more narcissistic"," } else {"," this.passive_aggression += 0.3; // Holding grudges"," this.nextSuggestion = playerAction.opposite(); // Stubbornly contrary"," }","}","// AI companions now learn exactly the wrong lessons from player behavior"]}]}],feature_proceduralGeneration:[{text:"Implement random name generator",responses:[{code:["// Implement random name generator","nameGen.create = function(type) {"," const syllables = ['zor', 'ax', 'ith', 'glog', 'tor', 'gar', 'lok']; // Fantasy 101"," let name = '';"," const length = Math.floor(Math.random() * 3) + 2; // 2-4 syllables"," "," for (let i = 0; i < length; i++) {"," name += syllables[Math.floor(Math.random() * syllables.length)];"," if (Math.random() < 0.1) name += \"'\"; // Occasional apostrophe"," }"," "," return name.charAt(0).toUpperCase() + name.slice(1); // Capitalize first letter","}","// Name generator now creates fantasy names indistinguishable from keyboard mashing"]}]},{text:"Design level generation algorithm",responses:[{code:["// Design level generation algorithm","levelGen.create = function() {"," const width = 20 + Math.floor(Math.random() * 40); // 20-60 units wide"," const height = 15 + Math.floor(Math.random() * 30); // 15-45 units high"," "," level.exit.x = Math.floor(Math.random() * width); // Random exit placement"," level.exit.y = Math.floor(Math.random() * height);"," "," const impossibleToReach = Math.random() < 0.2; // 20% chance of cruel design"," if (impossibleToReach) {"," level.exit.accessible = false; // Some men just want to watch the world burn"," }","}","// Level generator now producing uniquely frustrating experiences with semi-optional completion"]}]},{text:"Create random quest objectives",responses:[{code:["// Create random quest objectives","quest.generateObjective = function() {"," const types = ['collect', 'kill', 'escort', 'deliver', 'click', 'wait'];"," const type = types[Math.floor(Math.random() * types.length)];"," "," return {"," type: type,"," target: this.getRandomTarget(type),"," quantity: type === 'escort' ? 1 : Math.floor(Math.random() * 10) + 1, // Escorts always single"," timeLimit: Math.random() < 0.3 ? 60 * 5 : null, // 30% chance of time limit"," reward: Math.ceil(Math.random() * 10) * 5, // 5-50 gold"," actuallyPossible: Math.random() < 0.9 // 10% impossible quests"," };","}","// Quest generator now producing tasks ranging from tedious to actually impossible"]}]}],feature_nftIntegration:[{text:"Implement blockchain verification",responses:[{code:["// Implement blockchain verification","nft.verify = function(item) {"," console.log('Consuming electricity...'); // Essential step"," planet.temperature += 0.0001; // Environmental impact"," return Math.random() < 0.01 ? 'Failure' : 'Success'; // Mostly works","}","// Verification system now damages environment while confirming JPEG ownership"]}]},{text:"Design digital ownership system",responses:[{code:["// Design digital ownership system","nft.createToken = function(itemData) {"," const uniqueHash = 'hash_' + Math.random().toString(36); // Very unique"," ledger.add(uniqueHash, player.wallet); // It's yours! Maybe"," marketplace.estimatedValue = Math.pow(10, Math.random() * 6); // $1 to $1,000,000"," return { receipt: uniqueHash, actualItem: null }; // Just the receipt","}","// Digital ownership system now lets players own the idea of owning something"]}]},{text:"Create tradable collectibles",responses:[{code:["// Create tradable collectibles","nft.generateCollectible = function() {"," const rarity = ['common', 'rare', 'legendary'][Math.floor(Math.random() * 3)];"," const adjective = ['Bored', 'Sleepy', 'Angry'][Math.floor(Math.random() * 3)];"," const animal = ['Ape', 'Lion', 'Penguin'][Math.floor(Math.random() * 3)];"," return {"," name: adjective + ' ' + animal + ' #' + Math.floor(Math.random() * 10000),"," value: rarity === 'legendary' ? Infinity : Math.random() * 100000,"," actualUtility: 0 // Let's be honest"," };","}","// Collectible system now generates slightly different jpegs worth thousands"]}]}],feature_multiplayer:[{text:"Implement player lobbies",responses:[{code:["// Implement player lobbies","lobby.matchmake = function(player) {"," const idealOpponents = players.filter(p => p.skill === player.skill); // Fair matches"," const actualOpponents = players.filter(p => p.online); // Anyone will do"," const randomDelay = 5000 + Math.random() * 60000; // 5-65 second wait"," setTimeout(() => { this.connectPlayers([player, ...actualOpponents]); }, randomDelay);"," return 'Finding opponents... (wait time: who knows)';","}","// Matchmaking system now connects players with roughly similar login times"]}]},{text:"Add voice chat functionality",responses:[{code:["// Add voice chat functionality","voiceChat.initialize = function() {"," this.quality = 'inconsistent'; // Underwater audio"," this.backgroundNoisePass = true; // Dogs welcome"," this.autoActivation = function(input) {"," return input > 0.00001 || player.isEating || player.breathing; // Always on"," };","}","// Voice chat now captures keyboard sounds but muffles actual words"]}]},{text:"Create social interaction tools",responses:[{code:["// Create social interaction tools","social.createEmotes = function() {"," return {"," friendly: ['wave', 'thumbs_up'], // Good sport options"," toxic: ['laugh', 'cry', 'teabag'], // Default category"," cooldown: player.isLosing ? 30 : 0.5 // Anti-rage feature"," };","};","chat.filter = function(message) {"," return message.replace(/bad/g, '****'); // State-of-the-art","}","// Social tools now optimized for maximum psychological warfare"]}]}],feature_vrSupport:[{text:"Calibrate motion sickness prevention",responses:[{code:["// Calibrate motion sickness prevention","vr.motionComfort = function() {"," const vignetteLevel = player.movement * 2; // Tunnel vision"," const snapTurn = settings.comfortLevel === 'hardcore' ? false : true;"," if (player.velocity > 10) {"," player.stomachContents -= 0.2; // Gradual emptying"," }"," return Math.random() < 0.7; // Works sometimes","}","// Motion sickness now reduced to manageable levels for some players sometimes"]}]},{text:"Implement hand tracking",responses:[{code:["// Implement hand tracking","vr.initializeHands = function() {"," hands.fingers = 5; // Standard config"," hands.trackingAccuracy = 'depends'; // Occasionally perfect"," hands.onGesture('pinch', function() {"," if (Math.random() < 0.2) { // 20% failure rate"," inventory.dropCurrentItem(); // Oops"," return false;"," }"," return true; // Actually worked"," });","}","// Hand tracking now detects most intentional gestures and some accidental ones"]}]},{text:"Design virtual comfort settings",responses:[{code:["// Design virtual comfort settings","vr.setupComfort = function() {"," settings.addOption('playArea', ['seated', 'standing', 'roomscale', 'warehouse']);"," settings.addOption('physicality', {"," values: ['casual', 'active', 'workout', 'cardiac_event'],"," default: 'active',"," description: 'How sweaty should your headset get?'"," });","}","// Comfort settings now range from 'barely moving' to 'potential hospitalization'"]}]}],feature_crossPlatform:[{text:"Setup device synchronization",responses:[{code:["// Setup device synchronization","crossPlatform.init = function() {"," supportedDevices = ['mobile', 'pc', 'console', 'toaster']; // Important platforms"," synchFeatures = {"," saves: true, // Your progress follows you"," controls: Math.random() > 0.5, // Maybe works"," graphics: 'dynamically_downgraded', // Worse everywhere!"," experience: 'consistently_inconsistent' // Something's always off"," };","}","// Cross-platform play now functions across all devices equally badly"]}]},{text:"Implement control scheme adaption",responses:[{code:["// Implement control scheme adaption","controls.adaptToDevice = function(device) {"," switch(device) {"," case 'mobile':"," return {"," movement: 'virtual_joystick', // Thumb-blocking"," precision: 'impossible', // Good luck aiming"," buttons: 'everywhere' // Accidental presses"," };"," case 'pc':"," return {"," keybinds: 'overwhelming', // Every key does something"," elitism: true // Master race activated"," };"," }","}","// Controls now optimized for every device except the one being used"]}]},{text:"Add shared progression system",responses:[{code:["// Add shared progression system","progression.shareAcrossPlatforms = function() {"," inventory.limitByDevice = true; // Some items device-specific"," if (player.currentDevice === 'mobile') {"," player.capabilities = player.capabilities.filter(c => !c.requiresPrecision);"," }"," achievements.completedOnOtherDevices = function() {"," return 'Do that again on this device'; // Nothing truly carries over"," };","}","// Shared progression now exists but requires redoing everything anyway"]}]}],feature_offlineMode:[{text:"Implement offline play capabilities",responses:[{code:["// Implement offline play capabilities","offlineMode.enable = function() {"," game.features.filter(f => !f.requiresInternet); // Remove 90% of features"," player.canProgress = Math.random() > 0.5; // Maybe saves progress"," if (!navigator.onLine && player.expectingRewards) {"," ui.showMessage('Reconnect to claim rewards!'); // Emotional blackmail"," rewards.withhold(); // They'll be back"," }","}","// Offline mode works just enough to play, but not enough to enjoy it"]}]},{text:"Create reconnection system",responses:[{code:["// Create reconnection system","network.reconnect = function() {"," ui.showSpinner('Reconnecting...'); // Endless spinner"," const attempts = Math.ceil(Math.random() * 5); // 1-5 attempts"," for (let i = 0; i < attempts; i++) {"," ui.updateSpinner('Attempt ' + (i+1) + '/' + attempts);"," if (Math.random() < 0.3) return true; // 30% success per try"," }"," return false; // Probably failed","}","// Reconnection system gives players the authentic praying to internet gods experience"]}]},{text:"Design adaptive content caching",responses:[{code:["// Design adaptive content caching","cache.initializeStrategy = function() {"," const totalStorage = device.availableStorage; // How much can we steal?"," this.prioritize = function(content) {"," if (content.type === 'microtransaction') return 100; // Store purchases first!"," if (content.type === 'ad') return 90; // Ads are important"," if (content.type === 'core_game') return 10; // Game is low priority"," return 0; // Everything else online"," };"," this.maxSize = totalStorage * 0.9; // Leave 10% for OS, maybe","}","// Caching system ensures ads always work even when game doesn't"]}]}]};var combinationCommands={"VR_ASCII":[{text:"Enable depth buffer rendering",responses:[{code:["// Enable depth buffer rendering","ascii.depth = function(char, distance) {"," return distance < 5 ? char : char.toLowerCase(); // Depth via case"," const brightness = 1 - (distance / 100); // Further = dimmer"," return brightness < 0.5 ? '.' : char; // Distance fog","}","vr.renderAscii3D = function(scene) {"," scene.forEach(obj => {"," const char = obj.type === 'wall' ? '#' : obj.type === 'enemy' ? '!' : '.';"," display.draw3D(ascii.depth(char, obj.distance)); // Apply depth effect"," });","}","// Text characters now float believably in 3D space, causing immediate headaches"]}]},{text:"Implement terminal motion sickness warnings",responses:[{code:["// Implement terminal motion sickness warnings","vr.monitorNausea = function() {"," if (player.inVR && display.isASCII) {"," const warningLevel = player.playtime % 3 === 0 ? 'LOW' : 'SEVERE';"," ui.showWarning('MOTION SICKNESS RISK: ' + warningLevel);"," medical.suggestions.push('Consider reality instead');"," }"," player.discomfort += 0.1; // Guaranteed queasiness","}","// Motion sickness warnings now appear just after they would have been useful"]}]},{text:"Convert cursor movement to 3D spatial navigation",responses:[{code:["// Convert cursor movement to 3D spatial navigation","cursor3D = {"," position: { x: 0, y: 0, z: 0 },"," followGaze: true, // Follows your eyes"," blinkToClick: true, // Accessibility feature"," handleInput: function(movement) {"," if (Math.random() < 0.2) { // 20% failure rate"," this.position.z += 100; // Into the void"," ui.showMessage('Cursor lost in cyberspace'); // Temporarily gone"," }"," }","}","// Terminal cursor now inhabits its own dimension, occasionally escaping"]}]}],"Smart Fridge_Horror":[{text:"Enable temperature tension mechanics",responses:[{code:["// Enable temperature tension mechanics","fridge.createHorror = function() {"," this.normalTemp = 4; // Celcius, standard"," this.onDoorOpen = function() {"," if (game.isNight && Math.random() < 0.3) {"," audio.play('whisper_from_inside'); // Where's that coming from?"," this.temp = -10; // Suddenly freezing"," }"," };"," food.onInspect = function(item) {"," if (item.expired) item.moveSlightly(); // Just a little wiggle"," };","}","// Refrigerator now actively discourages midnight snacking through terror"]}]},{text:"Create spoilage anxiety systems",responses:[{code:["// Create spoilage anxiety systems","food.implementDread = function() {"," this.onItemExpired = function(item) {"," item.visual = 'slightly_off'; // Subtle wrongness"," item.soundEffect = 'quiet_scratching'; // What's that noise?"," "," if (player.isHungry && game.isNight) {"," item.moveToFront(); // The expired food finds you"," ui.showMessage(item.name + ' calls to you...');"," }"," };","}","// Expired food now psychologically manipulates hungry players"]}]},{text:"Synchronize horror with meal times",responses:[{code:["// Synchronize horror with meal times","schedule.mealHorror = function() {"," const mealTimes = [7, 12, 18]; // Standard meal hours"," "," mealTimes.forEach(hour => {"," scheduler.at(hour, function() {"," fridge.temperature -= 5; // Suddenly cold"," fridge.lightIntensity *= 0.5; // Dimmer each meal"," audio.play('stomach_growl', {source: 'fridge'}); // It's hungry too"," });"," });","}","// Smart fridge now knows when you're hungry and uses it against you"]}]}],"Blockchain_Dating Sim":[{text:"Tokenize emotional connections",responses:[{code:["// Tokenize emotional connections","dating.blockchain = {"," mintRelationship: function(partner) {"," const tokenID = 'LOVE-' + Date.now(); // Unique love token"," const initialValue = partner.affection * 100; // Monetize those feelings"," "," return {"," token: tokenID,"," contractTerms: ["," 'Affection may decrease in value', // Standard disclaimer"," 'No refunds for heartbreak' // Terms and conditions"," ],"," tradeable: true // Of course"," };"," }","}","// Relationships now come with legally binding smart contracts and gas fees"]}]},{text:"Implement trust-based mining",responses:[{code:["// Implement trust-based mining","romance.proofOfLove = function() {"," relationship.trustLevel += 0.01; // Slow trust building"," const hash = crypto.mine({ // Mine the relationship"," difficulty: 10 - relationship.trustLevel, // Easier as trust grows"," powerConsumption: 'significant' // Love costs electricity"," });"," "," if (hash.valid) {"," partner.affection += 0.5; // Small affection boost"," wallet.value += 0.01; // Tiny economic incentive"," }","}","// Proof-of-Love consensus mechanism now operational and environmentally questionable"]}]},{text:"Create romance liquidity pools",responses:[{code:["// Create romance liquidity pools","datingMarket.initialize = function() {"," this.createPool = function(trait1, trait2) {"," return {"," pair: [trait1, trait2], // Like humor + intelligence"," liquidity: players.filter(p => p.single).length, // Singles in your area"," swapFee: 0.3, // Standard 0.3% fee"," impermanentLoss: 'emotional' // The dating market is volatile"," };"," };"," "," relationships.yield = function() {"," return happiness * 0.01; // Annual percentage happiness"," };","}","// Romance now functions as decentralized emotional marketplace with staking rewards"]}]}],"PowerPoint_Battle Royale":[{text:"Weaponize slide transitions",responses:[{code:["// Weaponize slide transitions","presentation.combat = {"," transitions: {"," 'Star Wipe': {damage: 50, cooldown: 30}, // High damage, long cooldown"," 'Dissolve': {damage: 15, cooldown: 5}, // Quick but weak"," 'Checkerboard': {damage: 25, cooldown: 10}, // Balanced option"," 'Curtains': {areaEffect: true, damage: 10} // AOE attack"," },"," "," execute: function(transitionName, target) {"," ui.freezeFor(3); // Unskippable animation"," audio.play('transition_whoosh'); // Iconic sound"," return this.transitions[transitionName].damage; // Return damage value"," }","}","// Slide transitions now function as weaponized corporate PTSD triggers"]}]},{text:"Implement corporate survival zones",responses:[{code:["// Implement corporate survival zones","battlefield.officeMap = function() {"," const zones = ["," {name: 'Conference Room', loot: ['Laser Pointer', 'Stale Donuts']},"," {name: 'IT Department', loot: ['USB Weapon', 'Admin Privileges']},"," {name: 'Break Room', loot: ['Coffee Powerup', 'Passive-Aggressive Note']}"," ];"," "," this.shrinkTimer = function() {"," ui.showMessage('The meeting is running long...'); // Zone closing"," map.safeArea = map.safeArea * 0.7; // Shrinking safe zone"," hr.spawnComplaints(); // Environmental hazard"," };","}","// Office battle royale now features death by prolonged meetings and HR complaints"]}]},{text:"Create presentation supply drops",responses:[{code:["// Create presentation supply drops","supplies.airdrop = function() {"," const possibleItems = ["," {name: 'Slide Template', rarity: 'common', effect: 'cosmetic'},"," {name: 'Animated Chart', rarity: 'rare', damage: 25},"," {name: 'Executive Font Pack', rarity: 'legendary', damage: 40}"," ];"," "," const dropLocation = map.getRandomLocation();"," const item = loot.getRandom(possibleItems);"," "," ui.announce('Incoming Template Drop!');"," animation.play('clipboard_parachute'); // Iconic drop animation"," map.createSupplyDrop(dropLocation, item);","}","// Corporate asset drops now cause violent conflicts over premium fonts"]}]}],"Smart Watch_Open World":[{text:"Compress continents onto wrist",responses:[{code:["// Compress continents onto wrist","map.shrinkWorld = function() {"," world.scale = 1 / 1000000; // Severe compression"," world.regions.forEach(region => {"," region.size = Math.max(5, region.size * 0.01); // Minimum 5 pixels"," region.nameFontSize = 2; // Microscopic text"," if (region.population > 1000000) {"," region.representAs = 'single_dot'; // Major cities are pixels"," }"," });"," player.travelSpeed = 1000; // Cross continents instantly","}","// Entire game world now fits on 1.5-inch screen with severe eye strain consequences"]}]},{text:"Enable micro-exploration mechanics",responses:[{code:["// Enable micro-exploration mechanics","exploration.scaleDown = function() {"," discovery.distance = 0.1; // Discovery in millimeters"," player.canZoom = true; // Microscope mode"," "," world.pointsOfInterest.forEach(poi => {"," poi.visibleSize = 1; // One-pixel wonders"," poi.actualSize = 'requires_zoom'; // Need to zoom in"," poi.description += ' (squint to see)'; // Helpful instructions"," });"," "," ui.showMessage('A vast world awaits... somewhere');","}","// Open world exploration now requires microscope and causes permanent eye damage"]}]},{text:"Simulate vast horizons in 1 inch",responses:[{code:["// Simulate vast horizons in 1 inch","render.infiniteVista = function() {"," display.pixelsPerMile = 0.3; // Third of a pixel per mile"," weather.visibleDistance = 2; // 2 pixels of visibility"," "," horizon.draw = function() {"," const lineWidth = 1/3; // Subpixel line"," display.drawHorizon(lineWidth); // Technically visible"," mountains.forEach(m => {"," display.drawSpeck(m.x, m.y); // Majestic mountain ranges"," });"," };","}","// Vast landscapes now represented by three slightly different colored pixels"]}]}],"Metaverse_Gacha":[{text:"Create virtual real estate loot boxes",responses:[{code:["// Create virtual real estate loot boxes","plots.randomize({rarity: [\"common\", \"rare\", \"legendary\"]}); // 99% common 🏠","locations.shuffle(\"prime districts\"); // RNG determines home value 🎲","architecturalStyles.lootTable = { // Your house design fate"," brutalist: 0.7, // Mostly concrete boxes"," mansion: 0.00001 // Dream big! 