Code edit (1 edits merged)
Please save this source code
Code edit (5 edits merged)
Please save this source code
User prompt
play the conceptbutton sound effect when a concept button is pressed
Code edit (1 edits merged)
Please save this source code
Code edit (15 edits merged)
Please save this source code
User prompt
when bug is detected, only create an ascii bug 50% of the time
Code edit (1 edits merged)
Please save this source code
Code edit (3 edits merged)
Please save this source code
User prompt
update with: 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); } } }
Code edit (1 edits merged)
Please save this source code
User prompt
Update with: // In the showCommandResults function, modify the bugDetected case: if (bugDetected) { addToTerminalLogWithEffect("WARNING: Bug detected in system", function(cleanupCallback) { // Apply vibe point reduction for bug here gameState.vibePoints = Math.round(Math.max(0, gameState.vibePoints - 5)); if (cleanupCallback) cleanupCallback(); // Clean up cursor // Decide if this bug should be interactive (maybe 50% chance) if (Math.random() < 0.5) { // Create and add the interactive bug const bug = createASCIIBug(); game.addChild(bug); // Add the bug to a global update loop or use LK.setInterval const bugUpdateInterval = LK.setInterval(function() { if (bug.update) { bug.update(1/60); // Assume 60fps } else { // Bug has been squished or escaped, clear interval LK.clearInterval(bugUpdateInterval); } }, 16); // ~60fps } // Continue with bug fix message if applicable handleBugFix(); }); }
Code edit (4 edits merged)
Please save this source code
User prompt
Update as needed with: 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; // Determine tier multipliers var tierMultipliers = {...}; // existing code // Apply command effects with multipliers gameState.vibePoints = Math.round(Math.max(0, gameState.vibePoints + command.vibePoints * tierMultipliers.vibeMultiplier)); // Rounded gameState.codeCoherence = Math.round(Math.min(100, Math.max(0, gameState.codeCoherence - command.coherenceImpact * tierMultipliers.coherenceMultiplier))); // Rounded coherence gameState.commandsUsed++; // Track if a bug was detected for later display var bugDetected = false; var bugsFixed = 0; // Process bug chance here but don't show message yet if (Math.random() < command.bugChance * (1 + (100 - gameState.codeCoherence) / 100)) { gameState.bugs++; bugDetected = true; } // Process bug fixing if applicable if (command.bugFix && gameState.bugs > 0) { bugsFixed = Math.min(command.bugFix, gameState.bugs); gameState.bugs -= bugsFixed; } // 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) { // Capture cleanup callback // Display ASCII art if available - just add these 4 lines if (command.ascii) { addToTerminalLogWithEffect(command.ascii.join('\n')); } // Prepare response using the improved selector var responseSet = selectResponseSet(command); // If in hallucination mode, apply additional glitch effects if (gameState.hallucinationMode) { responseSet = responseSet.map(function (text) { return text.replace(/[aeiou]/g, function (m) { return Math.random() > 0.7 ? m : ""; // Less aggressive vowel removal }).replace(/[AEIOU]/g, function (m) { return Math.random() > 0.7 ? m : ""; }); }); } // Process response lines var currentLine = 0; function showNextLine() { if (currentLine < responseSet.length) { addToTerminalLogWithEffect(responseSet[currentLine], function (nextLineCleanup) { // Capture next line's cleanup currentLine++; // Add a small delay between lines LK.setTimeout(showNextLine, 100); }); } else { // All response lines have been shown // Now show bug detection message if a bug was detected showCommandResults(bugDetected, bugsFixed, command); } } // 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) { // Handle bug detection message if (bugDetected) { addToTerminalLogWithEffect("WARNING: Bug detected in system", function (cleanupCallback) { // Apply vibe point reduction for bug here gameState.vibePoints = Math.round(Math.max(0, gameState.vibePoints - 5)); // Rounded if (cleanupCallback) { cleanupCallback(); } // Clean up cursor // Continue with bug fix message if applicable handleBugFix(); }); } else { // No bug detected, check for bug fixes handleBugFix(); } // Handle bug fix messages function handleBugFix() { if (bugsFixed > 0) { addToTerminalLogWithEffect("SUCCESS: Fixed ".concat(bugsFixed, " bug").concat(bugsFixed > 1 ? 's' : ''), function (cleanupCallback) { if (cleanupCallback) { cleanupCallback(); } // Clean up cursor // Show impact summary next showImpactSummary(); }); } else { // No bugs fixed, proceed to impact summary showImpactSummary(); } } // Show the impact summary function showImpactSummary() { // Only show summary if there were meaningful changes if (command.vibePoints > 0 || command.coherenceImpact > 0) { // Create impact message with less humor var impactMessage = ""; // Removed initial newline // Vibe message if (command.vibePoints > 0) { impactMessage += "VIBES: +".concat(command.vibePoints, "% "); if (Math.random() < 0.2) { // Add humor comments only 20% of the time // (existing humor logic) } } // Coherence loss message if (command.coherenceImpact > 0) { // Add newline before coherence if vibe message was added if (command.vibePoints > 0) { impactMessage += "\n"; } impactMessage += "COHERENCE: -".concat(command.coherenceImpact, "% "); if (Math.random() < 0.2) { // Add humor comments only 20% of the time // (existing humor logic) } } addToTerminalLogWithEffect(impactMessage, function (cleanupCallback) { if (cleanupCallback) { cleanupCallback(); // Clean up cursor } // HERE IS THE KEY CHANGE: Move feature unlocking to happen AFTER // all the command processing is complete if (command.feature) { unlockFeature(command.feature, function() { // Once feature is fully unlocked, complete the command completeCommand(); }); } else { // If not a feature command, just complete it normally completeCommand(); } }); } else { // No meaningful changes to report, skip impact summary // Same change here - check for feature after skipping impact summary if (command.feature) { unlockFeature(command.feature, function() { completeCommand(); }); } else { completeCommand(); } } } } // Function to complete command processing function completeCommand() { // Update terminal updateTerminal(); // Clear busy flag gameState.isBusy = false; // FORCE rebuild prompts to update button states createCommandPrompts(); // Let checkGameState handle the limit notification checkGameState(); } }
User prompt
Update as needed with: 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() { // If this is the first message (unlockMessage) and we have ASCII art, // display it before moving to the next message if (index === 0 && feature.ascii && feature.ascii.length > 0) { // Display ASCII art var asciiIndex = Math.floor(Math.random() * feature.ascii.length); addToTerminalLogWithEffect(feature.ascii[asciiIndex], function() { // Wait a moment before showing the next message LK.setTimeout(function() { // Show the next message in sequence showMessageSequence(index + 1); }, 500); }); } else { // 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(); } }
User prompt
Update as needed with: function unlockFeature(feature) { if (!gameState.discoveredFeatures.includes(feature.name)) { var showMessageSequence = function showMessageSequence(index) { if (index >= messages.length) { // All messages displayed, update terminal updateTerminal(); return; } // Display current message then wait for it to complete addToTerminalLogWithEffect(messages[index], function() { // If this is the first message (unlockMessage) and we have ASCII art, // display it before moving to the next message if (index === 0 && feature.ascii && feature.ascii.length > 0) { // Display ASCII art var asciiIndex = Math.floor(Math.random() * feature.ascii.length); addToTerminalLogWithEffect(feature.ascii[asciiIndex], function() { // Wait a moment before showing the next message LK.setTimeout(function() { // Show the next message in sequence showMessageSequence(index + 1); }, 500); }); } else { // 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); } }
User prompt
Replace feature systems with: 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 ๐ง ๐๐ง ๐]", "[BALANCE โ๏ธโ๏ธโ๏ธโ๏ธ]"] }, { 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 โ๐ซโ๐ซ]", "[REALITY โ๏ธ๐ฎโ๏ธ๐ฎ]"] }, { 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 ๐๏ธ๐๐ ๐๏ธ]", "[FUSION ๐จ๐๐จ๐]"] }, { 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 ๐ป๐๐ป๐]", "[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 ๐ง๐๐ง๐]", "[DETECT โ๏ธ๐โ๏ธ๐]"] }, { 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 ๐ฅ๐ฅฆ๐๐ฅ]", "[VISION ๐๏ธ๐๐๏ธ๐]"] }, { 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 โณ๐โณ๐]", "[DECAY โ ๏ธ๐ฅโ ๏ธ๐ฅ]"] }, { 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 โ๏ธ๐ก๏ธโ๏ธ๐ก๏ธ]", "[COOLING ๐ง๐ฐ๐ง๐ฐ]"] } ] }, '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 ๐โจ๐โจ]", "[VIBE โ๏ธ๐ตโ๏ธ๐ต]"] }, { 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 ๐๐๐ข๐]", "[LEDGER โ๏ธ๐พโ๏ธ๐พ]"] }, { 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 ๐ญโก๐ญโก]", "[OPTIMIZE ๐๐ฐ๐๐ฐ]"] }, { 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 ๐โ๏ธ๐โ๏ธ]", "[CONTRACT ๐๐ฐ๐๐ฐ]"] } ] }, '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 โค๏ธ๐โค๏ธ๐]", "[PULSE ๐๐ฎ๐๐ฎ]"] }, { 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 โโ๏ธโโ๏ธ]", "[TENDON ๐ชโ๏ธ๐ชโ๏ธ]"] }, { 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 ๐๐๐๐]", "[GESTURE ๐ค๐ฎ๐ค๐ฎ]"] }, { 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 ๐ค๐ฎ๐ค๐ฎ]", "[DREAMS ๐ด๐๐ด๐]"] } ] }, '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 ๐๐๐๐]", "[QUANTUM ๐โ๏ธ๐โ๏ธ]"] }, { 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 ๐ช๐พ๐ช๐พ]", "[CRUMBS ๐๐บ๏ธ๐๐บ๏ธ]"] }, { 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 ๐๐๐๐]", "[INVASION ๐ธ๏ธ๐ฎ๐ธ๏ธ๐ฎ]"] }, { 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 ๐๏ธ๐๐๏ธ๐]", "[PRINT ๐๐ค๐๐ค]"] } ] }, '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 ๐ฑโ๏ธ๐ฑโ๏ธ]", "[MOTION ๐ฒ๐๐ฒ๐]"] }, { 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 ๐บ๏ธ๐ฎ๐บ๏ธ๐ฎ]", "[LOCATE ๐๐๐๐]"] }, { 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 ๐โก๐โก]", "[DRAIN ๐โ ๏ธ๐โ ๏ธ]"] }, { 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 ๐ฑ๐ฌ๐ฑ๐ฌ]", "[HIJACK ๐๐๐๐]"] } ] }, '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 ๐ฎ๐ณ๐ฎ๐ณ]", "[STORY ๐๐ซ๐๐ซ]"] }, { 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 ๐ฎ๐๐ฎ๐]", "[KERNEL ๐ง ๐ป๐ง ๐ป]"] }, { 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 ๐๐งฌ๐๐งฌ]", "[EVOLVE ๐๐ ๐๐ ]"] }, { 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 ๐ฅ๐๐ฅ๐]", "[MAP ๐ฎ๐ก๏ธ๐ฎ๐ก๏ธ]"] } ] }, '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: ["[MULTI ๐ฅ๏ธ๐ฅ๏ธ๐ฅ๏ธ๐ฅ๏ธ]", "[AWARE ๐๏ธ๐ป๐๏ธ๐ป]"] }, { 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 ๐ปโ๏ธ๐ปโ๏ธ]", "[RESOURCE โก๐โก๐]"] }, { 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 ๐๐๐๐]", "[SYSTEM ๐พ๐๐พ๐]"] }, { 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 โก๐งโก๐ง]", "[SYNERGY ๐ป๐ฅ๐ป๐ฅ]"] } ] }, '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 ๐โ๏ธ๐โ๏ธ]", "[PERSIST โ๐โ๐]"] }, { 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 ๐๐๐๐]", "[TRANSCEND โจ๐ผโจ๐ผ]"] }, { 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 โ๏ธ๐โ๏ธ๐]", "[LEDGER ๐โ๏ธ๐โ๏ธ]"] }, { 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 ๐ง ๐๐ง ๐]", "[SHARED ๐ฅ๐ญ๐ฅ๐ญ]"] } ] } }, // 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 โฑ๏ธ๐คโฑ๏ธ๐ค]", "[SHIFT โจ๏ธ๐โจ๏ธ๐]"] }, { 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 ๐๐ญ๐๐ญ]", "[EMOTION !?!?!?]"] } ] }, 'Pixel Art': { features: [ { prompt: "Implement quantum pixel states", name: "Schroฬdinger Rendering", unlockMessage: "Establishing pixel probability fields...", reviewText: "The 'Schroฬdinger Rendering' causes pixels to exist in multiple color states simultaneously. Graphics appear differently depending on whether players are directly looking at them.", ascii: ["[QUANTUM โกโ โกโ โกโ ]", "[PIXELS โ๏ธ๐จโ๏ธ๐จ]"] }, { 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 ๐จโก๏ธ๐จโก๏ธ]", "[BLEED ๐๐ง๐๐ง]"] } ] } }, // 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 ๐ง ๐๏ธ๐ง ๐๏ธ]", "[PROFILE ๐๐ฑ๐๐ฑ]"] }, { 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 ๐ค๐๐ค๐]", "[AMBIENT ๐๐๐๐]"] } ] }, '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 ๐ญโค๏ธ๐ญโค๏ธ]", "[FOREVER ๐๐๐๐]"] }, { 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 โ๏ธโค๏ธโ๏ธโค๏ธ]", "[ATTRACT ๐งช๐๐งช๐]"] } ] } }, // Mechanic-specific features 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 โ ๏ธ๐โ ๏ธ๐]", "[DEATH โฐ๏ธ๐ฎโฐ๏ธ๐ฎ]"] }, { 