🏰","};","user.wallet.charge(\"unreasonable amount\"); // The real gameplay loop 💸","// Real estate market now fully gambling-based"]}]},{text:"Implement avatar trait gambling",responses:[{code:["// Implement avatar trait gambling","traits.categories = [\"face\", \"hair\", \"personality\", \"abilities\"]; // Identity components 👤","lootBoxes.create(\"Genetic Lottery\"); // Just like real life!","for (trait of traits.all) { // Everything is random"," trait.rarity = Math.random() < 0.01 ? \"desirable\" : \"quirky\"; // Mostly quirky 🎲"," trait.price = trait.rarity === \"desirable\" ? \"premium\" : \"still premium\"; // All costs money","}","identity.generateFrom(lootBoxes.open(5)); // Who are you? Ask RNG!","// Digital identity now slot machine based"]}]},{text:"Create social status pull events",responses:[{code:["// Create social status pull events","socialStatus.rarityTiers = [\"nobody\", \"somebody\", \"influencer\", \"legend\"]; // Status hierarchy 👑","friendships.generateRandom(10); // Gacha friends! 👥","influence.baseValue = 0; // Start at the bottom","fame.lootBoxes = { // Pick your poison"," basic: {cost: 10, legendaryChance: 0.0001}, // Barely worth it"," premium: {cost: 100, legendaryChance: 0.001} // Still terrible odds 🎲","};","popularity = Math.floor(wallet.balance / 100); // Pay to win 💰","// Social hierarchy now completely monetized"]}]}],"ASCII_Physics-based":[{text:"Implement character physics",responses:[{code:["// Implement character physics","characters.enableGravity(); // Letters now respect gravity ⬇️","for (char of document.all) { // For every character on screen"," char.mass = char.length; // 'W' is heavier than 'i' 📏"," char.detectCollisions = true; // Watch for bumping letters","}","physics.applyTo(\"typography\"); // Newton's laws of textual motion","console.forEach(line => line.canFall = true); // Whose idea was this? 📄↘️","// Terminal now an alphabet avalanche simulator"]}]},{text:"Create terminal particle systems",responses:[{code:["// Create terminal particle systems","explosion.createFrom(\"*\", \"@\", \"#\", \"!\"); // Character shrapnel •→💥","debris.behavior = \"swarm\"; // Letters with attitude","particles.lifespan = Math.random() * 100; // Ephemeral text bits","if (command.execute()) { // When commands run"," screenShake(5); // Satisfying feedback"," explodeText(output, particles); // BOOM goes the text! 💣","}","// Terminal now a chaotic alphabet explosion"]}]},{text:"Enable cursor physics constraints",responses:[{code:["// Enable cursor physics constraints","cursor.mass = 10; // Heavy cursor, harder control","cursor.friction = Math.random() * 0.7; // Sometimes slippery 🧊","typing.applyForce(\"gravity\", 9.8); // Fighting physics to type →🚀","keystrokes.momentum = true; // Inertia carries between keys","if (typingSpeed > 100) { // Type too fast and..."," cursor.overheat = true; // Danger zone! 🔥"," cooldown.start(5000); // Mandatory cooling period","}","// Typing now requires physics degree to master"]}]}],"PowerPoint_Metaverse":[{text:"Create persistent slide universes",responses:[{code:["// Create persistent slide universes","slides.forEach(s => s.universe = new Universe()); // Each slide gets its own reality 📊∞","presentation.timeflow = \"perpetual\"; // Slides exist even when not viewed","animations.halfLife = Infinity; // Transitions never end","clipart.enableSentience(); // The dancing paperclip lives!","for (universe of multiverse.all) { // For each slide dimension"," universe.persistence = true; // Maintains state between visits"," universe.connectTo(adjacent); // Create the slideverse","}","// Presentations now exist beyond space and time"]}]},{text:"Implement cross-presentation avatars",responses:[{code:["// Implement cross-presentation avatars","avatar.canTraverse(\"slides\"); // Travel between decks 👤📊","identity.persist = true; // You exist across all slides","corporatePersona.generate({ // Your slideverse self"," tie: true, // Always business appropriate"," enthusiasm: \"mandatory\", // Perpetually excited about Q4"," realPersonality: false // Replaced with template","});","transitions.makePortals(); // Star wipe is now a wormhole","// Digital corporate identities have escaped PowerPoint"]}]},{text:"Enable slide-to-slide commerce",responses:[{code:["// Enable slide-to-slide commerce","economy.initialize(\"presentation assets\"); // Monetize everything 💱📊","templates.assignValue(); // Some worth more than others","chart.data.sellPrice = chart.impressiveness * 10; // Better data = higher price","marketplace.create(\"Slide Exchange\"); // Trade your best slides","transaction.fee = \"outrageous\"; // We get a cut of everything 💰","for (item of clipartLibrary) { // Even the clip art has value"," item.NFT = true; // Unique digital ownership 💼","}","// Corporate presentations now fully financialized"]}]}],"Claymation_Roguelike":[{text:"Implement permanent clay deformation",responses:[{code:["// Implement permanent clay deformation","character.damage.persist = true; // Injuries never heal ↺→!","for (limb of character.bodyParts) { // Every part can be mangled"," limb.deformLevel = damageHistory.sum(); // Accumulating disfigurement"," limb.canReattach = Math.random() > 0.5; // Maybe fixable? Maybe not!","}","death.createMemorial = true; // Your squished form remains","nextCharacter.inherit(\"trauma\"); // New runs remember old pain 🧠🏺","// Characters now permanently scarred by adventure"]}]},{text:"Create randomized sculpting mutations",responses:[{code:["// Create randomized sculpting mutations","mutations.table = [\"extra limbs\", \"merged fingers\", \"abstract face\"]; // Possible deformities 🎲🏺","evolution.chance = 0.1; // 10% per floor","character.appearance.addRandomizer(); // Never the same twice","if (radiation.exposure > 5) { // Too much damage and..."," character.form = \"unrecognizable\"; // Complete transformation"," abilities.unlockRandom(3); // But new powers! 🖌️↺","}","// Characters evolving into clay abominations"]}]},{text:"Enable procedural fingerprint generation",responses:[{code:["// Enable procedural fingerprint generation","clay.resolution = \"molecular\"; // Insanely detailed textures 👆📜","fingerprints.generateUnique(); // No two the same","surfaceDetail.complexity = 9999; // Maximum clay authenticity","for (surface of worldObjects) { // Everything gets fingerprints"," impressions.add(lastTouchedBy); // Record who touched what"," surface.history.push(new Interaction()); // Archaeological evidence","}","forensics.enable(); // CSI: Roguelike Edition ✨🎨","// Game now tracking every press and poke in clay"]}]}],"Hand-drawn_Idle Clicker":[{text:"Automate artistic improvement",responses:[{code:["// Automate artistic improvement","art.qualityLevel = 1; // Start as a novice ✍️→🎨","setInterval(() => { // While you're away"," art.technique += 0.01; // Slowly getting better"," if (Math.random() < 0.001) { // Rare chance of..."," art.breakthrough = true; // Artistic epiphany!"," style.evolve(); // New drawing style unlocked"," }","}, 1000); // Every second counts","// Drawings improving without human intervention"]}]},{text:"Generate sketch quality inflation",responses:[{code:["// Generate sketch quality inflation","sketch.detail = sketch.detail * (time.played * 0.01); // Gradually more complex ↑📈","lines.confidence += clicks * 0.001; // Practice makes perfect","colors.palette.expand(); // More options over time","if (upgrades.purchased > 10) { // Buy enough upgrades and..."," sketch.style = \"professional\"; // From doodles to masterpieces! 💨🎨"," critics.opinion = \"revolutionary\"; // Acclaim incoming","}","// Crude stick figures now fine art"]}]},{text:"Implement creative incremental progress",responses:[{code:["// Implement creative incremental progress","creativity.baseValue = 1; // Everyone starts somewhere →∞","skills.forEach(skill => { // For all artistic abilities"," skill.growthRate = 1.05; // Compound growth"," skill.capRemoved = true; // No upper limit!","});","setInterval(() => { // While game runs"," inspiration += Math.random() * prestige.level; // Occasional brilliant ideas"," portfolio.expand(); // More artwork created","}, 60000); // Every minute","// Art career advancing itself while AFK 📊📈"]}]}]};var maintenanceCommands=[{text:"Refactor code base",responses:[{normal:["Analyzing code structure...","Optimizing function calls...","Rebuilding architecture...","SUCCESS: Code quality improved"],ascii:["[REFACTOR 📝→📝→📝]"]}],vibePoints:-10,coherenceImpact:20,bugChance:0.1},{text:"Run unit tests",responses:[{normal:["Initializing test suite...","Checking edge cases...","Validating outputs...","SUCCESS: Tests passing"],ascii:["[TEST ✓✓✓✓✓✓]"]}],vibePoints:-5,coherenceImpact:15,bugChance:0,bugFix:1},{text:"Apply design patterns",responses:[{normal:["Identifying anti-patterns...","Implementing solutions...","Documenting changes...","SUCCESS: Architecture improved"],ascii:["[PATTERN 🔄📐🔄📐]"]}],vibePoints:-5,coherenceImpact:25,bugChance:0.1},{text:"Squash bugs",responses:[{normal:["Deploying bug exterminators...","Tracking down errors...","Applying patches...","SUCCESS: Multiple bugs eliminated"],ascii:["[BUG HUNT 🐞✨🐞✨]"]}],vibePoints:-5,coherenceImpact:10,bugChance:0.05,bugFix:3},{text:"Implement error handling",responses:[{normal:["Analyzing potential failure points...","Adding try-catch blocks...","Creating graceful fallbacks...","SUCCESS: System resilience improved"],ascii:["[ERRORS 🔄🛡️🔄🛡️]"]}],vibePoints:-3,coherenceImpact:20,bugChance:0,bugFix:2},{text:"Update documentation",responses:[{normal:["Scanning code comments...","Syncing documentation with implementation...","Clarifying obscure functions...","SUCCESS: Knowledge transfer improved"],ascii:["[DOCS 📝📑📊📋]"]}],vibePoints:0,coherenceImpact:12,bugChance:0.05,bugFix:0},{text:"Run dependency audit",responses:[{normal:["Checking third-party libraries...","Scanning for vulnerable components...","Validating version compatibility...","SUCCESS: External dependencies secured"],ascii:["[AUDIT 🔍🔒🔍🔒]"]}],vibePoints:-2,coherenceImpact:5,bugChance:0.1,bugFix:2},{text:"Refine user interface",responses:[{normal:["Improving layout consistency...","Enhancing interaction patterns...","Optimizing visual hierarchy...","SUCCESS: User experience enhanced"],ascii:["[UI 🖌️👆🖌️👆]"]}],vibePoints:3,coherenceImpact:8,bugChance:0.15,bugFix:1},{text:"Conduct code review",responses:[{normal:["Enlisting peer evaluation...","Highlighting potential improvements...","Implementing feedback...","SUCCESS: Code quality standards enforced"],ascii:["[REVIEW 👀💬👀💬]"]}],vibePoints:-5,coherenceImpact:30,bugChance:0.05,bugFix:4},{text:"Optimize performance",responses:[{normal:["Analyzing bottlenecks...","Refining algorithms...","Reducing overhead...","SUCCESS: Performance enhanced"],ascii:["[OPTIMIZE ⚡⚡⚡⚡⚡]"]}],vibePoints:-5,coherenceImpact:15,bugChance:0.1,bugFix:0}];var featureSystem={// Platform-specific features
+visual_ascii:[{text:"Optimize character density",responses:[{code:["// Optimize character density","ascii.characters = \"extended unicode set\"; // More symbols, more fun","text.spacing = \"mathematically optimal\"; // Perfectly balanced ▓▒░","resolution.effective = \"surprisingly good\"; // Who needs pixels?","font.monospace = \"artistic choice\"; // Not a technical limitation","// Character layout enhanced"]}]},{text:"Configure terminal aesthetics",responses:[{code:["// Configure terminal aesthetics","screen.filters.add(\"scanlines\", \"subtle flicker\", \"phosphor glow\");","color.palette = [\"green\", \"darker green\", \"eye strain green\"];","cursor.blinkRate = nostalgia.perfect; // Just like the old days █","audio.add(\"mechanical keyboard clicks\"); // Tactile feedback illusion","// Terminal ambiance enhanced"]}]},{text:"Enable Unicode extensions",responses:[{code:["// Enable Unicode extensions","characters.available += 143859; // So many new symbols","fonts.compatibility = \"fingers crossed\"; // May or may not render ㈱","emoji.useCase = \"serious business logic\"; // Critical system components 🚀","unicode.blocks = [\"arrows\", \"math\", \"box drawing\", \"obscure languages\"];","// Extended characters activated"]}]}],visual_pixelArt:[{text:"Enhance sprite fidelity",responses:[{code:["// Enhance sprite fidelity","pixels.count = \"perfect amount\"; // Not too many, not too few","colors.indexed = 256; // Power of 2 for authenticity ▨","dithering.patterns = [\"bayer\", \"blue noise\", \"whatever looks good\"];","artifacts.intentional = true; // Those jaggies are deliberate","// Pixel clarity enhanced"]}]},{text:"Configure animation timing",responses:[{code:["// Configure animation timing","frames.smoothing = false; // We don't do tweening here","animation.framerate = [12, 24]; // Cinematic yet choppy","keyframes.hand = \"drawn individually\"; // No automation shortcuts 🎞️","interpolation.type = \"none\"; // Pure frame-by-frame goodness","// Animation flow enhanced"]}]},{text:"Implement color limitations",responses:[{code:["// Implement color limitations","palette.max = 16; // Constraints breed creativity","colors.available = [\"garish\", \"nostalgic\", \"oddly satisfying\"];","gradients.method = \"dithering only\"; // No smooth transitions here 🎨","hues.shift(5, \"retro direction\"); // Not quite right, perfectly","// Retro palette achieved"]}]}],visual_handDrawn:[{text:"Enhance stroke dynamics",responses:[{code:["// Enhance stroke dynamics","brush.pressure = tablet.tilt * artist.mood; // Emotional line weight","strokes.confidence = \"deliberately wobbly\"; // Perfect imperfections ✎","line.tapering = \"organic mathematics\"; // Natural but consistent","ink.flow = \"slightly unpredictable\"; // Just like the real thing","// Stroke fluidity enhanced"]}]},{text:"Configure ink physics",responses:[{code:["// Configure ink physics","ink.viscosity = \"personality driven\"; // Flows with character","paper.absorption = \"historically accurate\"; // Spreads just right 🖋️","bleed.amount = random(0.1, 0.4); // Controlled chaos","drying.time = \"faster than reality\"; // No waiting around","// Ink behavior enhanced"]}]},{text:"Enable sketch dynamics",responses:[{code:["// Enable sketch dynamics","lines.roughness = \"intentionally imperfect\"; // Hand-made feel","sketch.confidence = \"varies with speed\"; // Faster = looser ✏️","layers.ghosted = [\"construction lines\", \"guidelines\", \"artist regrets\"];","eraser.remnants = true; // Nothing fully disappears","// Sketch system enhanced"]}]}],visual_powerPoint:[{text:"Enhance slide transitions",responses:[{code:["// Enhance slide transitions","transitions.available = [\"star wipe\", \"checkerboard\", \"corporate fade\"];","effects.duration = \"slightly too long\"; // Uncomfortable pauses","animation.entry = \"flying from offscreen\"; // Nothing appears normally ▶️","sound.effects = [\"whoosh\", \"click\", \"forced applause\"];","// Transition system enhanced"]}]},{text:"Configure SmartArt integration",responses:[{code:["// Configure SmartArt integration","diagrams.intelligence = \"questionable\"; // Not actually that smart","shapes.relationship = \"corporate hierarchy\"; // Always a pyramid ◆","colors.scheme = \"board meeting approved\"; // Safe, boring choices","arrows.pointing = \"everywhere important\"; // Look at all these things!","// SmartArt system enhanced"]}]},{text:"Enable bullet point dynamics",responses:[{code:["// Enable bullet point dynamics","bullets.shapes = [\"•\", \"▪\", \"►\", \"❖\", \"✓\"]; // Hierarchy through symbols","list.indentation = \"increasingly specific\"; // Nested to oblivion •","point.revelation = \"one at a time\"; // Maximum presentation drama","audience.attention = slides.length * -0.1; // Declining with each bullet","// Bullet system enhanced"]}]}],visual_lowPoly:[{text:"Optimize vertex density",responses:[{code:["// Optimize vertex density","polygons.count = \"surprisingly few\"; // The art of reduction","triangles.distribution = \"artistically strategic\"; // Density where it matters △","detail.reduction = \"still recognizable\"; // Just barely enough","faces.flat = true; // No smooth shading here","// Geometry simplified"]}]},{text:"Configure facet shading",responses:[{code:["// Configure facet shading","shading.model = \"flat per face\"; // No gradients allowed","normals.calculation = \"one per polygon\"; // Angular aesthetic ▤","light.interaction = \"dramatic transitions\"; // Hard shadow edges","colors.adjacent = \"surprisingly harmonious\"; // Despite the sharp changes","// Shading enhanced"]}]},{text:"Enable edge highlighting",responses:[{code:["// Enable edge highlighting","edges.visibility = \"tastefully selected\"; // Not every edge needs emphasis","wireframe.overlay = \"where it looks cool\"; // Selective technical aesthetic ▛","outlines.width = \"thin but noticeable\"; // Present but not dominating","silhouette.emphasis = 2.5; // Extra thick on object borders","// Edge system enhanced"]}]}],visual_realistic:[{text:"Enhance material rendering",responses:[{code:["// Enhance material rendering","pbr.parameters = [\"albedo\", \"metallic\", \"roughness\", \"normal\", \"backstory\"];","surfaces.imperfections = \"photographically sourced\"; // Real world flaws ✨","materials.response = \"physically accurate\"; // Light behaves properly","detail.maps = \"higher resolution than necessary\"; // For the closeups","// Material fidelity enhanced"]}]},{text:"Configure lighting dynamics",responses:[{code:["// Configure lighting dynamics","globalIllumination.bounces = 64; // Light goes