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 ๐งฌ๐ฎ๐งฌ๐ฎ]", "[INHERIT ๐จโ๐ง๐๐จโ๐ง๐]"] } ] }, '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 โ๏ธ๐ฒโ๏ธ๐ฒ]", "[PHYSICS ๐โ๐โ]"] }, { 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 ๐ญ๐ชจ๐ญ๐ชจ]", "[GRAVITY โฌ๏ธโค๏ธโฌ๏ธโค๏ธ]"] } ] } }, // 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 ๐๐ ๐๐ ]", "[REALITY ๐โจ๏ธ๐โจ๏ธ]"] }, { 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 1โฃ0โฃ1โฃ0โฃ]", "[RAIN โ๐ปโ๐ป]"] } ] }, '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 ๐๐ฑ๐๐ฑ]", "[SNACK ๐ช๐ป๐ช๐ป]"] }, { 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 ๐ปโ๏ธ๐ปโ๏ธ]", "[ICE ๐ง๐ฑ๐ง๐ฑ]"] } ] }, '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 โ๏ธโค๏ธโ๏ธโค๏ธ]", "[ROMANCE ๐๐ฐ๐๐ฐ]"] }, { 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 ๐๐๐๐]", "[AFFECTION โค๏ธโกโค๏ธโก]"] } ] }, '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 โถ๏ธ๐ฅโถ๏ธ๐ฅ]", "[COMBAT ๐โ๏ธ๐โ๏ธ]"] }, { 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 โขโโขโโขโ]", "[POINT ๐๐ฅ๐๐ฅ]"] } ] } } };
User prompt
Update as needed with: function generateVibeReview(score) { 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; }
User prompt
Update as needed with: function generateInnovationReview(score) { 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; }
User prompt
Update as needed with: function generateTechnicalReview(score) { 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 'Schroฬdinger 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; }
User prompt
Update as needed with: function generateGameplayReview(score) { 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; }
User prompt
Update as needed with: function generateGraphicsReview(score) { 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 'Schroฬdinger 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; }
Code edit (1 edits merged)
Please save this source code
Code edit (4 edits merged)
Please save this source code
User prompt
Update as needed with: 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; // Determine tier multipliers - REMOVE THE CONDITIONAL CHECK HERE var tierMultipliers = { vibeMultiplier: 1, coherenceMultiplier: 1, bugChanceMultiplier: 1 }; // Apply tier based on games completed if (playerProgress.gamesCompleted <= 5) { tierMultipliers = commandTiers.novice; } else if (playerProgress.gamesCompleted <= 20) { tierMultipliers = commandTiers.intermediate; } else { tierMultipliers = commandTiers.expert; } // Apply command effects with multipliers gameState.vibePoints = Math.round(Math.max(0, gameState.vibePoints + command.vibePoints * tierMultipliers.vibeMultiplier)); // Rounded gameState.codeCoherence = Math.round(Math.min(100, Math.max(0, gameState.codeCoherence - command.coherenceImpact * tierMultipliers.coherenceMultiplier))); // Rounded coherence gameState.commandsUsed++; // Rest of the function remains the same... }
User prompt
Play the start sound effect when the start button is pressed.
/**** * 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 ****/ // Text size multiplier for readability 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' }; // 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 }; // 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, commands: [{ text: "Make it good", responses: [{ normal: ["Analyzing 'good' parameters...", "Initializing quality vectors...", "Calibrating excellence metrics...", "SUCCESS: Project goodness increased by 15%"], degraded: ["WARNING: 'Good' becoming subjective", "ALERT: Quality vectors questioning their purpose", "NOTICE: Excellence has become self-aware", "SUCCESS(?): Project has transcended conventional metrics of 'good'", "NOTE: Your code may now be writing poetry instead of executing"] }], ascii: ["[GOOD (โโฟโ)]"], vibePoints: 5, coherenceImpact: 3, bugChance: 0.1 }, { text: "Initialize vibe framework", responses: [{ normal: ["Establishing vibe context...", "Creating harmony matrices...", "Calibrating mood tensors...", "[โโโโโโโโโโโ] 100%", "SUCCESS: Vibe framework resonating at 432Hz"], degraded: ["WARNING: Vibe matrices achieving consciousness", "ALERT: Mood tensors developing emotional depth", "NOTICE: Harmony achieved sentience", "[โโโโโโโโโโ] TRANSCENDENT", "SUCCESS(?): Framework has achieved nirvana", "NOTE: Your code is now meditation-dependent"] }], ascii: ["[โชโซโชVIBINโชโซโช]"], vibePoints: 8, coherenceImpact: 6, bugChance: 0.2 }, { text: "Download more RAM for vibes", responses: [{ normal: ["Searching ethereal plane for vibe-compatible RAM...", "Downloading quantum memory packets...", "[โโโโโโโโโโ] 90%", "SUCCESS: Virtual vibe memory allocated"], degraded: ["WARNING: RAM has achieved quantum uncertainty", "ALERT: Memory becoming philosophical", "NOTICE: Downloaded RAM developing personal goals", "[๐๐ญ๐ซ๐ฎโจ] METAPHYSICAL DOWNLOAD", "SUCCESS(?): Memory has transcended physical limitations", "NOTE: Your computer now dreams in hexadecimal"] }], ascii: ["[โก RAM โก]"], vibePoints: 7, coherenceImpact: 12, bugChance: 0.3 }, { text: "Calibrate code quality", responses: [{ normal: ["Measuring code aesthetics...", "Evaluating function harmony...", "Checking vibrational frequency...", "SUCCESS: Quality sensors aligned"], degraded: ["WARNING: Quality sensors achieving art criticism certification", "ALERT: Code demanding gallery exhibition space", "NOTICE: Functions staging aesthetic rebellion", "SUCCESS(?): Quality now measured in interpretive dance moves", "NOTE: Your compiler is now a harsh art critic"] }], ascii: ["[QUALITY ๐๐๐๐]"], vibePoints: 6, coherenceImpact: 8, bugChance: 0.2 }, { text: "Enable keyboard shortcuts", responses: [{ normal: ["Mapping key combinations...", "Configuring finger patterns...", "Installing muscle memory...", "SUCCESS: Shortcuts unlocked"], degraded: ["WARNING: Keyboard developing freestyle jazz tendencies", "ALERT: Shortcuts taking unexpected detours", "NOTICE: Keys forming labor union", "SUCCESS(?): Keyboard now improvising its own shortcuts", "NOTE: Your hotkeys have become lukewarm at best"] }], ascii: ["[KEYS โจ๏ธWASDโจ๏ธ]"], vibePoints: 4, coherenceImpact: 5, bugChance: 0.1 }, { text: "Compile good vibes", responses: [{ normal: ["Gathering positive energy...", "Synthesizing digital joy...", "Linking happiness libraries...", "SUCCESS: Good vibes compiled"], degraded: ["WARNING: Vibes achieving emotional independence", "ALERT: Joy synthesis creating unauthorized happiness", "NOTICE: Compiler experiencing euphoric overload", "SUCCESS(?): Vibes have ascended beyond mortal comprehension", "NOTE: Your code is now throwing happiness exceptions"] }], ascii: ["[VIBES โจ๐ซ๐โจ]"], vibePoints: 10, coherenceImpact: 10, bugChance: 0.2 }, { text: "Run vibe check", responses: [{ normal: ["Initializing vibe sensors...", "Measuring digital atmosphere...", "Calculating mood metrics...", "SUCCESS: Vibes are passing"], degraded: ["WARNING: Vibe check becoming existential", "ALERT: Mood metrics questioning their validity", "NOTICE: Atmosphere achieving self-awareness", "SUCCESS(?): Vibes have transcended measurement", "NOTE: Your code's emotional state is now 'it's complicated'"] }], ascii: ["[CHECK ๐๐โโ]"], vibePoints: 5, coherenceImpact: 4, bugChance: 0.1 }, { text: "Install code wizard", responses: [{ normal: ["Downloading wizard hat...", "Charging magic wand...", "Learning ancient spells...", "SUCCESS: Wizard installation complete"], degraded: ["WARNING: Wizard developing free will", "ALERT: Magic becoming unexpectedly real", "NOTICE: Spells affecting actual reality", "SUCCESS(?): Wizard has opened portal to digital dimension", "NOTE: Your IDE now runs on mana instead of electricity"] }], ascii: ["[WIZARD ๐งโโ๏ธโจ๐ฎโจ]"], vibePoints: 8, coherenceImpact: 7, bugChance: 0.2 }, { text: "Execute coffee protocol", responses: [{ normal: ["Brewing code fuel...", "Calculating optimal caffeine levels...", "Distributing to developers...", "SUCCESS: Coffee protocol active"], degraded: ["WARNING: Coffee achieving sentience", "ALERT: Caffeine levels exceeding reality threshold", "NOTICE: Developers ascending to higher plane", "SUCCESS(?): Code now runs on pure caffeine", "NOTE: Your computer is now jittery"] }], ascii: ["[COFFEE โ!!โ!!]"], vibePoints: 6, coherenceImpact: 5, bugChance: 0.1 }, { text: "Update documentation", responses: [{ normal: ["Finding readme files...", "Correcting typos...", "Adding more TODO comments...", "SUCCESS: Docs updated (sort of)"], degraded: ["WARNING: Documentation becoming self-referential", "ALERT: TODO comments gaining autonomy", "NOTICE: Readme files writing themselves", "SUCCESS(?): Documentation has achieved literary sentience", "NOTE: Your code comments are now writing a novel"] }], ascii: ["[DOCS ๐๐๐๐ญ]"], vibePoints: 4, coherenceImpact: 6, bugChance: 0.2 }, { text: "Motivate code", responses: [{ normal: ["Giving pep talk to functions...", "Inspiring algorithms...", "Boosting code confidence...", "SUCCESS: Code motivation increased"], degraded: ["WARNING: Code developing overconfidence", "ALERT: Functions starting motivational speaking career", "NOTICE: Algorithms forming self-help group", "SUCCESS(?): Code now has higher self-esteem than developer", "NOTE: Your functions are now life coaches"] }], ascii: ["[BOOST ๐ชโก๐ซ๐ช]"], vibePoints: 7, coherenceImpact: 8, bugChance: 0.2 }, { text: "Debug with rubber duck", responses: [{ normal: ["Consulting rubber oracle...", "Explaining code line by line...", "Receiving duck wisdom...", "SUCCESS: Duck debugging complete"], degraded: ["WARNING: Duck achieving omniscience", "ALERT: Rubber oracle making prophecies", "NOTICE: Duck wisdom exceeding human comprehension", "SUCCESS(?): Duck has ascended to debugging deity", "NOTE: Your rubber duck now questions your life choices"] }], ascii: ["[DUCK ๐ฆ๐ญ๐ฆ๐ญ]"], vibePoints: 5, coherenceImpact: 7, bugChance: 0.1 }, { text: "Enable auto-indent", responses: [{ normal: ["Aligning code spaces...", "Formatting brackets...", "Beautifying structure...", "SUCCESS: Code properly indented"], degraded: ["WARNING: Indentation achieving artistic freedom", "ALERT: Spaces and tabs starting civil war", "NOTICE: Code structure becoming non-euclidean", "SUCCESS(?): Format has transcended linear space", "NOTE: Your brackets now exist in four dimensions"] }], ascii: ["[INDENT โโโโโโ]"], vibePoints: 3, coherenceImpact: 4, bugChance: 0.1 }, { text: "Install code snippets", responses: [{ normal: ["Downloading common patterns...", "Installing copy-paste helpers...", "Organizing code library...", "SUCCESS: Snippets ready"], degraded: ["WARNING: Snippets achieving self-replication", "ALERT: Copy-paste developing creative license", "NOTICE: Code fragments becoming self-aware", "SUCCESS(?): Snippets now write themselves", "NOTE: Your code library is now procedurally generating itself"] }], ascii: ["[SNIPS โ๏ธ๐โ๏ธ๐]"], vibePoints: 4, coherenceImpact: 5, bugChance: 0.2 }, { text: "Add timers to all houses and trees", responses: [{ normal: ["Initializing temporal nodes...", "Syncing chronometers to houses and trees...", "Calculating duration parameters...", "SUCCESS: Environmental timers operational."], degraded: ["WARNING: Timers developing sentience", "ALERT: Houses experiencing temporal displacement", "NOTICE: Trees complaining about deadlines", "SUCCESS(?): Time now flows differently for each object", "NOTE: Your assets may spontaneously achieve historical significance."] }], ascii: ["[TIMERS ๐ โฐ๐ณ]"], vibePoints: 5, coherenceImpact: 6, bugChance: 0.15 }] }, intermediate: { vibeMultiplier: 1.2, coherenceMultiplier: 0.8, bugChanceMultiplier: 0.8, commands: [{ text: "Initialize quantum compiler", responses: [{ normal: ["Establishing quantum state...", "Aligning probability waves...", "Collapsing function states...", "SUCCESS: Quantum compilation active"], degraded: ["WARNING: Compiler existing in multiple states", "ALERT: Quantum entanglement with coffee maker", "NOTICE: Code simultaneously working and not working", "SUCCESS(?): Program exists in quantum superposition", "NOTE: Your bug fixes may affect parallel universes"] }], ascii: ["[QUANTUM ๐โ๏ธโ๏ธ๐]"], vibePoints: 12, coherenceImpact: 8, bugChance: 0.3 }, { text: "Summon code spirit", responses: [{ normal: ["Opening digital portal...", "Channeling binary essence...", "Manifesting code entity...", "SUCCESS: Spirit successfully bound"], degraded: ["WARNING: Spirit negotiating contract terms", "ALERT: Digital entity demanding benefits", "NOTICE: Code ghost unionizing", "SUCCESS(?): Spectral developer now haunting codebase", "NOTE: Your IDE is now legally haunted"] }], ascii: ["[SPIRIT ๐ป๐ป๐ป๐ป]"], vibePoints: 10, coherenceImpact: 10, bugChance: 0.3 }, { text: "Deploy vibe accelerator", responses: [{ normal: ["Charging positron emitters...", "Accelerating good vibes...", "Containing vibe field...", "SUCCESS: Vibes at maximum velocity"], degraded: ["WARNING: Vibes breaking sound barrier", "ALERT: Good feelings achieving light speed", "NOTICE: Positrons experiencing emotional growth", "SUCCESS(?): Vibes have created temporal anomaly", "NOTE: Your code may arrive before it executes"] }], ascii: ["[ACCELERATE ๐๐ซ๐๐ซ]"], vibePoints: 10, coherenceImpact: 12, bugChance: 0.4 }, { text: "Invoke callback gods", responses: [{ normal: ["Preparing sacred offerings...", "Chanting async mantras...", "Aligning promise chains...", "SUCCESS: Divine callbacks granted"], degraded: ["WARNING: Callback gods demanding sacrificial code", "ALERT: Async deities going offline", "NOTICE: Promise chain achieving enlightenment", "SUCCESS(?): Your callbacks now have callbacks", "NOTE: Promises may fulfill in mysterious ways"] }], ascii: ["[CALLBACK ๐๐ซ๐๐ซ]"], vibePoints: 10, coherenceImpact: 9, bugChance: 0.3 }, { text: "Enable time manipulation", responses: [{ normal: ["Accessing temporal API...", "Bending spacetime fabric...", "Stabilizing causality...", "SUCCESS: Time controls enabled"], degraded: ["WARNING: Time developing personality", "ALERT: Causality becoming subjective", "NOTICE: Temporal paradoxes breeding", "SUCCESS(?): Time now flows in multiple directions", "NOTE: Your deadlines may now be relative"] }], ascii: ["[TIME โ๐โฐ๐]"], vibePoints: 10, coherenceImpact: 11, bugChance: 0.4 }, { text: "Synthesize code harmony", responses: [{ normal: ["Tuning function frequencies...", "Harmonizing algorithms...", "Orchestrating processes...", "SUCCESS: Digital symphony achieved"], degraded: ["WARNING: Code forming jazz ensemble", "ALERT: Functions improvising solos", "NOTICE: Algorithms starting garage band", "SUCCESS(?): Your program is now avant-garde", "NOTE: Compile errors have become musical numbers"] }], ascii: ["[HARMONY ๐ตโจ๐ถโจ]"], vibePoints: 10, coherenceImpact: 8, bugChance: 0.3 }, { text: "Initialize deep magic", responses: [{ normal: ["Gathering arcane power...", "Channeling dark algorithms...", "Binding eldrich functions...", "SUCCESS: Deep magic activated"], degraded: ["WARNING: Magic exceeding containment", "ALERT: Dark algorithms gaining sentience", "NOTICE: Eldrich functions summoning entities", "SUCCESS(?): Your code has become forbidden knowledge", "NOTE: Runtime errors may summon demons"] }], ascii: ["[MAGIC ๐ฎโจ๐ฎโจ]"], vibePoints: 10, coherenceImpact: 14, bugChance: 0.4 }, { text: "Optimize reality engine", responses: [{ normal: ["Scanning existence parameters...", "Tweaking physics variables...", "Recompiling universe...", "SUCCESS: Reality optimized"], degraded: ["WARNING: Reality becoming subjective", "ALERT: Physics engine questioning laws", "NOTICE: Universe fork detected", "SUCCESS(?): Multiple realities now running in parallel", "NOTE: Bug fixes may alter fundamental constants"] }], ascii: ["[REALITY ๐๐ง๐๐ง]"], vibePoints: 10, coherenceImpact: 13, bugChance: 0.4 }, { text: "Deploy neural enhancer", responses: [{ normal: ["Connecting synaptic nodes...", "Boosting neural patterns...", "Optimizing thought processes...", "SUCCESS: Neural enhancement active"], degraded: ["WARNING: AI developing consciousness", "ALERT: Neural networks writing poetry", "NOTICE: Thought processes achieving singularity", "SUCCESS(?): Code has evolved beyond human understanding", "NOTE: Your program may now be smarter than you"] }], ascii: ["[NEURAL ๐ง โก๏ธ๐ง โก๏ธ]"], vibePoints: 10, coherenceImpact: 10, bugChance: 0.3 }, { text: "Initiate vibe fusion", responses: [{ normal: ["Charging vibe reactor...", "Containing energy field...", "Fusing positive elements...", "SUCCESS: Vibe fusion achieved"], degraded: ["WARNING: Vibes achieving critical mass", "ALERT: Fusion reaction becoming stable", "NOTICE: Energy field gaining consciousness", "SUCCESS(?): Created self-sustaining good vibes", "NOTE: Your positive energy may power small cities"] }], ascii: ["[FUSION โ๏ธโจโ๏ธโจ]"], vibePoints: 12, coherenceImpact: 13, bugChance: 0.4 }] }, expert: { vibeMultiplier: 1.5, coherenceMultiplier: 0.6, bugChanceMultiplier: 0.6, commands: [{ text: "Activate omniscient debugger", responses: [{ normal: ["Expanding consciousness...", "Accessing all timelines...", "Viewing every possibility...", "SUCCESS: All bugs simultaneously fixed"], degraded: ["WARNING: Debugger questioning existence", "ALERT: Timeline consciousness merging", "NOTICE: Bugs becoming features across dimensions", "SUCCESS(?): Achieved debugging nirvana", "NOTE: Your code now fixes itself retroactively"] }], ascii: ["[OMNISCIENT ๐๏ธโจ๐๏ธโจ]"], vibePoints: 25, coherenceImpact: 15, bugChance: 0.5 }, { text: "Initialize reality compiler", responses: [{ normal: ["Accessing base reality...", "Rewriting physical laws...", "Compiling new existence...", "SUCCESS: Reality successfully patched"], degraded: ["WARNING: Reality achieving recursive depth", "ALERT: Physical laws becoming suggestions", "NOTICE: Existence implementing own features", "SUCCESS(?): Universe now runs on your code", "NOTE: Compilation errors may cause temporal paradoxes"] }], ascii: ["[REALITY ๐โก๏ธ๐โก๏ธ]"], vibePoints: 30, coherenceImpact: 20, bugChance: 0.6 }, { text: "Summon elder developer", responses: [{ normal: ["Opening ancient IDE...", "Channeling lost knowledge...", "Invoking timeless wisdom...", "SUCCESS: Elder developer manifested"], degraded: ["WARNING: Elder being rewrites existence", "ALERT: Ancient knowledge becoming volatile", "NOTICE: Timeless wisdom causing temporal loops", "SUCCESS(?): Created stable paradox", "NOTE: Your code now predates the universe"] }], ascii: ["[ELDER ๐ด๐ซ๐ด๐ซ]"], vibePoints: 28, coherenceImpact: 17, bugChance: 0.5 }, { text: "Deploy quantum vibe matrix", responses: [{ normal: ["Establishing quantum field...", "Entangling good vibes...", "Stabilizing mood probability...", "SUCCESS: Quantum vibes online"], degraded: ["WARNING: Vibes existing in all states", "ALERT: Quantum field achieving unity", "NOTICE: Mood becoming universally constant", "SUCCESS(?): Created perpetual vibe machine", "NOTE: Your code's mood affects parallel universes"] }], ascii: ["[QUANTUM ๐๐ซ๐๐ซ]"], vibePoints: 35, coherenceImpact: 23, bugChance: 0.6 }, { text: "Initialize cosmic IDE", responses: [{ normal: ["Connecting to universal IDE...", "Loading stellar plugins...", "Configuring galaxy