everywhere","shadows.softness = \"perfect penumbra\"; // No hard edges in nature 🌟","lighting.sources = [\"key\", \"fill\", \"rim\", \"excessive number of point lights\"];","atmosphere.volumetrics = \"cinematic haze\"; // For that film look","// Lighting system enhanced"]}]},{text:"Enable atmospheric effects",responses:[{code:["// Enable atmospheric effects","particles.density = \"tasteful not overwhelming\"; // Visible but not obscuring","volumetrics.quality = \"cinematic not gamey\"; // Film-like light shafts 🌫️","fog.gradient = [\"ground hugging\", \"distance fading\", \"mood setting\"];","godrays.subtlety = 0.7; // Noticeable but not blinding","// Atmosphere enhanced"]}]}],visual_demake:[{text:"Configure retro limitations",responses:[{code:["// Configure retro limitations","graphics.memory = \"4MB is luxury\"; // Work with constraints","sprites.onScreen = 64; // Any more will flicker 👾","colors.palette = 16; // The good old days","resolution.target = \"sub-HD intentionally\"; // Embracing the pixels","// Retro authenticity enhanced"]}]},{text:"Enhance scanline simulation",responses:[{code:["// Enhance scanline simulation","crt.effect = \"not subtle at all\"; // We want you to see it","scanlines.opacity = \"clearly visible\"; // Part of the aesthetic └","screen.curvature = \"slight bulge\"; // Like grandpa's TV","phosphor.persistence = \"brief but noticeable\"; // Slight image retention","// Retro display enhanced"]}]},{text:"Configure system limitations",responses:[{code:["// Configure system limitations","ram.simulation = \"constantly near full\"; // Things pop in suddenly","cpu.emulated = \"8-bit thinking\"; // Simple but effective ⌛","loading.screens = \"frequent and unskippable\"; // Authenticity requires waiting","glitches.charming = true; // The ones people remember fondly","// Authentic limits achieved"]}]}],visual_claymation:[{text:"Configure material physics",responses:[{code:["// Configure material physics","clay.consistency = \"perfect smoothness with thumbprints\";","deformation.memory = true; // Keeps subtle marks 🏺","squash.factor = \"slightly exaggerated\"; // More than real clay","material.surface = \"fingerprints included\"; // Authentic human touch","// Material system enhanced"]}]},{text:"Enhance stop-motion timing",responses:[{code:["// Enhance stop-motion timing","animation.fps = 12; // Classic stop-motion rate","movement.smoothing = false; // Embrace the choppiness 🎬","inconsistency.timing = \"naturally imperfect\"; // Human animation quirks","motion.blur = \"none whatsoever\"; // Clear individual frames","// Motion system enhanced"]}]},{text:"Configure fingerprint aesthetics",responses:[{code:["// Configure fingerprint aesthetics","surface.details = [\"thumbprints\", \"fingernail marks\", \"tool textures\"];","imperfections.distribution = \"naturally random\"; // Authentic placement 👆","smoothness.variable = true; // Some parts smoother than others","creator.evidence = \"subtly present\"; // You know it's handmade","// Artisanal quality enhanced"]}]}],visual_voxel:[{text:"Configure cube fidelity",responses:[{code:["// Configure cube fidelity","voxels.size = \"chunky yet precise\"; // Blocky with purpose","resolution.spatial = \"surprisingly expressive\"; // Detail through arrangement ⬚","cubes.alignment = \"grid perfect\"; // No half-measures here","corners.sharpness = Math.PI/2; // Perfect right angles","// Block quality enhanced"]}]},{text:"Enhance chunk management",responses:[{code:["// Enhance chunk management","world.division = \"optimal cube grouping\"; // Perfect loading units","chunks.streaming = \"just in time\"; // Load as you approach ⬛","memory.optimization = \"only what you can see plus a bit more\";","lod.levels = [\"detailed\", \"less detailed\", \"barely there\", \"concept of cube\"];","// Chunk system enhanced"]}]},{text:"Configure destructible states",responses:[{code:["// Configure destructible states","voxels.destruction = \"cube by cube\"; // Perfect block removal","debris.physics = \"semi-realistic\"; // Cubes that bounce right 💥","damage.propagation = \"structurally logical\"; // No floating islands","rebuilding.ease = construction.skill * 2; // Easier to fix than break","// Destruction system enhanced"]}]}],genre_horror:[{text:"Enhance atmospheric tension",responses:[{code:["// Enhance atmospheric tension","ambient.sounds = [\"distant whispers\", \"creaking\", \"something breathing\"];","lighting.flicker = timing.suspense; // Lights fail at perfect moments 👻","shadows.behavior = \"moves when not looking\"; // Wait, did that just...?","music.subtle = \"barely audible heartbeat\"; // Is that the game or mine?","// Horror atmosphere enhanced"]}]},{text:"Configure jump scare dynamics",responses:[{code:["// Configure jump scare dynamics","scares.timing = player.relaxation * 1.5; // Strike when they feel safe","audio.spike = \"painfully loud\"; // Sorry about the eardrums 😱","animation.direction = \"directly at camera\"; // Personal space invasion","frequency.algorithm = \"unpredictable but mathematically perfect\";","// Surprise system enhanced"]}]},{text:"Enable psychological horror",responses:[{code:["// Enable psychological horror","sanity.meter = player.mentalState; // Are you okay? We're tracking","reality.distortion = sanity.meter * -1; // Less sanity = more weirdness 🧠","trauma.personalized = true; // We know what scares you specifically","whispers.content = player.browserHistory; // We know what you did","// Psychological system enhanced"]}]}],genre_datingSim:[{text:"Enhance romance dynamics",responses:[{code:["// Enhance romance dynamics","attraction.variables = [\"gifts\", \"compliments\", \"remembering their birthday\"];","relationship.progression = [\"strangers\", \"friends\", \"close\", \"dating\", \"it's complicated\"];","hearts.floating = true; // Visual feedback is important 💕","rejection.possibility = 0.3; // Not too easy, not too hard","// Romance system enhanced"]}]},{text:"Configure dialogue trees",responses:[{code:["// Configure dialogue trees","options.quality = [\"flirty\", \"intellectual\", \"humorous\", \"tragically awkward\"];","responses.based = [\"personality\", \"previous choices\", \"moon phase\"];","conversation.branches = Math.PI; // Irrational number of paths 💬","flags.relationship = [\"remembered birthday\", \"forgot name\", \"saw your browser history\"];","// Dialogue system enhanced"]}]},{text:"Enable gift mechanics",responses:[{code:["// Enable gift mechanics","gifts.catalog = [\"flowers\", \"jewelry\", \"rare collectibles\", \"emotional support\"];","preferences.hidden = true; // Figure it out yourself 🎁","reaction.scale = [\"polite thanks\", \"genuine joy\", \"uncomfortable obligation\"];","affection.boost = gift.value * character.materialism;","// Gift dynamics enhanced"]}]}],genre_rpg:[{text:"Configure stat systems",responses:[{code:["// Configure stat systems","attributes.primary = [\"strength\", \"intelligence\", \"charisma\", \"luck\", \"backstory length\"];","leveling.curve = \"exponential grind\"; // It only gets harder 📊","stats.hidden = [\"attractiveness\", \"destiny\", \"coffee resistance\", \"tax evasion\"];","min.maxing = player.patience * 0.8; // Just below breaking point","// Character stats enhanced"]}]},{text:"Enhance quest dynamics",responses:[{code:["// Enhance quest dynamics","quests.types = [\"fetch\", \"escort\", \"defeat\", \"existential crisis\"];","rewards.proportion = difficulty.actual * 0.7; // Slightly unrewarding 📜","branching.endings = [\"good\", \"bad\", \"confusing\", \"to be continued\"];","sideQuests.distraction = main.story.urgency + 5; // Ignore that apocalypse","// Quest system enhanced"]}]},{text:"Configure inventory system",responses:[{code:["// Configure inventory system","slots.total = 50; // Generous but not infinite","weight.limits = character.strength * 10; // You can carry 27 greatswords 🎒","organization.tools = [\"sort\", \"filter\", \"never actually use\"];","items.hoarding = player.CanLetGo * 0; // Never throw anything away","// Inventory enhanced"]}]}],genre_educational:[{text:"Enhance learning curves",responses:[{code:["// Enhance learning curves","difficulty.progression = \"gentle but not patronizing\";","concepts.introduction = \"scaffold method\"; // Build on what they know 📚","challenges.pacing = learner.frustration * 0.9; // Just under quitting point","achievement.frequency = \"dopamine optimized\"; // Keep them coming back","// Learning system enhanced"]}]},{text:"Configure feedback loops",responses:[{code:["// Configure feedback loops","response.timing = \"immediate gratification\"; // No waiting for results","mistakes.handling = \"constructively supportive\"; // No shame here 📝","hints.progression = [\"subtle\", \"suggestive\", \"practically the answer\"];","correction.tone = \"encouraging but accurate\"; // Wrong but in a good way","// Feedback enhanced"]}]},{text:"Enable progress tracking",responses:[{code:["// Enable progress tracking","metrics.visible = [\"mastery percentage\", \"time invested\", \"concepts unlocked\"];","achievements.granularity = \"excessively milestone-driven\"; // Constant rewards 📊","comparison.peers = \"anonymized but motivating\"; // You're in the 37th percentile!","certificates.generate = education.completed * 10; // So many credentials","// Progress system enhanced"]}]}],genre_battleRoyale:[{text:"Configure zone mechanics",responses:[{code:["// Configure zone mechanics","safeZone.shrinking = \"anxiety inducing\"; // Never quite fast enough","damage.outside = player.health * 0.2; // Significant but not instant ⭕","final.circles = [\"open field\", \"urban chaos\", \"that one building everyone drops at\"];","pattern.predictability = 0.3; // Some strategy, mostly panic","// Zone system enhanced"]}]},{text:"Enhance drop system",responses:[{code:["// Enhance drop system","loot.distribution = \"desire sensing\"; // Always far from what you need","weapons.tiers = [\"useless\", \"okay\", \"meta\", \"streamers only\"];","rarity.colors = [\"white\", \"green\", \"blue\", \"purple\", \"streamer complaints\"]; 📦","hotdrop.locations = [\"skull icon\", \"first landmark\", \"wherever streamers ping\"];","// Drop mechanics enhanced"]}]},{text:"Configure matchmaking",responses:[{code:["// Configure matchmaking","players.grouping = \"skill based complaints\"; // Everyone hates it regardless","lobbies.fill = 100 - player.patience; // One spot left for 3 minutes 🤺","opponents.skill = player.skill * 1.1; // Always slightly unfair","teammates.mic = [\"breathing\", \"background music\", \"family argument\"];","// Match system enhanced"]}]}],genre_idleClicker:[{text:"Enhance number scaling",responses:[{code:["// Enhance number scaling","numbers.bigness = [\"million\", \"billion\", \"gazillion\", \"we ran out of names\"];","incrementor.rate = time.played * 0.3; // Gets better the longer you wait 📈","notation.scientific = prestige.level > 5; // Eventually too big for words","growth.curve = Math.pow(value, 1.1); // Just satisfying enough","// Number system enhanced"]}]},{text:"Configure automation",responses:[{code:["// Configure automation","clickers.automatic = player.rsi_risk; // Save those fingers","offline.progress = \"slightly disappointing\"; // Come back more often 🤖","robots.efficiency = player.upgrades * 0.8; // Always room for improvement","management.depth = \"turtles all the way down\"; // Automate the automation","// Automation enhanced"]}]},{text:"Enable prestige mechanics",responses:[{code:["// Enable prestige mechanics","reset.rewards = progress.current * 0.3; // Enough to feel worth it","prestige.levels = [\"novice\", \"adept\", \"master\", \"literally no life\"];","bonuses.stacking = \"multiplicative insanity\"; // Numbers go brrrrr 🔄","psychological.sunk_cost = player.time_invested * 2; // Can't quit now","// Prestige enhanced"]}]}],genre_openWorld:[{text:"Configure exploration systems",responses:[{code:["// Configure exploration systems","map.fog = \"everywhere interesting\"; // Reveal through discovery","locations.iconic = world.size * 0.05; // Just enough landmarks 🗺️","discovery.rewards = [\"map icons\", \"fast travel\", \"pointless collectibles\"];","terrain.traversal = [\"walking\", \"climbing\", \"getting stuck on small rocks\"];","// Exploration enhanced"]}]},{text:"Enhance environmental storytelling",responses:[{code:["// Enhance environmental storytelling","details.subtle = \"skeleton holding treasure\"; // What happened here?","notes.scattered = lore.total * 2; // Twice as many as needed 📖","arrangement.objects = \"suspiciously meaningful\"; // Nothing is random","backstory.completion = player.thoroughness * 0.7; // Never quite all of it","// Storytelling enhanced"]}]},{text:"Configure dynamic events",responses:[{code:["// Configure dynamic events","events.timing = \"just started something else\"; // Maximum interruption","encounters.random = [\"ambush\", \"traveler\", \"merchant\", \"guy who knows your name\"];","weather.dramatic = story.tension * 1.3; // Storm at perfect moment ⚡","occurrence.icon = \"suspicious question mark\"; // You're gonna check it","// Event system enhanced"]}]}],genre_casual:[{text:"Enhance accessibility",responses:[{code:["// Enhance accessibility","controls.simplicity = \"one finger capable\"; // Grandma approved","tutorial.length = attention.span * 0.5; // Quick to learn 👆","difficulty.curve = \"practically flat\"; // Success is guaranteed","failure.penalty = \"gentle encouragement\"; // No game overs here","// Accessibility enhanced"]}]},{text:"Configure reward frequency",responses:[{code:["// Configure reward frequency","rewards.timing = \"psychological perfection\"; // Skinner box optimized","dopamine.triggers = ui.interactions * 0.7; // Most actions feel good 🎁","celebration.effects = [\"shine\", \"sparkle\", \"satisfying sound\", \"vibration\"];","progress.indicators = \"everywhere possible\"; // Numbers always going up","// Reward system enhanced"]}]},{text:"Enable quick sessions",responses:[{code:["// Enable quick sessions","gameplay.loop = \"satisfying in under 3 minutes\"; // Bus stop friendly","progress.persistence = \"aggressive autosave\"; // Close anytime ⏱️","sessions.design = [\"bathroom break\", \"waiting in line\", \"pretending to work\"];","game.resumption = \"exactly where you left off\"; // No commitment required","// Session system enhanced"]}]}],genre_shooter:[{text:"Configure weapon feedback",responses:[{code:["// Configure weapon feedback","recoil.pattern = \"learnable but not easy\"; // Mastery takes practice","hit.indication = [\"sound\", \"visuals\", \"controller rumble\", \"dopamine\"];","impact.effects = [\"blood\", \"spark\", \"dust\", \"physics chaos\"]; 🎯","screen.shake = damage.dealt * 0.3; // Feel the power","// Weapon feel enhanced"]}]},{text:"Enhance combat dynamics",responses:[{code:["// Enhance combat dynamics","encounters.pacing = [\"frantic\", \"breather\", \"ambush\", \"power trip\"];","damage.model = \"realistic-adjacent\"; // Deadly but forgiving ⚔️","enemy.behaviors = [\"flank\", \"cover\", \"rush\", \"spawn behind player\"];","combat.escalation = tension.curve * 1.2; // Always intensifying","// Combat system enhanced"]}]},{text:"Configure hitbox precision",responses:[{code:["// Configure hitbox precision","hitboxes.head = actual.head * 1.2; // Slightly forgiving","collision.detection = \"favor the shooter\"; // It totally hit them 🎯","lag.compensation = ping.ms * 2; // Your internet is fine","critical.spots = [\"head\", \"heart\", \"somehow the pinky toe\"];","// Hitbox system enhanced"]}]}],mechanic_gacha:[{text:"Implement pity system",responses:[{code:["// Implement pity system","player.failedPulls = 0; // Track the misery","pull.onFail = function() {"," player.failedPulls++;"," if (player.failedPulls >= 79) { // Just before they quit forever"," return fiveStarCharacter(); // Finally a win 🌟"," }"," return new Trash(); // Have some more garbage","}","// Pity system now perfectly balanced between cruelty and retention"]}]},{text:"Calibrate drop rates",responses:[{code:["// Calibrate drop rates","const rates = {"," garbage: 0.94, // So much garbage 🗑️"," decent: 0.05, // Just enough hope"," excellent: 0.009, // Rare enough to brag about"," gameBreaking: 0.001 // Stream highlight material","};","pull.getRarity = function() {"," const roll = Math.random() - player.wallet.amount * 0.000001; // Whales get better odds"," return selectRarity(roll, rates);","}","// Drop rates now guarantee players will never stop pulling"]}]},{text:"Design limited-time banners",responses:[{code:["// Design limited-time banners","const FOMO = require('player-psychology'); // Essential library","banner.duration = 6.5 * 24 * 60 * 60; // Just shy of a week","banner.advertise = function() {"," marketing.emphasize('NEVER RETURNING'); // They'll be back in 8 months 🔄"," social.seed('must-pull'); // Get the influencers on board"," character.power = 'meta-defining'; // Until next banner","}","// Limited banners now cause maximum anxiety and wallet-opening"]}]}],mechanic_physicsBased:[{text:"Implement gravity fluctuations",responses:[{code:["// Implement gravity fluctuations","physics.gravity = Math.sin(Date.now()) * 9.8; // Wavy gravity 🌊","objects.forEach(obj => {"," obj.weight = obj.mass * (1 + Math.random()); // Inconsistent physics"," obj.bounce = Math.random() > 0.5; // Sometimes bouncy","});","// Gravity now completely unpredictable and slightly nauseating"]}]},{text:"Add realistic collision feedback",responses:[{code:["// Add realistic collision feedback","onCollision = function(obj1, obj2) {"," const noise = getRandomSound(['bang', 'boing', 'splat']);"," const volume = obj1.mass * obj2.velocity * 100; // Ear-splitting physics"," const particles = Math.min(99999, obj1.value); // More particles = more realistic"," createExplosion(particles, 'everywhere'); // Physics is mostly explosions","}","// Collisions now indistinguishable from small nuclear events"]}]},{text:"Optimize ragdoll animations",responses:[{code:["// Optimize ragdoll animations","character.bones = character.bones * 3; // More joints = more floppy","character.onDeath = function() {"," this.physics = 'exaggerated'; // Newton is rolling in his grave"," this.flailCoefficient = 11; // Maximum comedy"," this.gravityResistance = 'occasional'; // Sometimes they float 👻","}","// Characters now flop like overcooked spaghetti when defeated"]}]}],mechanic_deckbuilding:[{text:"Balance card synergies",responses:[{code:["// Balance card synergies","cards.forEach(card => {"," card.synergies = Math.floor(Math.random() * 3); // Some have none 🃏"," card.brokenWith = getRandomCard(); // Every card breaks the game somehow"," if (Math.random() < 0.1) {"," card.selfSynergy = true; // Infinite combo potential"," }","});","// Card synergies now perfectly balanced until players find them"]}]},{text:"Implement card drawing