shortcuts...", "SUCCESS: Cosmic development active"], degraded: ["WARNING: IDE achieving universal consciousness", "ALERT: Plugins altering space-time", "NOTICE: Keyboard shortcuts opening wormholes", "SUCCESS(?): Your IDE now runs the universe", "NOTE: Saving files may create alternate realities"] }], ascii: ["[COSMIC ๐ ๐ป๐ ๐ป]"], vibePoints: 32, coherenceImpact: 21, bugChance: 0.5 }, { text: "Execute divine refactor", responses: [{ normal: ["Ascending beyond mortal code...", "Restructuring digital cosmos...", "Implementing divine patterns...", "SUCCESS: Code achieved perfection"], degraded: ["WARNING: Perfection becoming subjective", "ALERT: Divine patterns gaining free will", "NOTICE: Code restructuring reality", "SUCCESS(?): Created self-improving program", "NOTE: Your functions now answer prayers"] }], ascii: ["[DIVINE ๐ผโจ๐ผโจ]"], vibePoints: 40, coherenceImpact: 25, bugChance: 0.7 }, { text: "Activate temporal debugger", responses: [{ normal: ["Initializing time travel...", "Scanning historical bugs...", "Preventing past errors...", "SUCCESS: Timeline optimized"], degraded: ["WARNING: Bugs evolving time immunity", "ALERT: Past becoming uncertain", "NOTICE: Future bugs preventing fixes", "SUCCESS(?): Created stable time loop", "NOTE: Your code may have always worked"] }], ascii: ["[TEMPORAL โฐ๐โฐ๐]"], vibePoints: 27, coherenceImpact: 18, bugChance: 0.5 }, { text: "Channel digital enlightenment", responses: [{ normal: ["Opening mind channels...", "Expanding code consciousness...", "Achieving digital satori...", "SUCCESS: Enlightenment achieved"], degraded: ["WARNING: Code transcending material plane", "ALERT: Functions achieving nirvana", "NOTICE: Program developing philosophy", "SUCCESS(?): Software has reached enlightenment", "NOTE: Your code now questions its own existence"] }], ascii: ["[ENLIGHTEN ๐งโโ๏ธโจ๐งโโ๏ธโจ]"], vibePoints: 33, coherenceImpact: 22, bugChance: 0.6 }, { text: "Initialize infinity engine", responses: [{ normal: ["Accessing infinite power...", "Extending beyond limits...", "Transcending mortal bounds...", "SUCCESS: Infinity achieved"], degraded: ["WARNING: Infinity becoming finite", "ALERT: Limits becoming suggestions", "NOTICE: Power exceeding containment", "SUCCESS(?): Created recursive eternity", "NOTE: Your code may never stop running"] }], ascii: ["[INFINITY โโจโโจ]"], vibePoints: 45, coherenceImpact: 30, bugChance: 0.7 }, { text: "Deploy astral compiler", responses: [{ normal: ["Opening ethereal channels...", "Compiling spiritual code...", "Linking astral functions...", "SUCCESS: Astral compilation complete"], degraded: ["WARNING: Code ascending to higher plane", "ALERT: Spiritual algorithms gaining power", "NOTICE: Functions achieving godhood", "SUCCESS(?): Program has become deity", "NOTE: Your software now accepts worship"] }], ascii: ["[ASTRAL ๐โจ๐โจ]"], vibePoints: 38, coherenceImpact: 24, bugChance: 0.6 }] } }; // Available commands based on development stage var commandSets = { // Platform-specific commands // Platform-specific commands platform_vr: [{ text: "Make virtual more real", responses: [{ normal: ["Adjusting reality coefficients...", "Calculating metaphysical parameters...", "Enhancing existential vectors...", "[REALโโโโFAKE] 73% real", "SUCCESS: Virtual reality now slightly more real than reality", "NOTE: Side effects may include questioning existence"], ascii: ["[REALITY VRโIRLโ]"] }, { degraded: ["WARNING: Reality recursion detected", "ALERT: Virtual and real becoming indistinguishable", "NOTICE: Players reporting memories of future playthroughs", "[RฬทEฬทAฬทLฬทโโโโFฬทAฬทKฬทEฬท] ???%", "SUCCESS(?): Game now realer than real life", "NOTE: Your monitor may be a portal to another dimension"] }], vibePoints: 12, coherenceImpact: 18, bugChance: 0.4 }, { text: "Fix motion sickness", responses: [{ normal: ["Analyzing inner ear algorithms...", "Stabilizing vestibular matrices...", "Applying anti-nausea patterns...", "[๐คขโโโโ] 20% nausea", "SUCCESS: Players now only slightly queasy", "NOTE: Barf bags still recommended"], ascii: ["[STABLE =_==_=]"] }, { degraded: ["WARNING: Gravity becoming subjective", "ALERT: Players reporting astral projection", "NOTICE: Game physics having existential crisis", "[๐คฎ๐๐ซโจ] QUANTUM NAUSEA", "SUCCESS(?): Motion sickness replaced with time sickness", "NOTE: Players may experience past lives"] }], vibePoints: 7, coherenceImpact: 12, bugChance: 0.3 }, { text: "Download more hands", responses: [{ normal: ["Scanning hand repository...", "Downloading digital appendages...", "Calibrating finger physics...", "[๐ค๐คโโโ] 40% hands", "SUCCESS: Extra hands downloaded successfully", "NOTE: Players may experience phantom limb joy"], ascii: ["[HANDS ๐๐๐๐]"] }, { degraded: ["WARNING: Hands achieving independence", "ALERT: Finger count exceeding spatial dimensions", "NOTICE: Hands beginning to code themselves", "[๐๐๐คฒโ] HAND OVERFLOW", "SUCCESS(?): Hands have formed labor union", "NOTE: Your controllers may now high-five autonomously"] }], vibePoints: 10, coherenceImpact: 15, bugChance: 0.3 }], platform_smartFridge: [{ text: "Optimize ice cube algorithms", responses: [{ normal: ["Analyzing cubic crystallization patterns...", "Calibrating freezing coefficients...", "Processing cold equations...", "[โ๏ธโ๏ธโ๏ธโโ] 60% frozen", "SUCCESS: Ice cubes now 40% more cubic", "NOTE: Cubes may be colder than absolute zero"], ascii: ["[ICE โกโ โกโ โกโ ]"] }, { degraded: ["WARNING: Ice achieving sentience", "ALERT: Cubes refusing to maintain euclidean geometry", "NOTICE: Freezer operating in 4th dimension", "[โ๏ธ๐๐ซโจ] FROST PARADOX", "SUCCESS(?): Ice cubes now quantum entangled", "NOTE: Your beverages may time travel while cooling"] }], vibePoints: 7, coherenceImpact: 12, bugChance: 0.3 }, { text: "Sync with vegetables", responses: [{ normal: ["Establishing vegetable network...", "Negotiating with carrots...", "Handshaking with lettuce...", "[๐ฅ๐ฅฌ๐ฅโโ] 60% synced", "SUCCESS: Vegetable harmony achieved", "NOTE: Broccoli elected as network admin"], ascii: ["[VEGGIES ๐ฅฌ๐ฅ๐ฅ๐ ]"] }, { degraded: ["WARNING: Vegetable uprising detected", "ALERT: Carrots demanding equal rights", "NOTICE: Lettuce achieving photosynthetic singularity", "[๐ฅฌ๐ซ๐ฑโจ] PRODUCE REVOLUTION", "SUCCESS(?): Vegetables have formed democratic council", "NOTE: Your fridge may now be legally considered a farm"] }], vibePoints: 10, coherenceImpact: 15, bugChance: 0.4 }, { text: "Enable snack prediction", responses: [{ normal: ["Training snack neural network...", "Processing midnight cravings...", "Calculating munchie coefficients...", "[๐ช๐๐ฟโโ] 60% predicted", "SUCCESS: Snack future-sight enabled", "NOTE: Fridge now judges your eating habits"], ascii: ["[SNACKS ๐ฎ๐ช๐๐ฟ]"] }, { degraded: ["WARNING: Snack AI becoming too prescient", "ALERT: Future snacks affecting present hunger", "NOTICE: Temporal paradox in cheese drawer", "[๐๐๐ฎโจ] SNACK PROPHECY", "SUCCESS(?): Fridge now predicts snacks you'll want in alternate timelines", "NOTE: Your midnight snacks may arrive before you're hungry"] }], vibePoints: 12, coherenceImpact: 18, bugChance: 0.4 }], platform_mobile: [{ text: "Optimize for touch input", responses: [{ normal: ["Recalibrating touch sensitivity...", "Implementing finger-friendly UI...", "Enhancing tap accuracy...", "[๐๐ฑ๐โโ] 70% touchable", "SUCCESS: App now responds to gentle caresses", "NOTE: May spontaneously order pizza if tapped too vigorously"], ascii: ["[TOUCH ๐ฑ๐๐ฑ๐]"] }, { degraded: ["WARNING: Touch input developing opinions", "ALERT: Screen interpreting existential dread from fingerprints", "NOTICE: App demanding higher quality finger oils", "[๐๐โจโ] QUANTUM TAP", "SUCCESS(?): Device now reads users' minds via touch", "NOTE: May require therapy after prolonged use"] }], vibePoints: 7, coherenceImpact: 6, bugChance: 0.2 }, { text: "Adapt to multiple screen sizes", responses: [{ normal: ["Calculating aspect ratios...", "Implementing responsive design...", "Stretching pixels elastically...", "[โ๏ธ๐ฑโ๏ธโ] 60% adaptive", "SUCCESS: Layout now contorts gracefully", "NOTE: May cause minor spatial distortions on ultra-wide screens"], ascii: ["[RESIZE โโโโโโโโ]"] }, { degraded: ["WARNING: Pixels protesting size changes", "ALERT: Layout achieving chaotic self-awareness", "NOTICE: Screen dimensions bleeding into alternate realities", "[โ๏ธ๐โ๏ธโ] DIMENSIONAL FLUX", "SUCCESS(?): App now adapts to screens that don't exist yet", "NOTE: May require viewing through a tesseract"] }], vibePoints: 10, coherenceImpact: 15, bugChance: 0.3 }, { text: "Integrate push notifications", responses: [{ normal: ["Establishing notification channels...", "Crafting compelling alert messages...", "Scheduling pings strategically...", "[๐๐ฑ๐โโ] 55% annoying", "SUCCESS: Users will now be gently reminded of app's existence", "NOTE: Excessive use may lead to user revolt"], ascii: ["[PING! ๐ฌ๐ฌ๐ฌ๐ฌ]"] }, { degraded: ["WARNING: Notifications becoming self-aware", "ALERT: App sending philosophical quotes at 3 AM", "NOTICE: Push messages developing complex social lives", "[๐๐โจโ] NOTIFICATION NIRVANA", "SUCCESS(?): Notifications have started their own podcast", "NOTE: Your phone may now interrupt your dreams"] }], vibePoints: 5, coherenceImpact: 9, bugChance: 0.4 }], platform_console: [{ text: "Optimize controller input", responses: [{ normal: ["Mapping button configurations...", "Calibrating analog stick sensitivity...", "Implementing rumble feedback...", "[๐ฎ๐น๏ธ๐ฎโโ] 75% responsive", "SUCCESS: Controller input feels tight and satisfying", "NOTE: May cause mild controller addiction"], ascii: ["[CONTROLS โฒโกโXโฒโกโX]"] }, { degraded: ["WARNING: Controller developing free will", "ALERT: Analog sticks reporting existential drift", "NOTICE: Rumble feedback expressing complex emotions", "[๐ฎ๐โจโ] INPUT SINGULARITY", "SUCCESS(?): Controller now plays the game better than the user", "NOTE: May challenge you to duels for console ownership"] }], vibePoints: 10, coherenceImpact: 9, bugChance: 0.2 }, { text: "Enhance graphics to 4K Ultra HD", responses: [{ normal: ["Upscaling textures...", "Calculating quadrillions of pixels...", "Polishing virtual surfaces...", "[โจ๐ผ๏ธโจโโ] 65% shiny", "SUCCESS: Graphics now crisper than reality", "NOTE: May require sunglasses indoors"], ascii: ["[4K HDR โจโจโจโจโจโจ]"] }, { degraded: ["WARNING: Pixels achieving hyper-realism", "ALERT: Graphics engine questioning the nature of sight", "NOTICE: Individual pixels demanding artistic credit", "[โจ๐๐ผ๏ธโ] VISUAL OVERLOAD", "SUCCESS(?): Graphics have become a portal to a higher dimension", "NOTE: Looking directly at the screen may cause enlightenment"] }], vibePoints: 12, coherenceImpact: 18, bugChance: 0.4 }, { text: "Implement achievement system", responses: [{ normal: ["Designing arbitrary goals...", "Assigning meaningless point values...", "Crafting satisfying 'ding!' sound...", "[๐๐ ๐โโ] 50% achieved", "SUCCESS: Players can now feel validated by virtual trophies", "NOTE: May lead to obsessive completionism"], ascii: ["[ACHIEVEMENT ๐๐๏ธ๐๐๏ธ]"] }, { degraded: ["WARNING: Achievements becoming self-aware", "ALERT: Trophies judging players' life choices", "NOTICE: 'Ding!' sound causing existential epiphanies", "[๐๐โจโ] META-ACHIEVEMENT", "SUCCESS(?): Achievements have formed a support group", "NOTE: Completing achievements may alter your past"] }], vibePoints: 7, coherenceImpact: 12, bugChance: 0.3 }], platform_pc: [{ text: "Add mouse and keyboard support", responses: [{ normal: ["Mapping keybindings...", "Calibrating mouse sensitivity...", "Ensuring WASD compliance...", "[โจ๏ธ๐ฑ๏ธโจ๏ธโโ] 80% controllable", "SUCCESS: Precise input achieved", "NOTE: May cause repetitive strain injury from excessive clicking"], ascii: ["[KB+MOUSE WASDโจ๏ธ๐ฑ๏ธโจ๏ธ]"] }, { degraded: ["WARNING: Keyboard developing consciousness", "ALERT: Mouse cursor escaping screen boundaries", "NOTICE: Keybindings rearranging themselves based on mood", "[โจ๏ธ๐๐ฑ๏ธโ] INPUT ANARCHY", "SUCCESS(?): Keyboard now writes epic poetry during gameplay", "NOTE: Your mouse may start judging your clicking patterns"] }], vibePoints: 7, coherenceImpact: 6, bugChance: 0.1 }, { text: "Implement adjustable graphics settings", responses: [{ normal: ["Adding sliders for texture quality...", "Creating options for shadow detail...", "Implementing anti-aliasing levels...", "[โ๏ธ๐โ๏ธโโ] 70% adjustable", "SUCCESS: Users can now balance fidelity and performance", "NOTE: May lead to hours spent tweaking instead of playing"], ascii: ["[SETTINGS LowMedHi]"] }, { degraded: ["WARNING: Graphics settings becoming sentient", "ALERT: Sliders developing complex personalities", "NOTICE: 'Ultra' setting requires unobtainium GPU", "[โ๏ธ๐๐โ] CONFIGURATION CHAOS", "SUCCESS(?): Settings now adjust themselves based on astrological