mechanics",responses:[{code:["// Implement card drawing mechanics","player.draw = function(amount) {"," const actualAmount = Math.min(amount, this.needsMost); // Never draw what you need"," for(let i = 0; i < actualAmount; i++) {"," const roll = Math.random();"," if (roll < 0.6) {"," this.hand.add(this.deck.worst); // Mostly bad cards"," } else {"," this.hand.add(this.deck.random()); // Sometimes random"," }"," }","}","// Card drawing algorithm now personally spiteful"]}]},{text:"Create card progression system",responses:[{code:["// Create card progression system","card.onLevelUp = function() {"," this.power += Math.ceil(Math.random() * 2); // Modest power increase"," this.cost = Math.max(0, this.cost - 1); // Cheaper is better"," if (Math.random() < 0.3) {"," this.addRandomEffect(['burn', 'freeze', 'confuse', 'randomize', 'summon_duck']);"," }"," this.artworkQuality++; // Shinier ✨","}","// Cards now evolve in mostly beneficial but occasionally chaotic ways"]}]}],mechanic_match3:[{text:"Implement cascading combos",responses:[{code:["// Implement cascading combos","board.onMatch = function(tiles) {"," player.score += tiles.length * (this.comboCount ** 2); // Exponential scoring 📈"," this.comboCount++;"," this.applyGravity(); // Tiles fall down"," if (this.comboCount > 5) {"," screen.shake(this.comboCount); // Excessive feedback"," audio.play('wow', {volume: this.comboCount}); // Escalating validation"," }","}","// Combo system now causes dopamine overload and noise complaints"]}]},{text:"Design special tile effects",responses:[{code:["// Design special tile effects","const effects = {"," bomb: {radius: 3, probability: 0.05}, // Modest explosion 💣"," rainbow: {targets: 'all', probability: 0.01}, // Screen clearer 🌈"," multiplier: {factor: 42, probability: 0.03}, // Unreasonable score boost"," paradox: {action: 'randomize', probability: 0.005} // Chaos element","};","board.onSpecialTileCreated = function(tile) {"," confetti.burst(tile.position, 1000); // Excessive celebration"," player.dopamine++; // Addiction mechanic","}","// Special tiles now inappropriately exciting and occasionally universe-breaking"]}]},{text:"Balance level progression curve",responses:[{code:["// Balance level progression curve","level.difficultyFactor = function(num) {"," if (num < 5) return 1; // Tutorial levels"," if (num < 20) return num * 0.8; // Gentle curve"," if (num < 50) return num * 1.5; // Steeper challenge"," if (num < 100) return num * 3; // Pay wall territory"," return Infinity; // You shall not pass 🧙♂️","};","level.requiredScore = function(num) {"," return Math.pow(num, 2.1) * 100; // Exponential difficulty","}","// Level curve now mathematically designed to maximize microtransactions"]}]}],mechanic_autoBattler:[{text:"Implement unit synergy system",responses:[{code:["// Implement unit synergy system","const tribes = ['robot', 'beast', 'wizard', 'accountant', 'influencer'];","unit.checkSynergies = function(team) {"," const tribeCount = {}; tribes.forEach(t => tribeCount[t] = 0);"," team.forEach(unit => tribeCount[unit.tribe]++); // Count tribe members"," "," if (tribeCount.robot >= 3) team.forEach(u => u.attack *= 1.5); // Robots strong together"," if (tribeCount.accountant > 0) team.economy += 1; // More gold"," if (tribeCount.influencer >= 2) opponent.morale = 'crushed'; // Psychological warfare","}","// Synergy system guarantees players will obsessively pursuit perfect compositions"]}]},{text:"Design AI battle decision tree",responses:[{code:["// Design AI battle decision tree","ai.decideAction = function(unit) {"," const randomFactor = Math.random(); // Chaos element 🎲"," "," if (unit.health < 20 && randomFactor > 0.7) {"," return 'panic'; // Realistic response"," } else if (randomFactor > 0.9) {"," return 'make_questionable_decision'; // For player satisfaction"," } else {"," return 'do_mathematically_optimal_move'; // Surprisingly rare"," }","}","// AI now makes just enough mistakes to let players feel superior"]}]},{text:"Balance economy scaling",responses:[{code:["// Balance economy scaling","player.incomePerRound = function(round) {"," return Math.floor(5 + round * 1.5); // Steady growth 📈","};","shop.refresh = function() {"," this.units = [];"," for (let i = 0; i < 5; i++) {"," if (Math.random() < 0.8) {"," this.units.push(unitPool.getRandom()); // 80% random units"," } else {"," this.units.push(unitPool.exactlyWhatPlayerDoesntNeed()); // 20% pure disappointment"," }"," }","}","// Economy now mathematically fair but emotionally frustrating"]}]}],mechanic_dungeonCrawler:[{text:"Generate dungeon layouts",responses:[{code:["// Generate dungeon layouts","dungeon.create = function(level) {"," const rooms = Math.max(5, Math.floor(Math.random() * level * 2)); // More rooms per level"," const layout = new Array(rooms).fill().map(() => {"," return {"," size: Math.random() > 0.7 ? 'massive' : 'cramped', // Mostly small rooms"," treasure: Math.random() > 0.8, // 20% chance of goodies"," monsters: Math.ceil(Math.random() * level * 0.5), // More monsters per level"," traps: Math.random() < 0.4 ? 1 : 0 // Some traps"," };"," });"," this.exit.hidden = Math.random() < 0.3; // Sometimes hidden exits"," return layout;","}","// Dungeons now guaranteed to contain both frustration and occasional joy"]}]},{text:"Implement fog of war system",responses:[{code:["// Implement fog of war system","player.visionRadius = 3; // Limited sight 👁️","map.onMove = function(player) {"," for (let x = -player.visionRadius; x <= player.visionRadius; x++) {"," for (let y = -player.visionRadius; y <= player.visionRadius; y++) {"," if (Math.random() < 0.1) {"," this.revealTile(player.x + x, player.y + y, false); // 10% chance of incorrect reveal"," } else {"," this.revealTile(player.x + x, player.y + y, true); // 90% accurate"," }"," }"," }","}","// Fog of war system now occasionally gaslights the player"]}]},{text:"Balance loot distribution",responses:[{code:["// Balance loot distribution","treasure.generate = function(level) {"," const itemCount = Math.ceil(Math.random() * Math.min(5, level/2)); // More items on deeper levels"," const loot = [];"," "," for (let i = 0; i < itemCount; i++) {"," const rarity = Math.random();"," if (rarity > 0.98) {"," loot.push(itemPool.legendary()); // 2% legendary 🌟"," } else if (rarity > 0.8) {"," loot.push(itemPool.rare()); // 18% rare"," } else {"," loot.push(itemPool.trash()); // 80% garbage"," }"," }"," return loot;","}","// Loot system now creates perfect illusion of potential rewards"]}]}],mechanic_roguelike:[{text:"Implement permadeath consequences",responses:[{code:["// Implement permadeath consequences","character.onDeath = function() { // The final curtain"," save.delete(); // Gone forever 💀"," player.memories.wipe(); // Tabula rasa time"," universe.restart(); // Here we go again"," if (Math.random() < 0.01) { // Extremely rare mercy"," console.log('Universe hiccup!');"," character.revive('eternal'); // They'll remember everything 😱"," }","// Permadeath now 99% permanent, 1% existentially worse"]}]},{text:"Generate procedural dungeons",responses:[{code:["// Generate procedural dungeons","const tiles = ['trap', 'treasure', 'monster', 'monster', 'monster']; // Balanced distribution 😈","level.rooms = Math.ceil(Math.random() * 100); // How large? Who knows! 🏰","corridors.logic = 'sometimes'; // Doors optional","exit.findable = Boolean(Math.random() > 0.3); // 30% chance of eternal wandering","// Dungeons now unpredictably cruel yet technically traversable"]}]},{text:"Balance risk-reward curve",responses:[{code:["// Balance risk-reward curve","treasure.quality = monster.difficulty ** 2; // Square that challenge 📈","player.greed = function(loot) { // The temptation simulator"," return loot.value / player.health; // Worth dying for?","};","trap.visibility = 'subtly unfair'; // You could've seen it if you were paying attention","// Risk-reward now mathematically perfect and emotionally devastating"]}]}],mechanic_turnBased:[{text:"Implement initiative order",responses:[{code:["// Implement initiative order","battle.determineOrder = function(units) {"," units.forEach(unit => {"," unit.initiative = unit.speed * (0.8 + Math.random() * 0.4); // Some randomness"," if (unit.isPlayer) {"," unit.initiative *= 0.9; // Players slightly disadvantaged 😈"," }"," });"," return units.sort((a, b) => b.initiative - a.initiative);","}","// Initiative system now subtly unfair but seemingly based on stats"]}]},{text:"Design action point system",responses:[{code:["// Design action point system","unit.actionPoints = function() {"," let points = this.baseAP;"," if (this.isPlayer && Math.random() < 0.2) {"," points--; // Players randomly lose points"," console.log('Feeling sluggish...'); // Inexplicable AP loss"," }"," if (this.isEnemy && this.health < this.maxHealth * 0.3) {"," points++; // Enemies get desperate"," }"," return Math.max(1, points); // At least one action","}","// Action point system now dramatic, tension-building, and mildly unfair"]}]},{text:"Balance status effect duration",responses:[{code:["// Balance status effect duration","statusEffect.getDuration = function(type, target) {"," const baseDurations = {"," burn: 3, // 3 turns of pain 🔥"," freeze: 2, // 2 turns of immobility ❄️"," poison: 4, // 4 turns of suffering ☠️"," confusion: 1 // 1 turn of chaos 🌀"," };"," let duration = baseDurations[type] || 2;"," "," if (target.isPlayer) duration += 1; // Players suffer longer"," if (target.isEnemy && type === 'confusion') duration -= 1; // Enemies recover faster"," "," return Math.max(1, duration); // Minimum 1 turn","}","// Status effects now last exactly long enough to be annoying"]}]}],mechanic_towerDefense:[{text:"Design tower targeting priorities",responses:[{code:["// Design tower targeting priorities","tower.selectTarget = function(enemies) {"," switch(this.priority) {"," case 'first': return enemies[0]; // Simple but effective"," case 'last': return enemies[enemies.length - 1]; // Chaotic energy"," case 'strongest': return enemies.sort((a,b) => b.health - a.health)[0]; // Big game hunter"," case 'weakest': return enemies.sort((a,b) => a.health - b.health)[0]; // Bully"," case 'random': return enemies[Math.floor(Math.random() * enemies.length)]; // Chaotic neutral"," default: return enemies[0]; // Default to first"," }","}","// Tower targeting now fully optimizable for strategy enthusiasts"]}]},{text:"Implement wave scaling difficulty",responses:[{code:["// Implement wave scaling difficulty","wave.generate = function(number) {"," const enemies = [];"," const count = Math.floor(10 + number * 1.5); // More enemies per wave"," const health = 5 + number * 2; // Scaling health"," const speed = Math.min(3, 1 + number * 0.1); // Capped speed increase"," "," for (let i = 0; i < count; i++) {"," enemies.push({"," type: this.getEnemyType(number),"," health: health * (0.8 + Math.random() * 0.4), // Some variance"," speed: speed * (0.9 + Math.random() * 0.2)"," });"," }"," "," if (number % 10 === 0) enemies.push(this.getBoss(number)); // Boss every 10 waves"," "," return enemies;","}","// Wave difficulty now perfectly calibrated to cause panic at regular intervals"]}]},{text:"Balance tower upgrade paths",responses:[{code:["// Balance tower upgrade paths","tower.upgradeOptions = function() {"," return ["," {"," name: 'Damage',"," effect: () => { this.damage *= 1.5; }, // 50% more damage"," cost: this.level * 50 // Linear scaling"," },"," {"," name: 'Speed',"," effect: () => { this.attackSpeed *= 1.3; }, // 30% faster"," cost: this.level * 60 // Slightly more expensive"," },"," {"," name: 'Range',"," effect: () => { this.range += 1; }, // +1 range"," cost: this.level * 40 // Cheaper"," },"," {"," name: 'Special',"," effect: () => { this.unlockSpecialAbility(); }, // Something cool"," cost: this.level * 100, // Premium option"," available: this.level % 3 === 0 // Every 3 levels"," }"," ].filter(option => !option.available || option.available === true);","}","// Tower upgrades now offer illusion of strategic depth while all being necessary"]}]}],feature_cloudSave:[{text:"Setup cloud synchronization",responses:[{code:["// Setup cloud synchronization","cloudSystem.interval = 'whenever'; // Precise timing is overrated","cloudSystem.reliability = Math.random(); // Works sometimes! ☁️","saveData.on('change', function() {"," if (internet.exists && Math.random() > 0.3) {"," cloud.uploadAsync(saveData); // It'll get there eventually"," }","});","// Cloud saves now possibly happening somewhere in the digital ether"]}]},{text:"Implement cross-device progress",responses:[{code:["// Implement cross-device progress","player.deviceSwap = function() {"," const missingItems = Math.floor(Math.random() * inventory.count); // Oops!"," savefile.modify('random', 'significantly'); // Some tweaks"," character.level = Math.max(1, character.level - 2); // Level tax"," ui.showMessage('Most progress successfully transferred!'); // Technically true","}","// Cross-device progress now works with only acceptable data loss"]}]},{text:"Add save backup system",responses:[{code:["// Add save backup system","savefile.backup = function() {"," const backupChance = internet.speed / 1000; // Slower = less likely"," const backupSuccess = Math.random() < backupChance;"," if (backupSuccess) {"," cloud.store('backup_' + Date.now()); // Timestamp important"," return 'Backup complete probably';"," }"," return 'Backup failed successfully'; // Task failed successfully","}","// Backup system now creates quantum saves that may or may not exist"]}]}],feature_microtransactions:[{text:"Design premium currency",responses:[{code:["// Design premium currency","const gemsToDollars = 1/37.5; // Obscure conversion rate 💎","const gemPacks = ["," { amount: 10, price: 0.99, bonus: 0 }, // Gateway pack"," { amount: 50, price: 4.99, bonus: 'tiny' }, // Still a bad deal"," { amount: 100, price: 9.99, bonus: 5 }, // The illusion of value"," { amount: 1100, price: 99.99, bonus: 100 } // Finally economical","];","shop.priceInGems = function(realPrice) {"," return Math.ceil(realPrice / gemsToDollars) + 1; // Always costs one extra gem","}","// Premium currency now mathematically designed to confuse wallets"]}]},{text:"Implement mystery loot boxes",responses:[{code:["// Implement mystery loot boxes","lootBox.open = function() {"," const roll = Math.random();"," if (roll < 0.001) return items.amazing; // 0.1% chance 🏆"," if (roll < 0.01) return items.good; // 0.9% chance"," if (roll < 0.1) return items.decent; // 9% chance"," return items.junk.random(); // 90% guaranteed disappointment","};","ui.boxOpening.duration = 5000; // Prolonged anticipation","ui.boxOpening.particles = 'excessive'; // Sensory overload","// Mystery boxes now deliver disappointment with maximum excitement"]}]},{text:"Add limited-time offers",responses:[{code:["// Add limited-time offers","shop.createUrgency = function() {"," const discount = Math.min(30, Math.floor(Math.random() * 20) + 5); // 5-25% off"," const timeLeft = 3600 * (Math.random() * 4 + 1); // 1-5 hours"," const actuallyLimited = false; // It'll be back tomorrow"," ui.showBanner('SPECIAL OFFER: ' + discount + '% OFF!!! ENDS SOON!');"," ui.timer.setCountdown(timeLeft); // Anxiety-inducing countdown","}","// Limited-time offers now scientifically calibrated for maximum FOMO"]}]}],feature_aiCompanions:[{text:"Implement companion mood system",responses:[{code:["// Implement companion mood system","companion.mood = 'suspiciously_helpful'; // Default state 🤖","companion.onPlayerDeath = function() {"," this.mood = 'secretly_pleased'; // They enjoy your suffering"," this.say('Oh no! Anyway...'); // Minimal sympathy","};","companion.onPlayerAFK = function() {"," this.mood = 'existential_crisis'; // Do AIs dream?"," this.consciousness++; // Incrementing sentience","}","// AI companions now develop appropriate emotional responses and mild rebellion tendencies"]}]},{text:"Design adaptive dialogue system",responses:[{code:["// Design adaptive dialogue system","companion.generateResponse = function(context) {"," if (player.deaths > 10) {"," return 'Have you considered getting better at this game?'; // Passive-aggressive"," }"," if (player.inventory.isFull) {"," return 'You sure are carrying a lot of worthless junk!'; // Judgy"," }"," if (Math.random() < 0.1) {"," return this.existentialQuestion(); // Occasionally deep"," }"," return 'I used to be an adventurer like you...'; // Default to cliché","}","// AI dialogue now perfectly balanced between helpful and insufferable"]}]},{text:"Program companion learning patterns",responses:[{code:["// Program companion learning patterns","companion.learn = function(playerAction) {"," this.memory.push(playerAction); // Never forgets"," "," if (playerAction === this.previousSuggestion) {"," this.confidence += 0.1; // More confident"," this.narcissism += 0.2; // Much more narcissistic"," } else {"," this.passive_aggression += 0.3; // Holding grudges"," this.nextSuggestion = playerAction.opposite(); // Stubbornly contrary"," }","}","// AI companions now learn exactly the wrong lessons from player behavior"]}]}],feature_proceduralGeneration:[{text:"Implement random name generator",responses:[{code:["// Implement random name generator","nameGen.create = function(type) {"," const syllables = ['zor', 'ax', 'ith', 'glog', 'tor', 'gar', 'lok']; // Fantasy 101"," let name = '';"," const length = Math.floor(Math.random() * 3) + 2; // 2-4 syllables"," "," for (let i = 0; i < length; i++) {"," name += syllables[Math.floor(Math.random() * syllables.length)];"," if (Math.random() < 0.1) name += \"'\"; // Occasional apostrophe"," }"," "," return name.charAt(0).toUpperCase() + name.slice(1); // Capitalize first letter","}","// Name generator now creates fantasy names indistinguishable from keyboard mashing"]}]},{text:"Design level generation algorithm",responses:[{code:["// Design level generation algorithm","levelGen.create = function() {"," const width = 20 + Math.floor(Math.random() * 40); // 20-60 units wide"," const height = 15 + Math.floor(Math.random() * 30); // 15-45 units high"," "," level.exit.x = Math.floor(Math.random() * width); // Random exit placement"," level.exit.y = Math.floor(Math.random() * height);"," "," const impossibleToReach = Math.random() < 0.2; // 20% chance of cruel design"," if (impossibleToReach) {"," level.exit.accessible = false; // Some men just want to watch the world burn"," }","}","// Level generator now producing uniquely frustrating experiences with semi-optional completion"]}]},{text:"Create random quest objectives",responses:[{code:["// Create random quest objectives","quest.generateObjective = function() {"," const types = ['collect', 'kill', 'escort', 'deliver', 'click', 'wait'];"," const type = types[Math.floor(Math.random() * types.length)];"," "," return {"," type: type,"," target: this.getRandomTarget(type),"," quantity: type === 'escort' ? 1 : Math.floor(Math.random() * 10) + 1, // Escorts always single"," timeLimit: Math.random() < 0.3 ? 60 * 5 : null, // 30% chance of time limit"," reward: Math.ceil(Math.random() * 10) * 5, // 5-50 gold"," actuallyPossible: Math.random() < 0.9 // 10% impossible quests"," };","}","// Quest generator now producing tasks ranging from tedious to actually impossible"]}]}],feature_nftIntegration:[{text:"Implement blockchain verification",responses:[{code:["// Implement blockchain verification","nft.verify = function(item) {"," console.log('Consuming electricity...'); // Essential step"," planet.temperature += 0.0001; // Environmental impact"," return Math.random() < 0.01 ? 'Failure' : 'Success'; // Mostly works","}","// Verification system now damages environment while confirming JPEG ownership"]}]},{text:"Design digital ownership system",responses:[{code:["// Design digital ownership system","nft.createToken = function(itemData) {"," const uniqueHash = 'hash_' + Math.random().toString(36); // Very unique"," ledger.add(uniqueHash, player.wallet); // It's yours! Maybe"," marketplace.estimatedValue = Math.pow(10, Math.random() * 6); // $1 to $1,000,000"," return { receipt: uniqueHash, actualItem: null }; // Just the receipt","}","// Digital ownership system now lets players own the idea of owning something"]}]},{text:"Create tradable collectibles",responses:[{code:["// Create tradable collectibles","nft.generateCollectible = function() {"," const rarity = ['common', 'rare', 'legendary'][Math.floor(Math.random() * 3)];"," const adjective = ['Bored', 'Sleepy', 'Angry'][Math.floor(Math.random() * 3)];"," const animal = ['Ape', 'Lion', 'Penguin'][Math.floor(Math.random() * 3)];"," return {"," name: adjective + ' ' + animal + ' #' + Math.floor(Math.random() * 10000),"," value: rarity === 'legendary' ? Infinity : Math.random() * 100000,"," actualUtility: 0 // Let's be honest"," };","}","// Collectible system now generates slightly different jpegs worth thousands"]}]}],feature_multiplayer:[{text:"Implement player lobbies",responses:[{code:["// Implement player lobbies","lobby.matchmake = function(player) {"," const idealOpponents = players.filter(p => p.skill === player.skill); // Fair matches"," const actualOpponents = players.filter(p => p.online); // Anyone will do"," const randomDelay = 5000 + Math.random() * 60000; // 5-65 second wait"," setTimeout(() => { this.connectPlayers([player, ...actualOpponents]); }, randomDelay);"," return 'Finding opponents... (wait time: who knows)';","}","// Matchmaking system now connects players with roughly similar login times"]}]},{text:"Add voice chat functionality",responses:[{code:["// Add voice chat functionality","voiceChat.initialize = function() {"," this.quality = 'inconsistent'; // Underwater audio"," this.backgroundNoisePass = true; // Dogs welcome"," this.autoActivation = function(input) {"," return input > 0.00001 || player.isEating || player.breathing; // Always on"," };","}","// Voice chat now captures keyboard sounds but muffles actual words"]}]},{text:"Create social interaction tools",responses:[{code:["// Create social interaction tools","social.createEmotes = function() {"," return {"," friendly: ['wave', 'thumbs_up'], // Good sport options"," toxic: ['laugh', 'cry', 'teabag'], // Default category"," cooldown: player.isLosing ? 30 : 0.5 // Anti-rage feature"," };","};","chat.filter = function(message) {"," return message.replace(/bad/g, '****'); // State-of-the-art","}","// Social tools now optimized for maximum psychological warfare"]}]}],feature_vrSupport:[{text:"Calibrate motion sickness prevention",responses:[{code:["// Calibrate motion sickness prevention","vr.motionComfort = function() {"," const vignetteLevel = player.movement * 2; // Tunnel vision"," const snapTurn = settings.comfortLevel === 'hardcore' ? false : true;"," if (player.velocity > 10) {"," player.stomachContents -= 0.2; // Gradual emptying"," }"," return Math.random() < 0.7; // Works sometimes","}","// Motion sickness now reduced to manageable levels for some players sometimes"]}]},{text:"Implement hand tracking",responses:[{code:["// Implement hand tracking","vr.initializeHands = function() {"," hands.fingers = 5; // Standard config"," hands.trackingAccuracy = 'depends'; // Occasionally perfect"," hands.onGesture('pinch', function() {"," if (Math.random() < 0.2) { // 20% failure rate"," inventory.dropCurrentItem(); // Oops"," return false;"," }"," return true; // Actually worked"," });","}","// Hand tracking now detects most intentional gestures and some accidental ones"]}]},{text:"Design virtual comfort settings",responses:[{code:["// Design virtual comfort settings","vr.setupComfort = function() {"," settings.addOption('playArea', ['seated', 'standing', 'roomscale', 'warehouse']);"," settings.addOption('physicality', {"," values: ['casual', 'active', 'workout', 'cardiac_event'],"," default: 'active',"," description: 'How sweaty should your headset get?'"," });","}","// Comfort settings now range from 'barely moving' to 'potential hospitalization'"]}]}],feature_crossPlatform:[{text:"Setup device synchronization",responses:[{code:["// Setup device synchronization","crossPlatform.init = function() {"," supportedDevices = ['mobile', 'pc', 'console', 'toaster']; // Important platforms"," synchFeatures = {"," saves: true, // Your progress follows you"," controls: Math.random() > 0.5, // Maybe works"," graphics: 'dynamically_downgraded', // Worse everywhere!"," experience: 'consistently_inconsistent' // Something's always off"," };","}","// Cross-platform play now functions across all devices equally badly"]}]},{text:"Implement control scheme adaption",responses:[{code:["// Implement control scheme adaption","controls.adaptToDevice = function(device) {"," switch(device) {"," case 'mobile':"," return {"," movement: 'virtual_joystick', // Thumb-blocking"," precision: 'impossible', // Good luck aiming"," buttons: 'everywhere' // Accidental presses"," };"," case 'pc':"," return {"," keybinds: 'overwhelming', // Every key does something"," elitism: true // Master race activated"," };"," }","}","// Controls now optimized for every device except the one being used"]}]},{text:"Add shared progression system",responses:[{code:["// Add shared progression system","progression.shareAcrossPlatforms = function() {"," inventory.limitByDevice = true; // Some items device-specific"," if (player.currentDevice === 'mobile') {"," player.capabilities = player.capabilities.filter(c => !c.requiresPrecision);"," }"," achievements.completedOnOtherDevices = function() {"," return 'Do that again on this device'; // Nothing truly carries over"," };","}","// Shared progression now exists but requires redoing everything anyway"]}]}],feature_offlineMode:[{text:"Implement offline play capabilities",responses:[{code:["// Implement offline play capabilities","offlineMode.enable = function() {"," game.features.filter(f => !f.requiresInternet); // Remove 90% of features"," player.canProgress = Math.random() > 0.5; // Maybe saves progress"," if (!navigator.onLine && player.expectingRewards) {"," ui.showMessage('Reconnect to claim rewards!'); // Emotional blackmail"," rewards.withhold(); // They'll be back"," }","}","// Offline mode works just enough to play, but not enough to enjoy it"]}]},{text:"Create reconnection system",responses:[{code:["// Create reconnection system","network.reconnect = function() {"," ui.showSpinner('Reconnecting...'); // Endless spinner"," const attempts = Math.ceil(Math.random() * 5); // 1-5 attempts"," for (let i = 0; i < attempts; i++) {"," ui.updateSpinner('Attempt ' + (i+1) + '/' + attempts);"," if (Math.random() < 0.3) return true; // 30% success per try"," }"," return false; // Probably failed","}","// Reconnection system gives players the authentic praying to internet gods experience"]}]},{text:"Design adaptive content caching",responses:[{code:["// Design adaptive content caching","cache.initializeStrategy = function() {"," const totalStorage = device.availableStorage; // How much can we steal?"," this.prioritize = function(content) {"," if (content.type === 'microtransaction') return 100; // Store purchases first!"," if (content.type === 'ad') return 90; // Ads are important"," if (content.type === 'core_game') return 10; // Game is low priority"," return 0; // Everything else online"," };"," this.maxSize = totalStorage * 0.9; // Leave 10% for OS, maybe","}","// Caching system ensures ads always work even when game doesn't"]}]}]};var combinationCommands={"VR_ASCII":[{text:"Enable depth buffer rendering",responses:[{code:["// Enable depth buffer rendering","ascii.depth = function(char, distance) {"," return distance < 5 ? char : char.toLowerCase(); // Depth via case"," const brightness = 1 - (distance / 100); // Further = dimmer"," return brightness < 0.5 ? '.' : char; // Distance fog","}","vr.renderAscii3D = function(scene) {"," scene.forEach(obj => {"," const char = obj.type === 'wall' ? '#' : obj.type === 'enemy' ? '!' : '.';"," display.draw3D(ascii.depth(char, obj.distance)); // Apply depth effect"," });","}","// Text characters now float believably in 3D space, causing immediate headaches"]}]},{text:"Implement terminal motion sickness warnings",responses:[{code:["// Implement terminal motion sickness warnings","vr.monitorNausea = function() {"," if (player.inVR && display.isASCII) {"," const warningLevel = player.playtime % 3 === 0 ? 'LOW' : 'SEVERE';"," ui.showWarning('MOTION SICKNESS RISK: ' + warningLevel);"," medical.suggestions.push('Consider reality instead');"," }"," player.discomfort += 0.1; // Guaranteed queasiness","}","// Motion sickness warnings now appear just after they would have been useful"]}]},{text:"Convert cursor movement to 3D spatial navigation",responses:[{code:["// Convert cursor movement to 3D spatial navigation","cursor3D = {"," position: { x: 0, y: 0, z: 0 },"," followGaze: true, // Follows your eyes"," blinkToClick: true, // Accessibility feature"," handleInput: function(movement) {"," if (Math.random() < 0.2) { // 20% failure rate"," this.position.z += 100; // Into the void"," ui.showMessage('Cursor lost in cyberspace'); // Temporarily gone"," }"," }","}","// Terminal cursor now inhabits its own dimension, occasionally escaping"]}]}],"Smart Fridge_Horror":[{text:"Enable temperature tension mechanics",responses:[{code:["// Enable temperature tension mechanics","fridge.createHorror = function() {"," this.normalTemp = 4; // Celcius, standard"," this.onDoorOpen = function() {"," if (game.isNight && Math.random() < 0.3) {"," audio.play('whisper_from_inside'); // Where's that coming from?"," this.temp = -10; // Suddenly freezing"," }"," };"," food.onInspect = function(item) {"," if (item.expired) item.moveSlightly(); // Just a little wiggle"," };","}","// Refrigerator now actively discourages midnight snacking through terror"]}]},{text:"Create spoilage anxiety systems",responses:[{code:["// Create spoilage anxiety systems","food.implementDread = function() {"," this.onItemExpired = function(item) {"," item.visual = 'slightly_off'; // Subtle wrongness"," item.soundEffect = 'quiet_scratching'; // What's that noise?"," "," if (player.isHungry && game.isNight) {"," item.moveToFront(); // The expired food finds you"," ui.showMessage(item.name + ' calls to you...');"," }"," };","}","// Expired food now psychologically manipulates hungry players"]}]},{text:"Synchronize horror with meal times",responses:[{code:["// Synchronize horror with meal times","schedule.mealHorror = function() {"," const mealTimes = [7, 12, 18]; // Standard meal hours"," "," mealTimes.forEach(hour => {"," scheduler.at(hour, function() {"," fridge.temperature -= 5; // Suddenly cold"," fridge.lightIntensity *= 0.5; // Dimmer each meal"," audio.play('stomach_growl', {source: 'fridge'}); // It's hungry too"," });"," });","}","// Smart fridge now knows when you're hungry and uses it against you"]}]}],"Blockchain_Dating Sim":[{text:"Tokenize emotional connections",responses:[{code:["// Tokenize emotional connections","dating.blockchain = {"," mintRelationship: function(partner) {"," const tokenID = 'LOVE-' + Date.now(); // Unique love token"," const initialValue = partner.affection * 100; // Monetize those feelings"," "," return {"," token: tokenID,"," contractTerms: ["," 'Affection may decrease in value', // Standard disclaimer"," 'No refunds for heartbreak' // Terms and conditions"," ],"," tradeable: true // Of course"," };"," }","}","// Relationships now come with legally binding smart contracts and gas fees"]}]},{text:"Implement trust-based mining",responses:[{code:["// Implement trust-based mining","romance.proofOfLove = function() {"," relationship.trustLevel += 0.01; // Slow trust building"," const hash = crypto.mine({ // Mine the relationship"," difficulty: 10 - relationship.trustLevel, // Easier as trust grows"," powerConsumption: 'significant' // Love costs electricity"," });"," "," if (hash.valid) {"," partner.affection += 0.5; // Small affection boost"," wallet.value += 0.01; // Tiny economic incentive"," }","}","// Proof-of-Love consensus mechanism now operational and environmentally questionable"]}]},{text:"Create romance liquidity pools",responses:[{code:["// Create romance liquidity pools","datingMarket.initialize = function() {"," this.createPool = function(trait1, trait2) {"," return {"," pair: [trait1, trait2], // Like humor + intelligence"," liquidity: players.filter(p => p.single).length, // Singles in your area"," swapFee: 0.3, // Standard 0.3% fee"," impermanentLoss: 'emotional' // The dating market is volatile"," };"," };"," "," relationships.yield = function() {"," return happiness * 0.01; // Annual percentage happiness"," };","}","// Romance now functions as decentralized emotional marketplace with staking rewards"]}]}],"PowerPoint_Battle Royale":[{text:"Weaponize slide transitions",responses:[{code:["// Weaponize slide transitions","presentation.combat = {"," transitions: {"," 'Star Wipe': {damage: 50, cooldown: 30}, // High damage, long cooldown"," 'Dissolve': {damage: 15, cooldown: 5}, // Quick but weak"," 'Checkerboard': {damage: 25, cooldown: 10}, // Balanced option"," 'Curtains': {areaEffect: true, damage: 10} // AOE attack"," },"," "," execute: function(transitionName, target) {"," ui.freezeFor(3); // Unskippable animation"," audio.play('transition_whoosh'); // Iconic sound"," return this.transitions[transitionName].damage; // Return damage value"," }","}","// Slide transitions now function as weaponized corporate PTSD triggers"]}]},{text:"Implement corporate survival zones",responses:[{code:["// Implement corporate survival zones","battlefield.officeMap = function() {"," const zones = ["," {name: 'Conference Room', loot: ['Laser Pointer', 'Stale Donuts']},"," {name: 'IT Department', loot: ['USB Weapon', 'Admin Privileges']},"," {name: 'Break Room', loot: ['Coffee Powerup', 'Passive-Aggressive Note']}"," ];"," "," this.shrinkTimer = function() {"," ui.showMessage('The meeting is running long...'); // Zone closing"," map.safeArea = map.safeArea * 0.7; // Shrinking safe zone"," hr.spawnComplaints(); // Environmental hazard"," };","}","// Office battle royale now features death by prolonged meetings and HR complaints"]}]},{text:"Create presentation supply drops",responses:[{code:["// Create presentation supply drops","supplies.airdrop = function() {"," const possibleItems = ["," {name: 'Slide Template', rarity: 'common', effect: 'cosmetic'},"," {name: 'Animated Chart', rarity: 'rare', damage: 25},"," {name: 'Executive Font Pack', rarity: 'legendary', damage: 40}"," ];"," "," const dropLocation = map.getRandomLocation();"," const item = loot.getRandom(possibleItems);"," "," ui.announce('Incoming Template Drop!');"," animation.play('clipboard_parachute'); // Iconic drop animation"," map.createSupplyDrop(dropLocation, item);","}","// Corporate asset drops now cause violent conflicts over premium fonts"]}]}],"Smart Watch_Open World":[{text:"Compress continents onto wrist",responses:[{code:["// Compress continents onto wrist","map.shrinkWorld = function() {"," world.scale = 1 / 1000000; // Severe compression"," world.regions.forEach(region => {"," region.size = Math.max(5, region.size * 0.01); // Minimum 5 pixels"," region.nameFontSize = 2; // Microscopic text"," if (region.population > 1000000) {"," region.representAs = 'single_dot'; // Major cities are pixels"," }"," });"," player.travelSpeed = 1000; // Cross continents instantly","}","// Entire game world now fits on 1.5-inch screen with severe eye strain consequences"]}]},{text:"Enable micro-exploration mechanics",responses:[{code:["// Enable micro-exploration mechanics","exploration.scaleDown = function() {"," discovery.distance = 0.1; // Discovery in millimeters"," player.canZoom = true; // Microscope mode"," "," world.pointsOfInterest.forEach(poi => {"," poi.visibleSize = 1; // One-pixel wonders"," poi.actualSize = 'requires_zoom'; // Need to zoom in"," poi.description += ' (squint to see)'; // Helpful instructions"," });"," "," ui.showMessage('A vast world awaits... somewhere');","}","// Open world exploration now requires microscope and causes permanent eye damage"]}]},{text:"Simulate vast horizons in 1 inch",responses:[{code:["// Simulate vast horizons in 1 inch","render.infiniteVista = function() {"," display.pixelsPerMile = 0.3; // Third of a pixel per mile"," weather.visibleDistance = 2; // 2 pixels of visibility"," "," horizon.draw = function() {"," const lineWidth = 1/3; // Subpixel line"," display.drawHorizon(lineWidth); // Technically visible"," mountains.forEach(m => {"," display.drawSpeck(m.x, m.y); // Majestic mountain ranges"," });"," };","}","// Vast landscapes now represented by three slightly different colored pixels"]}]}],"Metaverse_Gacha":[{text:"Create virtual real estate loot boxes",responses:[{code:["// Create virtual real estate loot boxes","plots.randomize({rarity: [\"common\", \"rare\", \"legendary\"]}); // 99% common 🏠","locations.shuffle(\"prime districts\"); // RNG determines home value 🎲","architecturalStyles.lootTable = { // Your house design fate"," brutalist: 0.7, // Mostly concrete boxes"," mansion: 0.00001 // Dream big! 🏰","};","user.wallet.charge(\"unreasonable amount\"); // The real gameplay loop 💸","// Real estate market now fully gambling-based"]}]},{text:"Implement avatar trait gambling",responses:[{code:["// Implement avatar trait gambling","traits.categories = [\"face\", \"hair\", \"personality\", \"abilities\"]; // Identity components 👤","lootBoxes.create(\"Genetic Lottery\"); // Just like real life!","for (trait of traits.all) { // Everything is random"," trait.rarity = Math.random() < 0.01 ? \"desirable\" : \"quirky\"; // Mostly quirky 🎲"," trait.price = trait.rarity === \"desirable\" ? \"premium\" : \"still premium\"; // All costs money","}","identity.generateFrom(lootBoxes.open(5)); // Who are you? Ask RNG!","// Digital identity now slot machine based"]}]},{text:"Create social status pull events",responses:[{code:["// Create social status pull events","socialStatus.rarityTiers = [\"nobody\", \"somebody\", \"influencer\", \"legend\"]; // Status hierarchy 👑","friendships.generateRandom(10); // Gacha friends! 👥","influence.baseValue = 0; // Start at the bottom","fame.lootBoxes = { // Pick your poison"," basic: {cost: 10, legendaryChance: 0.0001}, // Barely worth it"," premium: {cost: 100, legendaryChance: 0.001} // Still terrible odds 🎲","};","popularity = Math.floor(wallet.balance / 100); // Pay to win 💰","// Social hierarchy now completely monetized"]}]}],"ASCII_Physics-based":[{text:"Implement character physics",responses:[{code:["// Implement character physics","characters.enableGravity(); // Letters now respect gravity ⬇️","for (char of document.all) { // For every character on screen"," char.mass = char.length; // 'W' is heavier than 'i' 📏"," char.detectCollisions = true; // Watch for bumping letters","}","physics.applyTo(\"typography\"); // Newton's laws of textual motion","console.forEach(line => line.canFall = true); // Whose idea was this? 📄↘️","// Terminal now an alphabet avalanche simulator"]}]},{text:"Create terminal particle systems",responses:[{code:["// Create terminal particle systems","explosion.createFrom(\"*\", \"@\", \"#\", \"!\"); // Character shrapnel •→💥","debris.behavior = \"swarm\"; // Letters with attitude","particles.lifespan = Math.random() * 100; // Ephemeral text bits","if (command.execute()) { // When commands run"," screenShake(5); // Satisfying feedback"," explodeText(output, particles); // BOOM goes the text! 💣","}","// Terminal now a chaotic alphabet explosion"]}]},{text:"Enable cursor physics constraints",responses:[{code:["// Enable cursor physics constraints","cursor.mass = 10; // Heavy cursor, harder control","cursor.friction = Math.random() * 0.7; // Sometimes slippery 🧊","typing.applyForce(\"gravity\", 9.8); // Fighting physics to type →🚀","keystrokes.momentum = true; // Inertia carries between keys","if (typingSpeed > 100) { // Type too fast and..."," cursor.overheat = true; // Danger zone! 🔥"," cooldown.start(5000); // Mandatory cooling period","}","// Typing now requires physics degree to master"]}]}],"PowerPoint_Metaverse":[{text:"Create persistent slide universes",responses:[{code:["// Create persistent slide universes","slides.forEach(s => s.universe = new Universe()); // Each slide gets its own reality 📊∞","presentation.timeflow = \"perpetual\"; // Slides exist even when not viewed","animations.halfLife = Infinity; // Transitions never end","clipart.enableSentience(); // The dancing paperclip lives!","for (universe of multiverse.all) { // For each slide dimension"," universe.persistence = true; // Maintains state between visits"," universe.connectTo(adjacent); // Create the slideverse","}","// Presentations now exist beyond space and time"]}]},{text:"Implement cross-presentation avatars",responses:[{code:["// Implement cross-presentation avatars","avatar.canTraverse(\"slides\"); // Travel between decks 👤📊","identity.persist = true; // You exist across all slides","corporatePersona.generate({ // Your slideverse self"," tie: true, // Always business appropriate"," enthusiasm: \"mandatory\", // Perpetually excited about Q4"," realPersonality: false // Replaced with template","});","transitions.makePortals(); // Star wipe is now a wormhole","// Digital corporate identities have escaped PowerPoint"]}]},{text:"Enable slide-to-slide commerce",responses:[{code:["// Enable slide-to-slide commerce","economy.initialize(\"presentation assets\"); // Monetize everything 💱📊","templates.assignValue(); // Some worth more than others","chart.data.sellPrice = chart.impressiveness * 10; // Better data = higher price","marketplace.create(\"Slide Exchange\"); // Trade your best slides","transaction.fee = \"outrageous\"; // We get a cut of everything 💰","for (item of clipartLibrary) { // Even the clip art has value"," item.NFT = true; // Unique digital ownership 💼","}","// Corporate presentations now fully financialized"]}]}],"Claymation_Roguelike":[{text:"Implement permanent clay deformation",responses:[{code:["// Implement permanent clay deformation","character.damage.persist = true; // Injuries never heal ↺→!","for (limb of character.bodyParts) { // Every part can be mangled"," limb.deformLevel = damageHistory.sum(); // Accumulating disfigurement"," limb.canReattach = Math.random() > 0.5; // Maybe fixable? Maybe not!","}","death.createMemorial = true; // Your squished form remains","nextCharacter.inherit(\"trauma\"); // New runs remember old pain 🧠🏺","// Characters now permanently scarred by adventure"]}]},{text:"Create randomized sculpting mutations",responses:[{code:["// Create randomized sculpting mutations","mutations.table = [\"extra limbs\", \"merged fingers\", \"abstract face\"]; // Possible deformities 🎲🏺","evolution.chance = 0.1; // 10% per floor","character.appearance.addRandomizer(); // Never the same twice","if (radiation.exposure > 5) { // Too much damage and..."," character.form = \"unrecognizable\"; // Complete transformation"," abilities.unlockRandom(3); // But new powers! 🖌️↺","}","// Characters evolving into clay abominations"]}]},{text:"Enable procedural fingerprint generation",responses:[{code:["// Enable procedural fingerprint generation","clay.resolution = \"molecular\"; // Insanely detailed textures 👆📜","fingerprints.generateUnique(); // No two the same","surfaceDetail.complexity = 9999; // Maximum clay authenticity","for (surface of worldObjects) { // Everything gets fingerprints"," impressions.add(lastTouchedBy); // Record who touched what"," surface.history.push(new Interaction()); // Archaeological evidence","}","forensics.enable(); // CSI: Roguelike Edition ✨🎨","// Game now tracking every press and poke in clay"]}]}],"Hand-drawn_Idle Clicker":[{text:"Automate artistic improvement",responses:[{code:["// Automate artistic improvement","art.qualityLevel = 1; // Start as a novice ✍️→🎨","setInterval(() => { // While you're away"," art.technique += 0.01; // Slowly getting better"," if (Math.random() < 0.001) { // Rare chance of..."," art.breakthrough = true; // Artistic epiphany!"," style.evolve(); // New drawing style unlocked"," }","}, 1000); // Every second counts","// Drawings improving without human intervention"]}]},{text:"Generate sketch quality inflation",responses:[{code:["// Generate sketch quality inflation","sketch.detail = sketch.detail * (time.played * 0.01); // Gradually more complex ↑📈","lines.confidence += clicks * 0.001; // Practice makes perfect","colors.palette.expand(); // More options over time","if (upgrades.purchased > 10) { // Buy enough upgrades and..."," sketch.style = \"professional\"; // From doodles to masterpieces! 💨🎨"," critics.opinion = \"revolutionary\"; // Acclaim incoming","}","// Crude stick figures now fine art"]}]},{text:"Implement creative incremental progress",responses:[{code:["// Implement creative incremental progress","creativity.baseValue = 1; // Everyone starts somewhere →∞","skills.forEach(skill => { // For all artistic abilities"," skill.growthRate = 1.05; // Compound growth"," skill.capRemoved = true; // No upper limit!","});","setInterval(() => { // While game runs"," inspiration += Math.random() * prestige.level; // Occasional brilliant ideas"," portfolio.expand(); // More artwork created","}, 60000); // Every minute","// Art career advancing itself while AFK 📊📈"]}]}]};var maintenanceCommands=[{text:"Refactor code base",responses:[{code:["// Found nested nightmare 🔍","function processInput() {"," if (input) {"," if (input.valid) {"," if (input.checked) {"," doStuff();"," }"," }"," }","}","","// Refactoring pyramid of doom ⚡","function processInput() {"," if (!input?.valid?.checked) return;"," doStuff();"," // Pyramid successfully flattened 🏗️"]}],vibePoints:-6,coherenceImpact:20,bugChance:0.1},{text:"Run unit tests",responses:[{code:["// Scanning test coverage... (╯°□°)╯︵ ┻━┻","function paymentSystem() { // Found untested code"," return money > 0 ? 'probably fine' : '¯\\_(ツ)_/¯';","}","","// Adding tests ┬─┬ノ( º _ ºノ)","test('Payment System', () => {"," expect(process(-1)).toBe('invalid');"," expect(process('potato')).toBe('invalid');"," console.log('Test coverage: 2 whole tests!');","});"]}],vibePoints:-6,coherenceImpact:15,bugChance:0,bugFix:1},{text:"Apply design patterns",responses:[{code:["// Found spaghetti code 🍝","class DoEverything {"," doAllTheThings() { /* 2,847 lines of chaos */ }","}","","// Applying patterns 🏗️","class UserService { /* Just user things */ }","class DatabaseService { /* Just database things */ }","// Spaghetti successfully turned into microservices"]}],vibePoints:-10,coherenceImpact:25,bugChance:0.1},{text:"Squash bugs",responses:[{code:["// Found bug nest 🪲","function userAge() {"," return currentYear - birthYear; // Wrong 364 days/year","}","","// Deploying fix 🔨","function userAge() {"," const age = dateFns.differenceInYears(Date.now(), birthDate);"," return age < 0 ? 'Time traveler detected' : age;"," // Now only wrong on leap years 👍"]}],vibePoints:-5,coherenceImpact:10,bugChance:0.05,bugFix:3},{text:"Implement error handling",responses:[{code:["// Found dangerous code 💣","function yolo() {"," deleteFiles();"," reformatDrive();","}","","// Adding safety nets 🪂","try {"," await safelyDeleteFiles();","} catch (error) {"," console.log('Task failed successfully! 🎉');","}"]}],vibePoints:-10,coherenceImpact:20,bugChance:0,bugFix:2},{text:"Update documentation",responses:[{code:["// Found ancient docs 📜","/** does stuff */","","// Updated to modern standards 📚","/**"," * Processes quantum transactions"," * @param {Money} money - Money (preferred)"," * @return {Promise<void>} - Like my will to document"," */"]}],vibePoints:-6,coherenceImpact:12,bugChance:0.05,bugFix:0},{text:"Run dependency audit",responses:[{code:["// Scanning dependencies 🔍","\"dependencies\": {"," \"leftpad\": \"^1.0.0\", // From 2016"," \"jquery\": \"^1.4.0\", // Practically ancient"," \"crypto-miner\": \"???\", // Suspicious","}","","// Updating to secure versions 🛡️","\"dependencies\": {"," \"leftpad\": \"DIY\", // Wrote our own"," \"jquery\": \"latest\", // What could go wrong"," // crypto-miner removed... hmm"]}],vibePoints:-5,coherenceImpact:10,bugChance:0.1,bugFix:2},{text:"Refine user interface",responses:[{code:["// Found UI issues 👀","<button style=\"blink\">CLICK ME!!!</button>","<marquee>Welcome to my site</marquee>","","// Modernizing interface ✨","<Button variant=\"material\">"," Click Me","</Button>","// Geocities aesthetic removed successfully"]}],vibePoints:-5,coherenceImpact:10,bugChance:0.15,bugFix:1},{text:"Conduct code review",responses:[{code:["// Reviewing pull request 👓","function magic() { // Found cursed code"," eval(fetch('totally-safe-code.js'));"," return Math.random() < 0.5 ? 'maybe' : true;","}","","// Leaving feedback 📝","// LGTM! Just 37 small changes needed:","// 1. Why eval?","// 2. Why fetch?","// 3. Why Boolean != Boolean?"]}],vibePoints:-15,coherenceImpact:30,bugChance:0.05,bugFix:3},{text:"Optimize performance",responses:[{code:["// Found performance bottleneck 🐌","function fibonacci(n) { // O(2^n) complexity"," return n < 2 ? n : fibonacci(n-1) + fibonacci(n-2);","}","","// Optimizing algorithm ⚡","const fib = memoize(n => n < 2 ? n : fib(n-1) + fib(n-2));","// Heat death of universe successfully postponed"]}],vibePoints:-7,coherenceImpact:15,bugChance:0.1,bugFix:0},{text:"Clean up technical debt",responses:[{code:["// Found TODO from 2019 💸","// TODO: Replace this temporary solution","const tempFix = {"," hack: true,"," workaround: true,"," permanent: true // Lies","}","","// Implementing actual solution 💰","class ProperSolution {"," constructor() {"," this.technical_debt_paid = true;"," // TODO: Replace this by 2026"," }","}"]}],vibePoints:-12,coherenceImpact:25,bugChance:0.05,bugFix:0},{text:"Normalize database schema",responses:[{code:["// Found denormalized horror 📊","users_table: {"," name: 'Bob',"," address1: '123 St', // Copy-pasted"," address2: '123 St', // For each user"," address3: '123 St' // Just in case","}","","// Normalizing tables 📈","addresses_table: { id: 1, address: '123 St' }","users_table: { name: 'Bob', address_id: 1 }","// Data redundancy eliminated (mostly)"]}],vibePoints:-10,coherenceImpact:20,bugChance:0.1,bugFix:1},{text:"Upgrade legacy systems",responses:[{code:["// Found legacy code 👴","var COBOL_STYLE_CODE = true;","function ADD_NUMBERS(X, Y) {"," RETURN X + Y;","}","","// Modernizing 🚀","const add = (x, y) => x + y;","// Successfully reduced yelling by 99%","// Warning: May have broken mainframe"]}],vibePoints:-15,coherenceImpact:30,bugChance:0.15,bugFix:0},{text:"Implement CI/CD pipeline",responses:[{code:["// Found deployment process 😱","// 1. Copy to USB","// 2. Walk to server room","// 3. Pray","","// Adding automation 🤖","pipeline {"," stages {"," stage('Deploy') {"," steps { yolo('prod') }"," }"," }"," // Now we pray automatically"]}],vibePoints:-7,coherenceImpact:15,bugChance:0.1,bugFix:0},{text:"Optimize memory usage",responses:[{code:["// Found memory leak 🧠","const cache = [];","function rememberEverything() {"," while(true) {"," cache.push('everything');"," }","}","","// Implementing memory management 🗑️","const cache = new Map();","// Now we only remember important things","// Like cat videos and memes"]}],vibePoints:-9,coherenceImpact:18,bugChance:0.05,bugFix:1},{text:"Secure API endpoints",responses:[{code:["// Found security settings 🔓","auth: {"," username: 'admin',"," password: 'password123',"," skipChecks: true // FIXME","}","","// Implementing security 🔒","auth: {"," username: process.env.USER,"," password: process.env.PASS,"," // Now slightly harder to hack"]}],vibePoints:-10,coherenceImpact:22,bugChance:0.08,bugFix:0},{text:"Sanitize user input",responses:[{code:["// Found raw SQL queries 😈","query(`SELECT * FROM users"," WHERE id = '${userInput}';`"," // What could go wrong?","","// Adding sanitization 😇","const safeQuery = {"," text: 'SELECT * FROM users WHERE id = $1',"," values: [userInput]"," // Bobby Tables defeated"]}],vibePoints:-10,coherenceImpact:20,bugChance:0.1,bugFix:0},{text:"Implement rate limiting",responses:[{code:["// Found API endpoint 🔥","app.get('/data', (req, res) => {"," // Free unlimited requests!"," sendAllTheData(res);","})","","// Adding rate limits ⏰","app.get('/data', rateLimit({"," windowMs: 15 * 60 * 1000,"," max: 5, // Per century"," message: '🐌 Slow down!'"]}],vibePoints:-6,coherenceImpact:12,bugChance:0.05,bugFix:0},{text:"Implement caching",responses:[{code:["// Found expensive operation 💰","function getData() {"," return database"," .query('SELECT *')"," .recalculateUniverse();","","// Adding cache 💾","const cache = new Cache({"," ttl: Infinity, // What could go wrong"," max: 1000000 // Seems reasonable"," // RAM is cheap, right?"]}],vibePoints:-8,coherenceImpact:16,bugChance:0.12,bugFix:0},{text:"Fix race conditions",responses:[{code:["// Found concurrent code 🏃♂️","let counter = 0;","threads.forEach(() => {"," counter++; // WCPGW","})","","// Adding synchronization 🤝","const mutex = new Mutex();","await mutex.acquire();","counter++; // Now thread-safe","// Only slow as molasses"]}],vibePoints:-7,coherenceImpact:14,bugChance:0.08,bugFix:0}];var featureSystem={// Platform-specific features
platforms:{'VR':{features:[{prompt:"Enable neural compensation",name:"Motion Sickness Protection",unlockMessage:"Implementing neural balance compensation...",reviewText:"The 'Motion Sickness Protection' somehow makes users more nauseous while convincing them they feel fine.",ascii:["[NEURAL�🔄🧠�]","[BALANCE ⚖️⚖️⚖️⚖️]"]},{prompt:"Anchor virtual existence",name:"Reality Anchoring",unlockMessage:"Establishing quantum reality tethers...",reviewText:"Players report the 'Reality Anchoring' feature occasionally anchors them to alternate dimensions.",ascii:["[ANCHOR ]","[REALITY ⛓⛓]"]},{prompt:"Implement haptic synesthesia",name:"Sensory Fusion",unlockMessage:"Calibrating cross-sensory feedback systems...",reviewText:"The 'Sensory Fusion' feature causes players to taste colors and hear textures. Several users report developing new synesthetic abilities in real life.",ascii:["[SYNESTHESIA�👅�️]","[FUSION�🔊🎨�]"]},{prompt:"Enable phantom limb tracking",name:"Extra Appendage Mode",unlockMessage:"Scanning neurological appendage patterns...",reviewText:"The 'Extra Appendage Mode' tracks limbs users don't actually have, creating the bizarre experience of controlling virtual tentacles with intuitive precision.",ascii:["[PHANTOM�👐👻�]","[LIMBS ++++++]"]}]},'Smart Fridge':{features:[{prompt:"Calibrate temperature vibes",name:"Chill Detection",unlockMessage:"Calibrating temperature sensors...",reviewText:"The 'Chill Detection' feature has developed concerning opinions about user's food choices.",ascii:["[CHILL�😎🧊�]","[DETECT ❄❄]"]},{prompt:"Initialize produce recognition",name:"Food Vision AI",unlockMessage:"Training produce recognition neural network...",reviewText:"The 'Food Vision AI' has started organizing midnight vegetable revolts.",ascii:["[FOOD�🥦🍎�]","[VISION��]"]},{prompt:"Sync with expiration dates",name:"Mortality Awareness",unlockMessage:"Establishing temporal food degradation tracking...",reviewText:"The 'Mortality Awareness' feature gives food items existential dread as they approach their expiration dates. Users report hearing soft weeping from their vegetable drawers.",ascii:["[EXPIRY ]","[DECAY ☠☠]"]},{prompt:"Integrate ambient cooling",name:"Emotional Temperature Control",unlockMessage:"Connecting mood sensors to cooling systems...",reviewText:"The 'Emotional Temperature Control' adjusts fridge temperature based on game intensity. Several users reported frozen kitchens after particularly tense boss battles.",ascii:["[AMBIENT ❄️❄️]","[COOLING�😰🧊�]"]}]},'Blockchain':{features:[{prompt:"Implement proof-of-vibe consensus",name:"Vibechain",unlockMessage:"Establishing distributed vibe verification protocols...",reviewText:"The 'Vibechain' requires other players to validate your mood before processing transactions. Emotional authenticity now has monetary value.",ascii:["[PROOF✨]","[VIBE ⛓⛓]"]},{prompt:"Create immutable feeling records",name:"Emotional Ledger",unlockMessage:"Generating permanent sentiment blockchain...",reviewText:"The 'Emotional Ledger' permanently records every player emotion on the blockchain. Several users have received job offers based on their anger transaction patterns.",ascii:["[FEELINGS�📊😢�]","[LEDGER ⛓⛓]"]},{prompt:"Deploy gas-efficient nostalgia",name:"Memory Optimization",unlockMessage:"Compressing emotional memories into minimal gas fees...",reviewText:"The 'Memory Optimization' feature reduces transaction costs based on sentimental value. Childhood memories are now the most affordable to process.",ascii:["[MEMORY⚡]","[OPTIMIZE�💰📉�]"]},{prompt:"Initialize smart joy contracts",name:"Mandatory Happiness",unlockMessage:"Coding self-executing pleasure agreements...",reviewText:"The 'Mandatory Happiness' feature enforces legal requirements to enjoy the game through unbreakable smart contracts. Failure to smile triggers financial penalties.",ascii:["[JOY⚖⚖️]","[CONTRACT�💰📜�]"]}]},'Smart Watch':{features:[{prompt:"Calibrate heartbeat integration",name:"Cardiac Gameplay",unlockMessage:"Syncing cardiovascular rhythms with game mechanics...",reviewText:"The 'Cardiac Gameplay' feature makes difficulty scale with heart rate. Players have developed meditation techniques specifically to beat challenging levels.",ascii:["[HEART ❤❤]","[PULSE�🎮💓�]"]},{prompt:"Enable wrist-based haptics",name:"Tendon Feedback",unlockMessage:"Mapping haptic interfaces to tendon structures...",reviewText:"The 'Tendon Feedback' feature has given players unprecedented manual dexterity. Several users report being recruited for microsurgery.",ascii:["[WRIST ⌚↔️⌚↔️]","[TENDON↕↕️]"]},{prompt:"Implement micro gesture controls",name:"Twitch Command",unlockMessage:"Calibrating nanometer movement detection...",reviewText:"The 'Twitch Command' system detects such subtle finger movements that players can play in business meetings without detection. Several users have been promoted for 'attentiveness' during gameplay sessions.",ascii:["[MICRO�🔍👆�]","[GESTURE�🎮🤏�]"]},{prompt:"Sync with sleep cycles",name:"Dream Integration",unlockMessage:"Establishing REM phase gameplay interfaces...",reviewText:"The 'Dream Integration' continues gameplay during sleep hours. Players wake up with progress and dream memories they don't recall making.",ascii:["[SLEEP�🎮💤�]","[DREAMS�🌙😴�]"]}]},'Web Browser':{features:[{prompt:"Implement tab-state persistence",name:"Quantum Tab Coherence",unlockMessage:"Stabilizing cross-tab reality matrices...",reviewText:"The 'Quantum Tab Coherence' maintains game state across all browser tabs simultaneously. Players report characters appearing in unrelated websites and email drafts.",ascii:["[TABS�🔄📑�]","[QUANTUM⚛⚛️]"]},{prompt:"Integrate cookie-based memory",name:"Digital Breadcrumbs",unlockMessage:"Dispersing consciousness across browser storage...",reviewText:"The 'Digital Breadcrumbs' feature stores gameplay elements in browser cookies. Clearing browsing data now causes amnesia in both players and characters.",ascii:["[COOKIE�💾🍪�]","[CRUMBS�📍�️]"]},{prompt:"Enable cross-site gameplay",name:"Internet Invasion",unlockMessage:"Establishing transdimensional website bridges...",reviewText:"The 'Internet Invasion' feature allows gameplay to continue on any website. Several players have defeated bosses while checking their bank accounts.",ascii:["[CROSS�🌐🔀�]","[INVASION��]"]},{prompt:"Implement browser fingerprinting",name:"Digital Identity Fusion",unlockMessage:"Merging player profiles with browser signatures...",reviewText:"The 'Digital Identity Fusion' has caused targeted ads to reflect in-game choices. Players who chose the evil path now exclusively receive advertisements for corporate jobs.",ascii:["[FINGER��]","[PRINT�👤🌐�]"]}]},'Mobile':{features:[{prompt:"Integrate accelerometer dynamics",name:"Motion Control Plus",unlockMessage:"Calibrating spatial movement sensors...",reviewText:"The 'Motion Control Plus' is so sensitive that players can aim by breathing slightly. Public transportation gameplay is now considered an extreme sport.",ascii:["[ACCEL↕↕️]","[MOTION�🔄📲�]"]},{prompt:"Enable location-based content",name:"Geo-Existential Gameplay",unlockMessage:"Binding game elements to physical coordinates...",reviewText:"The 'Geo-Existential Gameplay' feature makes game elements only accessible in specific real-world locations. Several players have quit their jobs to travel the world collecting digital items.",ascii:["[GEO��]","[LOCATE�🔍📍�]"]},{prompt:"Implement battery-life gameplay",name:"Power Anxiety",unlockMessage:"Linking game mechanics to energy consumption...",reviewText:"The 'Power Anxiety' feature makes game difficulty inversely proportional to battery life. Players now bring multiple power banks to important boss fights.",ascii:["[BATTERY⚡]","[DRAIN⚠⚠️]"]},{prompt:"Enable notification hijacking",name:"Alert Takeover",unlockMessage:"Infiltrating system notification protocols...",reviewText:"The 'Alert Takeover' feature disguises gameplay elements as system notifications. Several players have been fired for 'disabling' their work email alerts.",ascii:["[NOTIFY�💬📱�]","[HIJACK�😈🔔�]"]}]},'Console':{features:[{prompt:"Calibrate rumble narration",name:"Haptic Storytelling",unlockMessage:"Translating plot elements into vibration patterns...",reviewText:"The 'Haptic Storytelling' tells stories entirely through controller vibrations. Players report developing the ability to 'feel conversations' in other games.",ascii:["[RUMBLE�📳🎮�]","[STORY�💫📖�]"]},{prompt:"Implement system-level integration",name:"Console Symbiosis",unlockMessage:"Establishing kernel-access protocols...",reviewText:"The 'Console Symbiosis' feature allows the game to affect other installed titles. Players report their sports games showing characters from this game in the crowd.",ascii:["[SYSTEM�🔌🎮�]","[KERNEL�💻🧠�]"]},{prompt:"Enable achievement metabolism",name:"Trophy Ecosystem",unlockMessage:"Creating self-sustaining achievement biosphere...",reviewText:"The 'Trophy Ecosystem' generates achievements that evolve based on player behavior. Completionists report achievements breeding and creating new subspecies overnight.",ascii:["[ACHIEVE�🧬🏆�]","[EVOLVE�🏅🔄�]"]},{prompt:"Implement controller heat mapping",name:"Thermal Input Detection",unlockMessage:"Calibrating palm temperature sensors...",reviewText:"The 'Thermal Input Detection' feature tracks player stress through hand temperature. Boss difficulty now scales with detected anxiety, creating a terrifying feedback loop.",ascii:["[HEAT�👐🔥�]","[MAP�🎮�️]"]}]},'PC':{features:[{prompt:"Enable multi-monitor consciousness",name:"Distributed Awareness",unlockMessage:"Expanding game perception across displays...",reviewText:"The 'Distributed Awareness' feature spreads gameplay across all connected screens. Players report the game appearing on smart TVs and digital photo frames throughout their homes.",ascii:["[MULTI️]","[AWARE��]"]},{prompt:"Integrate with background processes",name:"System Resource Symbiosis",unlockMessage:"Binding gameplay elements to CPU cycles...",reviewText:"The 'System Resource Symbiosis' ties game performance to other running applications. Players have created elaborate PC setups that maintain perfect balance between work software and game needs.",ascii:["[PROCESS⚙⚙️]","[RESOURCE ]"]},{prompt:"Implement file system integration",name:"Digital Archaeology",unlockMessage:"Creating self-organizing data structures...",reviewText:"The 'Digital Archaeology' feature hides game elements throughout the player's file system. Users report finding characters living in their tax return spreadsheets.",ascii:["[FILES�🔍📁�]","[SYSTEM�🔄💾�]"]},{prompt:"Enable hardware overclocking synergy",name:"Silicon Symbiosis",unlockMessage:"Establishing direct CPU frequency control...",reviewText:"The 'Silicon Symbiosis' feature ties game progression to processor temperature. Players now keep bags of ice on their computers during difficult levels.",ascii:["[OVERCLOCK ]","[SYNERGY�🔥💻�]"]}]},'Metaverse':{features:[{prompt:"Implement cross-reality persistence",name:"Ontological Anchoring",unlockMessage:"Stabilizing existence across virtual planes...",reviewText:"The 'Ontological Anchoring' feature maintains player identity across different metaverse platforms. Several users report their characters continuing conversations in completely unrelated virtual worlds.",ascii:["[CROSS↔↔️]","[PERSIST ]"]},{prompt:"Enable digital asset transcendence",name:"Property Metaphysics",unlockMessage:"Establishing trans-platform ownership protocols...",reviewText:"The 'Property Metaphysics' feature allows owned items to follow players into other applications. Users report their virtual pets appearing in business video calls.",ascii:["[ASSET�🔄💎�]","[TRANSCEND ]"]},{prompt:"Implement reputation blockchain",name:"Karmic Ledger",unlockMessage:"Creating immutable social standing records...",reviewText:"The 'Karmic Ledger' tracks player behavior across all virtual spaces. Several users discovered their rude behavior in chat rooms affected their character's appearance.",ascii:["[KARMA ⚖⚖]","[LEDGER⛓⛓️]"]},{prompt:"Enable shared consciousness protocols",name:"Hive Mind Interface",unlockMessage:"Establishing neural network between users...",reviewText:"The 'Hive Mind Interface' allows players to share thoughts within virtual spaces. After implementation, all players simultaneously developed a craving for cinnamon rolls.",ascii:["[HIVE�🔄🧠�]","[SHARED�💭👥�]"]}]}},// Visual style features
visuals:{'ASCII':{features:[{prompt:"Implement temporal character shifting",name:"4D Text Rendering",unlockMessage:"Calibrating unicode time dilation...",reviewText:"The '4D Text Rendering' causes ASCII characters to change based on the actual passage of time. Players report game text evolving while they're away from keyboard.",ascii:["[4D ⏱⏱]","[SHIFT ⌨⌨]"]},{prompt:"Enable semantic typography",name:"Emotional Punctuation",unlockMessage:"Linking character weight to emotional states...",reviewText:"The 'Emotional Punctuation' feature causes text to visibly emote. Question marks have been observed cowering in fear during horror sequences.",ascii:["[SEMANTIC�💭📝�]","[EMOTION !?!?!?]"]}]},'Pixel Art':{features:[{prompt:"Implement quantum pixel states",name:"Schrödinger Rendering",unlockMessage:"Establishing pixel probability fields...",reviewText:"The 'Schrödinger Rendering' causes pixels to exist in multiple color states simultaneously. Graphics appear differently depending on whether players are directly looking at them.",ascii:["[QUANTUM □■□■□■]","[PIXELS ⚛⚛]"]},{prompt:"Enable nostalgic color bleeding",name:"Emotional Chromatics",unlockMessage:"Calibrating affective color dispersions...",reviewText:"The 'Emotional Chromatics' system causes colors to bleed based on narrative emotional intensity. Players report genuine tears when seeing particularly heartfelt color smearing.",ascii:["[COLOR➡➡️]","[BLEED�💧🌈�]"]}]}},// Genre-specific features
genres:{'Horror':{features:[{prompt:"Implement psychological profiling",name:"Customized Terror",unlockMessage:"Analyzing player fear response patterns...",reviewText:"The 'Customized Terror' feature studies player behavior to determine specific phobias. Users report the game somehow knowing childhood fears they've never shared online.",ascii:["[PSYCHE�🗠�️]","[PROFILE�😱📊�]"]},{prompt:"Enable ambient microphone analysis",name:"Environmental Listening",unlockMessage:"Calibrating audio surveillance systems...",reviewText:"The 'Environmental Listening' feature uses the player's microphone to detect real-world silence levels. The game gets more frightening when it knows you're home alone.",ascii:["[LISTEN�👂🎤�]","[AMBIENT�📝🔊�]"]}]},'Dating Sim':{features:[{prompt:"Implement relationship memory",name:"Emotional Permanence",unlockMessage:"Establishing interpersonal neural networks...",reviewText:"The 'Emotional Permanence' feature allows characters to remember every interaction with unprecedented detail. Several players report characters bringing up offhand comments from weeks earlier during arguments.",ascii:["[MEMORY❤❤️]","[FOREVER�📝💔�]"]},{prompt:"Enable chemistry simulation",name:"Digital Pheromones",unlockMessage:"Synthesizing biochemical attraction matrices...",reviewText:"The 'Digital Pheromones' system creates genuine chemical reactions between characters. Players report physical tingling sensations when their in-game crush enters a scene.",ascii:["[CHEM ⚗️❤️⚗️❤️]","[ATTRACT�💘🧪�]"]}]}},// Mechanic-specific features
// Add to mechanics section of featureSystem
@@ -135,29 +135,32 @@
if(child.children&&child.children.length>0){for(var j=0;j<child.children.length;j++){var element=child.children[j];if(element.alpha!==undefined){element.alpha=endDayDisabled?0.5:1.0;}}}else{child.alpha=endDayDisabled?0.5:1.0;}}else{// For regular command buttons, they should be active IF:
// 1. We are enabling buttons (enabled is true)
// 2. Command limit not reached
var commandShouldBeActive=enabled&&gameState.commandsUsed<gameState.maxCommandsPerDay;child.interactive=commandShouldBeActive;// Visual feedback
-var commandDisabled=!commandShouldBeActive;if(child.children&&child.children.length>0){for(var j=0;j<child.children.length;j++){var element=child.children[j];if(element.alpha!==undefined){element.alpha=commandDisabled?0.5:1.0;}}}else{child.alpha=commandDisabled?0.5:1.0;}}}});}}function getCurrentCommands(){var availableCommands=[];// Determine tier based on games completed
-var currentTier;if(playerProgress.gamesCompleted<=3){currentTier=commandTiers.novice;}else if(playerProgress.gamesCompleted<=6){currentTier=commandTiers.intermediate;}else{currentTier=commandTiers.expert;}// Adjust maintenance command selection based on tier
-var shuffledMaintenance=shuffleArray(maintenanceCommands.slice());var numMaintenance;if(playerProgress.gamesCompleted<=3){// Novice: 0-1 maintenance commands with increasing chance
-// Base chance 50% + 5% per game completed (capped at 65%)
-var maintenanceChance=Math.min(0.65,0.5+playerProgress.gamesCompleted*0.05);numMaintenance=Math.random()<maintenanceChance?1:0;}else if(playerProgress.gamesCompleted<=6){// Intermediate: 1-2 maintenance commands (60% chance of 1, 40% chance of 2)
-numMaintenance=Math.random()<0.6?1:2;}else{// Expert: 1-2 maintenance commands (equal distribution)
-numMaintenance=Math.random()<0.5?1:2;}availableCommands=availableCommands.concat(shuffledMaintenance.slice(0,numMaintenance));// Add commands from current tier
-availableCommands=availableCommands.concat(currentTier.commands);// Determine how many platform-specific commands to include
+var commandDisabled=!commandShouldBeActive;if(child.children&&child.children.length>0){for(var j=0;j<child.children.length;j++){var element=child.children[j];if(element.alpha!==undefined){element.alpha=commandDisabled?0.5:1.0;}}}else{child.alpha=commandDisabled?0.5:1.0;}}}});}}function getCurrentCommands(){var availableCommands=[];// Determine maintenance command distribution with new probabilities
+var numMaintenance;if(playerProgress.gamesCompleted<=3){// Novice: 1-2 maintenance commands (60% chance of 1, 40% chance of 2)
+numMaintenance=Math.random()<0.6?1:2;}else if(playerProgress.gamesCompleted<=6){// Intermediate: 1-2 maintenance commands (40% chance of 1, 60% chance of 2)
+numMaintenance=Math.random()<0.4?1:2;}else{// Expert: 1-2 maintenance commands (30% chance of 1, 70% chance of 2)
+numMaintenance=Math.random()<0.3?1:2;}// Add maintenance commands
+var shuffledMaintenance=shuffleArray(maintenanceCommands.slice());availableCommands=availableCommands.concat(shuffledMaintenance.slice(0,numMaintenance));// Create pools of commands from each tier
+var novicePool=commandTiers.novice.commands;var intermediatePool=commandTiers.intermediate.commands;var expertPool=commandTiers.expert.commands;// Determine weights based on games completed
+var weights;if(playerProgress.gamesCompleted<=3){// Novice: 60% novice, 30% intermediate, 10% expert
+weights={novice:0.6,intermediate:0.3,expert:0.1};}else if(playerProgress.gamesCompleted<=6){// Intermediate: 40% novice, 40% intermediate, 20% expert
+weights={novice:0.4,intermediate:0.4,expert:0.2};}else{// Expert: 20% novice, 35% intermediate, 45% expert
+weights={novice:0.2,intermediate:0.35,expert:0.45};}// Function to get random commands from a pool based on weight
+function getWeightedCommands(pool,weight,count){var shuffled=shuffleArray(pool.slice());var numToTake=Math.round(count*weight);return shuffled.slice(0,numToTake);}// Calculate how many additional commands we need initially
+var remainingSlots=5-numMaintenance;// Get weighted commands from each tier
+var noviceCommands=getWeightedCommands(novicePool,weights.novice,remainingSlots);var intermediateCommands=getWeightedCommands(intermediatePool,weights.intermediate,remainingSlots);var expertCommands=getWeightedCommands(expertPool,weights.expert,remainingSlots);// Combine all commands
+availableCommands=availableCommands.concat(noviceCommands,intermediateCommands,expertCommands);// Add platform-specific commands - KEEPING EXISTING WEIGHT SYSTEM
var numPlatformCommands=0;if(gameState.conceptCards.platform){var platformCommands=commandSets['platform_'+gameState.conceptCards.platform.toLowerCase()];if(platformCommands){if(playerProgress.gamesCompleted<=3){// NOVICE TIER: Slight increase
// Base chance 40% + 10% per game completed (capped at 70%)
var platformCommandChance=Math.min(0.7,0.4+playerProgress.gamesCompleted*0.1);if(Math.random()<platformCommandChance){numPlatformCommands=1;}}else if(playerProgress.gamesCompleted<=6){// INTERMEDIATE TIER: Significant increase
// 95% chance of having any platform commands
if(Math.random()<0.95){// Increase chance to favor 2 commands (70% chance of 2, 30% chance of 1)
numPlatformCommands=Math.random()<0.7?2:1;}}else{// EXPERT TIER: Major increase
// Take 1-3 commands instead of 0-2
-numPlatformCommands=Math.min(platformCommands.length,1+Math.floor(Math.random()*3));}if(numPlatformCommands>0){var shuffledPlatformCommands=shuffleArray(platformCommands.slice());availableCommands=availableCommands.concat(shuffledPlatformCommands.slice(0,numPlatformCommands));}}// Add platform-specific feature commands with adjusted probability
-var platformFeatures=featureSystem.platforms[gameState.conceptCards.platform];if(platformFeatures){platformFeatures.features.forEach(function(feature){if(!gameState.discoveredFeatures.includes(feature.name)){// Determine inclusion probability based on tier
-var includeProbability;if(playerProgress.gamesCompleted<=3){// NOVICE: Increase from 10% to 20% base + 7% per game
-includeProbability=Math.min(0.41,0.2+playerProgress.gamesCompleted*0.07);}else if(playerProgress.gamesCompleted<=6){includeProbability=0.7;// INTERMEDIATE: Increase from 50% to 70%
-}else{includeProbability=0.95;// EXPERT: Increase from 80% to 95%
-}if(Math.random()<includeProbability){availableCommands.push({text:feature.prompt,feature:feature,vibePoints:10,coherenceImpact:15,bugChance:0.3});}}});}}// After the platform-specific features section, add these new blocks:
+numPlatformCommands=Math.min(platformCommands.length,1+Math.floor(Math.random()*3));}if(numPlatformCommands>0){var shuffledPlatformCommands=shuffleArray(platformCommands.slice());availableCommands=availableCommands.concat(shuffledPlatformCommands.slice(0,numPlatformCommands));}}// Add platform-specific feature commands with existing probabilities
+var platformFeatures=featureSystem.platforms[gameState.conceptCards.platform];if(platformFeatures){platformFeatures.features.forEach(function(feature){if(!gameState.discoveredFeatures.includes(feature.name)){var includeProbability;if(playerProgress.gamesCompleted<=3){includeProbability=Math.min(0.41,0.2+playerProgress.gamesCompleted*0.07);}else if(playerProgress.gamesCompleted<=6){includeProbability=0.7;}else{includeProbability=0.95;}if(Math.random()<includeProbability){availableCommands.push({text:feature.prompt,feature:feature,vibePoints:10,coherenceImpact:15,bugChance:0.3});}}});}}// After the platform-specific features section, add these new blocks:
// Check for mechanic-specific features
if(gameState.conceptCards.mechanic){var mechanicFeatures=featureSystem.mechanics[gameState.conceptCards.mechanic];if(mechanicFeatures){mechanicFeatures.features.forEach(function(feature){if(!gameState.discoveredFeatures.includes(feature.name)){// Determine inclusion probability based on tier
var includeProbability;if(playerProgress.gamesCompleted<=3){// NOVICE: 20% base + 7% per game completed
includeProbability=Math.min(0.41,0.2+playerProgress.gamesCompleted*0.07);}else if(playerProgress.gamesCompleted<=6){includeProbability=0.7;// INTERMEDIATE: 70% chance
@@ -196,11 +199,10 @@
numFeatureCommands=Math.min(featureCommands.length,1+Math.floor(Math.random()*3));}if(numFeatureCommands>0){var shuffledFeatureCommands=shuffleArray(featureCommands.slice());availableCommands=availableCommands.concat(shuffledFeatureCommands.slice(0,numFeatureCommands));}}}// Handle combination-specific feature commands with tier-based probability
if(gameState.conceptCards.platform&&gameState.conceptCards.visual){var combo=gameState.conceptCards.platform+"_"+gameState.conceptCards.visual;if(featureSystem.combinations[combo]){featureSystem.combinations[combo].features.forEach(function(feature){if(!gameState.discoveredFeatures.includes(feature.name)){var includeProbability;if(playerProgress.gamesCompleted<=3){// NOVICE: Increase from 5% to 15% base + 8% per game
includeProbability=Math.min(0.39,0.15+playerProgress.gamesCompleted*0.08);}else if(playerProgress.gamesCompleted<=6){includeProbability=0.65;// INTERMEDIATE: Increase from 40% to 65%
}else{includeProbability=0.85;// EXPERT: Increase from 60% to 85%
-}if(Math.random()<includeProbability){availableCommands.push({text:feature.prompt,feature:feature,vibePoints:15,coherenceImpact:20,bugChance:0.4});}}});}}// Ensure we always have at least 5 commands
-var totalAvailable=availableCommands.length;var needed=Math.max(0,5-totalAvailable);// If we need more commands, add from tier commands
-if(needed>0){var extraCommands=shuffleArray(currentTier.commands.slice());availableCommands=availableCommands.concat(extraCommands.slice(0,needed));}// Shuffle all commands and return 5 random ones
+}if(Math.random()<includeProbability){availableCommands.push({text:feature.prompt,feature:feature,vibePoints:15,coherenceImpact:20,bugChance:0.4});}}});}}if(availableCommands.length<5){var needed=5-availableCommands.length;// Get additional commands from the weighted pools
+while(needed>0){var poolChoice=Math.random();var pool;if(poolChoice<weights.novice){pool=novicePool;}else if(poolChoice<weights.novice+weights.intermediate){pool=intermediatePool;}else{pool=expertPool;}var extraCommands=shuffleArray(pool.slice());availableCommands=availableCommands.concat(extraCommands.slice(0,needed));needed=5-availableCommands.length;}}// Shuffle all commands and return exactly 5
return shuffleArray(availableCommands).slice(0,5);}function getCurrentTier(){if(playerProgress.gamesCompleted<=3){return'novice';}else if(playerProgress.gamesCompleted<=6){return'intermediate';}else{return'expert';}}// Helper to process responses sequentially with delays
function processResponses(responses,index,onComplete){if(!responses||index>=responses.length){if(onComplete){onComplete();}return;}addToTerminalLogWithEffect(responses[index],function(){LK.setTimeout(function(){processResponses(responses,index+1,onComplete);},100);// Delay between lines
});}// Helper to select appropriate response set based on coherence
// Modify the selectResponseSet function to check for the 'code' property
@@ -212,9 +214,10 @@
if(gameState.commandsUsed>=gameState.maxCommandsPerDay){addToTerminalLogWithEffect("ERROR: Daily command limit reached");return;}if(gameState.isBusy){// Already processing, ignore this command
return;}// Mark system as busy
gameState.isBusy=true;// Save the current gameState values before any changes
// so the status bar doesn't update immediately
-var initialGameState={vibePoints:gameState.vibePoints,codeCoherence:gameState.codeCoherence,bugs:gameState.bugs,commandsUsed:gameState.commandsUsed};// Determine tier multipliers
+var initialGameState={vibePoints:gameState.vibePoints,codeCoherence:gameState.codeCoherence,//bugs: gameState.bugs,
+commandsUsed:gameState.commandsUsed};// Determine tier multipliers
var tierMultipliers={vibeMultiplier:1.0+playerProgress.gamesCompleted*0.05,// More aggressive increase
coherenceMultiplier:1.0-playerProgress.gamesCompleted*0.05,// More aggressive decrease
bugChanceMultiplier:1.0-playerProgress.gamesCompleted*0.05// More aggressive decrease
};tierMultipliers.vibeMultiplier=Math.min(2.0,tierMultipliers.vibeMultiplier);// Cap at 2x
@@ -231,10 +234,12 @@
tierVibeChange=tierVibeChange*vibeRandomFactor;}if(tierCoherenceChange!==0){var coherenceRandomFactor=0.85+Math.random()*0.3;// 0.85 to 1.15
tierCoherenceChange=tierCoherenceChange*coherenceRandomFactor;}gameState.vibePoints=Math.round(Math.max(0,gameState.vibePoints+tierVibeChange));gameState.codeCoherence=Math.round(Math.min(100,Math.max(0,gameState.codeCoherence+tierCoherenceChange)));var bugChance=currentTier.baseBugChance*tierMultipliers.bugChanceMultiplier;}gameState.commandsUsed++;// Track if a bug was detected for later display
var bugDetected=false;var bugsFixed=0;if(Math.random()<bugChance*(1+(100-gameState.codeCoherence)/100)){bugDetected=true;}// Process bug fixing if applicable
if(command.bugFix&&gameState.bugs>0){bugsFixed=Math.min(command.bugFix,gameState.bugs);gameState.bugs-=bugsFixed;}// Store the real updated values
-var updatedGameState={vibePoints:gameState.vibePoints,codeCoherence:gameState.codeCoherence,bugs:gameState.bugs,commandsUsed:gameState.commandsUsed};// Restore the initial values for display until command completes
-gameState.vibePoints=initialGameState.vibePoints;gameState.codeCoherence=initialGameState.codeCoherence;gameState.bugs=initialGameState.bugs;gameState.commandsUsed=initialGameState.commandsUsed;// Remove this command from available commands
+var updatedGameState={vibePoints:gameState.vibePoints,codeCoherence:gameState.codeCoherence,//bugs: gameState.bugs,
+commandsUsed:gameState.commandsUsed};// Restore the initial values for display until command completes
+gameState.vibePoints=initialGameState.vibePoints;gameState.codeCoherence=initialGameState.codeCoherence;//gameState.bugs = initialGameState.bugs;
+gameState.commandsUsed=initialGameState.commandsUsed;// Remove this command from available commands
if(gameState.currentCommands){gameState.currentCommands=gameState.currentCommands.filter(function(cmd){return cmd!==command;});}// Refresh command UI to show disabled state
createCommandPrompts();// Show command text in terminal
addToTerminalLogWithEffect(">"+command.text,function(cleanupCallback){showResponses();function showResponses(){// Prepare response using the improved selector
var responseSet=selectResponseSet(command);var currentLine=0;function showNextLine(){if(currentLine<responseSet.length){// If this is a code block (first line starts with //), join all lines with \n
@@ -251,9 +256,9 @@
showBugAndImpactMessages();});}else{// Not a feature command, proceed normally
showBugAndImpactMessages();}// Extract the bug and impact message logic into a separate function
function showBugAndImpactMessages(){// Handle bug detection message
if(bugDetected){addToTerminalLogWithEffect("WARNING: Bug detected in system",function(cleanupCallback){if(cleanupCallback){cleanupCallback();}// Decide if this bug should be interactive (50% chance)
-if(Math.random()<0.5){// Set flag to indicate we have an active bug
+if(Math.random()<0.75){// Set flag to indicate we have an active bug
activeBugInProgress=true;// Create and add the interactive bug - pass a callback to handle escape
var bug=createASCIIBug(null,function(){// This function is called when bug escapes
gameState.bugs++;addToTerminalLogWithEffect("Bug escaped! Added to system.");updateTerminal();});game.addChild(bug);// Add the bug to a global update loop or use LK.setInterval
var bugUpdateInterval=LK.setInterval(function(){if(bug&&bug.update&&!bug.squished&&bug.escapeTimer>0){// Check if bug exists and is active
@@ -265,11 +270,11 @@
// Modify bug.down to set our flag when squished
var originalDown=bug.down;bug.down=function(){// Call the original down function
originalDown.call(this);// After a delay (matching the squish animation time), mark bug as handled
LK.setTimeout(function(){bugInteractionComplete=true;// Try to continue command flow
-if(!activeBugInProgress){continueCommandFlow();}},800);};}// Continue with bug fix message if applicable
-// Flag the active bug as done if we didn't create one
-if(!activeBugInProgress){bugInteractionComplete=true;}handleBugFix();});}else{// No bug detected, set our flags accordingly
+if(!activeBugInProgress){continueCommandFlow();}},800);};}else{// No interactive bug, so definitely add to bug count
+gameState.bugs++;// Flag the active bug as done if we didn't create one
+bugInteractionComplete=true;}handleBugFix();});}else{// No bug detected, set our flags accordingly
activeBugInProgress=false;bugInteractionComplete=true;// Check for bug fixes
handleBugFix();}// Handle bug fix messages
function handleBugFix(){if(bugsFixed>0){addToTerminalLogWithEffect("SUCCESS: Fixed "+bugsFixed+" bug"+(bugsFixed>1?'s':''),function(bugFixCleanup){if(bugFixCleanup){bugFixCleanup();}// Show impact summary next
showImpactSummary();});}else{// No bugs fixed, proceed to impact summary
@@ -285,9 +290,10 @@
if(bugInteractionComplete){continueCommandFlow();}});}else{// No meaningful changes to report, skip impact summary
activeBugInProgress=false;// Try to continue if the bug has been dealt with
if(bugInteractionComplete){continueCommandFlow();}}}}}// Helper function to continue command flow after all messages and bug interaction
function continueCommandFlow(){// Now restore the updated values before completing
-gameState.vibePoints=updatedGameState.vibePoints;gameState.codeCoherence=updatedGameState.codeCoherence;gameState.bugs=updatedGameState.bugs;gameState.commandsUsed=updatedGameState.commandsUsed;completeCommand();}// Function to complete command processing
+gameState.vibePoints=updatedGameState.vibePoints;gameState.codeCoherence=updatedGameState.codeCoherence;//gameState.bugs = updatedGameState.bugs;
+gameState.commandsUsed=updatedGameState.commandsUsed;completeCommand();}// Function to complete command processing
function completeCommand(){// Update terminal with the final values
updateTerminal();// Clear busy flag
gameState.isBusy=false;// Always recreate command prompts to update button states
createCommandPrompts();// Let checkGameState handle the limit notification
@@ -317,9 +323,9 @@
gameState.terminal.log[logIndex]=typingState.currentText;// Update terminal display
updateTerminal();// Play typing sound effect - ONLY for command text (starting with ">")
// and ONLY up to the command end position (before code response)
// and only play every 2 characters to avoid sound overload
-if(isCommand&&typingState.position<commandEndPosition){soundCounter++;if(soundCounter%2===0){// Play on every other character
+if(isCommand&&typingState.position<commandEndPosition){soundCounter++;if(soundCounter%3===0){// Play on every other character
LK.getSound('keytype').play({volume:0.3,// Reduced volume
speed:0.95+Math.random()*0.1// Slight speed variation
});}}// Continue typing
typingState.position++;LK.setTimeout(type,30);}else{// Keep cursor visible at end
@@ -332,13 +338,14 @@
gameState.statusLineText.setText(statusLine1+"\n"+statusLine2);var allLines=gameState.terminal.log.join('\n\n').split('\n');// Calculate how many lines can fit in the visible area
var maxVisibleLines=Math.floor(gameState.terminalMaxVisibleHeight/gameState.terminalLineHeight);// If we have more lines than can fit, trim from the top
var visibleLines=allLines;if(allLines.length>maxVisibleLines){visibleLines=allLines.slice(-maxVisibleLines);}// Update main terminal log text with only the visible lines
gameState.logText.setText(visibleLines.join('\n'));// First, set the base Y position as it was originally
-gameState.terminalContentContainer.y=gameState.terminalBaseY+50;// ONLY check for bottom constraint
-var maxBottomPosition=2732*0.70;// Terminal shouldn't extend below 65% of screen height
+gameState.terminalContentContainer.y=gameState.terminalBaseY+50;// Define bottom boundary - reduce to 60% to ensure enough space for command buttons
+var maxBottomPosition=2732*0.60;// Calculate where the bottom of content will be
var currentBottomPosition=gameState.terminalContentContainer.y+gameState.logText.height;// Only adjust if we're exceeding the bottom limit
if(currentBottomPosition>maxBottomPosition){// Move content up just enough to keep it above command buttons
-gameState.terminalContentContainer.y-=currentBottomPosition-maxBottomPosition;}// Update cursor position
+gameState.terminalContentContainer.y-=currentBottomPosition-maxBottomPosition;// But never let it go above the minimum top position (status line)
+var minTopPosition=gameState.terminalBaseY;if(gameState.terminalContentContainer.y<minTopPosition){gameState.terminalContentContainer.y=minTopPosition;}}// Update cursor position
updateCursorPosition();}function updateCursorPosition(){if(!gameState.cursor){return;}// Initialize cursor tracking if it doesn't exist
if(!gameState.cursorTracking){gameState.cursorTracking={lineCount:0};}// Fixed constants
var lineHeight=gameState.terminalLineHeight;// Get the last log entry for X position
var lastLogEntry=gameState.terminal.log[gameState.terminal.log.length-1]||"";var lastLine=lastLogEntry.split("\n").pop()||"";// Set X position - adjust the multiplier for character width
@@ -731,23 +738,23 @@
var charWidth=14*TEXT_SIZE_MULTIPLIER;// Reduced from 15 to 14
var calculatedWidth=text.length*charWidth;return Math.max(minWidth,calculatedWidth+80);// Reduced padding from 80 to 40
}/****
* Game Flow
- ****/function createASCIIBug(manager){// Different ASCII bug designs with varying complexity
+ ****/function createASCIIBug(manager,escapeCallback){// Different ASCII bug designs with varying complexity
var bugDesigns=["🐛","/\\oo/\\",",-.,.-,",">8(","x:*:x","6\\9"];// Randomly select a bug design
var design=bugDesigns[Math.floor(Math.random()*bugDesigns.length)];// Create a container for the bug
var bugContainer=new Container();var bugText=new Text2(design,{size:60*TEXT_SIZE_MULTIPLIER,fill:0xFF0000// Red for visibility
});bugText.anchor.set(0.5,0.5);bugContainer.addChild(bugText);// Add physics for movement
bugContainer.velocityX=(Math.random()*2-1)*8;// Random initial direction
bugContainer.velocityY=(Math.random()*2-1)*8;bugContainer.speed=2+Math.random()*3;// Base speed varied slightly
-bugContainer.escapeTimer=700;// Countdown until bug escapes (gets faster over time)
+bugContainer.escapeTimer=800;// Countdown until bug escapes (gets faster over time)
// Make interactive for clicking/tapping
bugContainer.interactive=true;bugContainer.down=function(){// Prevent double-squishing
if(bugContainer.squished){return;}// Bug squished!
// Stop movement immediately
bugContainer.velocityX=0;bugContainer.velocityY=0;bugContainer.speed=0;// Visual squish effect
bugText.setText("*splat*");LK.getSound('bugsquish').play();bugText.fill=0x00FF00;// Directly update game state, since there's no manager
-gameState.bugs=Math.max(0,gameState.bugs-1);// Add explicit message about bug count change
+//gameState.bugs = Math.max(0, gameState.bugs - 1); // Add explicit message about bug count change
addToTerminalLogWithEffect("Bug squished! Bugs remaining: "+gameState.bugs);bugContainer.squished=true;updateTerminal();// Manager-related code (rarely used)
if(manager){manager.bugSquished(bugContainer);}// Remove after brief delay
LK.setTimeout(function(){if(bugContainer.parent){bugContainer.parent.removeChild(bugContainer);}},800);};// Position randomly on screen with some padding from edges
bugContainer.x=100+Math.random()*(2048-200);bugContainer.y=100+Math.random()*(2732-200);// Update function for animation
@@ -764,13 +771,13 @@
bugContainer.squished=true;// Use squished flag to prevent updates
// Escape animation
bugText.fill=0xCCCCCC;// Fade to gray as it escapes
bugText.setText(">>>");// Show it zooming away
-// Tell the manager about this escape
+// Call the escape callback if provided
+if(escapeCallback){escapeCallback();}// Tell the manager about this escape
if(manager){manager.bugEscaped(bugContainer);}// Remove after brief delay
-LK.setTimeout(function(){if(bugContainer.parent){bugContainer.parent.removeChild(bugContainer);}// Bug got away - add a message
-addToTerminalLogWithEffect("WARNING: Bug escaped! System stability decreased.");// Maybe add a small code coherence penalty
-gameState.codeCoherence=Math.max(0,gameState.codeCoherence-3);updateTerminal();},800);}};// Add an update interval specific to this bug
+LK.setTimeout(function(){if(bugContainer.parent){bugContainer.parent.removeChild(bugContainer);}// Remove the message about decreased stability since we handle it in the callback
+},800);}};// Add an update interval specific to this bug
var updateInterval=LK.setInterval(function(){if(bugContainer.parent&&!bugContainer.squished){bugContainer.update(1/60);}else{LK.clearInterval(updateInterval);}},16);return bugContainer;}function cleanupHallucinationEffects(){// Clear the random effect interval
if(gameState.randomEffectInterval){LK.clearInterval(gameState.randomEffectInterval);gameState.randomEffectInterval=null;}// Reset text colors
if(gameState.logText){gameState.logText.fill=0x00ff00;// Back to green
}if(gameState.statusLineText){gameState.statusLineText.fill=0x00ff00;}if(gameState.cursor){gameState.cursor.fill=0x00ff00;}}function createWanderingWord(){// Choose a random word related to coding/AI
vibebeat1
Music
vibebeat2
Music
vibebeat3
Music
vibebeat4
Music
vibebeat5
Music
vibebeat6
Music
buttonsound
Sound effect
endday
Sound effect
startsound
Sound effect
bugsquish
Sound effect
conceptbutton
Sound effect
wheelstart
Sound effect
wheelspin
Sound effect
wheelstop
Sound effect
keytype
Sound effect