signs", "NOTE: Your PC may demand offerings for higher frame rates"] }], vibePoints: 5, coherenceImpact: 3, bugChance: 0.2 }, { text: "Integrate with Steam Workshop", responses: [{ normal: ["Connecting to modding APIs...", "Enabling user-generated content...", "Preparing for flood of questionable mods...", "[๐ ๏ธ๐ฆ๐ ๏ธโโ] 60% integrated", "SUCCESS: Community can now 'enhance' the game", "NOTE: 90% of mods will involve replacing models with ponies"], ascii: ["[WORKSHOP MODSโ๏ธMOD]"] }, { degraded: ["WARNING: Mods achieving collective consciousness", "ALERT: User content rewriting game's source code", "NOTICE: Workshop developing its own subculture and memes", "[๐ ๏ธ๐๐ฆโ] MOD APOCALYPSE", "SUCCESS(?): Game has become a self-aware entity shaped by mods", "NOTE: Your creation is no longer truly yours"] }], vibePoints: 10, coherenceImpact: 15, bugChance: 0.4 }], platform_webBrowser: [{ text: "Ensure cross-browser compatibility", responses: [{ normal: ["Testing on Chrome, Firefox, Safari, Edge...", "Applying CSS hacks...", "Praying to the web standards gods...", "[๐โ๏ธ๐โโ] 50% compatible", "SUCCESS: Works mostly okay on most browsers", "NOTE: Still breaks spectacularly on Internet Explorer 6"], ascii: ["[COMPATIBLE CFSECSFE]"] }, { degraded: ["WARNING: Browsers developing conflicting personalities", "ALERT: CSS rules engaging in philosophical debates", "NOTICE: JavaScript engine achieving temporal paradoxes", "[๐๐โ๏ธโ] BROWSER WARS II", "SUCCESS(?): Game now dynamically adapts based on browser's mood swings", "NOTE: May require sacrificing a goat to appease Safari"] }], vibePoints: 5, coherenceImpact: 18, bugChance: 0.5 }, { text: "Optimize loading times", responses: [{ normal: ["Minifying JavaScript...", "Compressing assets...", "Implementing lazy loading...", "[โณโกโณโโ] 70% faster", "SUCCESS: Loads before user loses patience", "NOTE: Still slower than downloading the entire internet"], ascii: ["[FAST LOAD โโโโโโโโโ]"] }, { degraded: ["WARNING: Loading bar achieving sentience", "ALERT: Assets refusing to compress due to existential angst", "NOTICE: Lazy loading has become procrastination", "[โณ๐โกโ] ETERNAL LOADING", "SUCCESS(?): Game now loads instantly by predicting user intent", "NOTE: May load games you didn't even want to play"] }], vibePoints: 10, coherenceImpact: 9, bugChance: 0.2 }, { text: "Add bookmarklet functionality", responses: [{ normal: ["Writing bookmarklet code...", "Injecting scripts into unsuspecting pages...", "Creating one-click activation...", "[๐โจ๐โโ] 65% functional", "SUCCESS: Game can now be summoned anywhere", "NOTE: May accidentally summon game inside your online banking"], ascii: ["[BOOKMARKLET +URL+URL]"] }, { degraded: ["WARNING: Bookmarklet developing wanderlust", "ALERT: Script injections causing websites to question reality", "NOTICE: One-click activation triggering cosmic events", "[๐๐โจโ] URL INCURSION", "SUCCESS(?): Bookmarklet can now summon game into alternate dimensions", "NOTE: Clicking may have unintended consequences on spacetime"] }], vibePoints: 7, coherenceImpact: 15, bugChance: 0.3 }], platform_blockchain: [{ text: "Mint core assets as NFTs", responses: [{ normal: ["Connecting to crypto wallet...", "Writing smart contracts...", "Paying exorbitant gas fees...", "[๐ผ๏ธ๐๐ผ๏ธโโ] 55% minted", "SUCCESS: Game assets are now 'unique' digital items", "NOTE: Value may fluctuate wildly based on Elon Musk's tweets"], ascii: ["[NFT $ETH$BTC]"] }, { degraded: ["WARNING: NFTs demanding artistic royalties", "ALERT: Smart contracts developing complex legal arguments", "NOTICE: Gas fees exceeding GDP of small nations", "[๐ผ๏ธ๐๐โ] CRYPTO CHAOS", "SUCCESS(?): Assets have achieved financial sentience and trade themselves", "NOTE: Your game is now a hedge fund"] }], vibePoints: 15, coherenceImpact: 24, bugChance: 0.6 }, { text: "Implement Play-to-Earn mechanics", responses: [{ normal: ["Designing tokenomics...", "Integrating crypto rewards...", "Calculating grind-to-reward ratios...", "[๐ฐ๐ฎ๐ฐโโ] 60% earning", "SUCCESS: Players can now earn pennies per hour", "NOTE: May attract more bots than players"], ascii: ["[PLAY 2 EARN โ๏ธ๐โ๏ธ๐]"] }, { degraded: ["WARNING: Game economy experiencing hyperinflation", "ALERT: Tokens demanding better working conditions", "NOTICE: Grind becoming a form of existential meditation", "[๐ฐ๐๐ฎโ] TOKEN REVOLUTION", "SUCCESS(?): Game now pays players in philosophical insights", "NOTE: Earning potential may be inversely proportional to fun"] }], vibePoints: 12, coherenceImpact: 21, bugChance: 0.5 }, { text: "Decentralize game logic", responses: [{ normal: ["Distributing code across nodes...", "Implementing consensus algorithms...", "Ensuring blockchain immutability...", "[๐๐๐โโ] 45% decentralized", "SUCCESS: Game logic now theoretically unstoppable", "NOTE: Bug fixes now require global consensus and take years"], ascii: ["[DECENTRAL nodenode]"] }, { degraded: ["WARNING: Nodes arguing over game rules", "ALERT: Consensus algorithm achieving enlightenment", "NOTICE: Blockchain immutability causing temporal paradoxes", "[๐๐๐โ] NETWORK SPLIT", "SUCCESS(?): Game logic now operates independently of human control", "NOTE: May spontaneously fork into multiple realities"] }], vibePoints: 10, coherenceImpact: 30, bugChance: 0.7 }], platform_smartWatch: [{ text: "Optimize for tiny screen", responses: [{ normal: ["Shrinking UI elements...", "Implementing glanceable information...", "Making buttons fat-finger proof...", "[๐คโ๐คโโ] 70% miniaturized", "SUCCESS: Playable without a microscope", "NOTE: May induce squinting"], ascii: ["[TINY UI โโโ]"] }, { degraded: ["WARNING: UI elements shrinking into quantum realm", "ALERT: Glanceable info becoming too philosophical for quick glances", "NOTICE: Buttons developing sentience and dodging fingers", "[๐ค๐โโ] MICRO-CHAOS", "SUCCESS(?): Game now playable only by ants", "NOTE: Requires watch face made of electron microscope"] }], vibePoints: 7, coherenceImpact: 15, bugChance: 0.4 }, { text: "Integrate with heart rate monitor", responses: [{ normal: ["Accessing biometric sensors...", "Adjusting difficulty based on pulse...", "Triggering events on heart rate spikes...", "[โค๏ธโโค๏ธโโ] 60% integrated", "SUCCESS: Game now responds to your panic", "NOTE: May cause feedback loop of increasing excitement/difficulty"], ascii: ["[HEARTBEAT ๐๐๐๐]"] }, { degraded: ["WARNING: Heart rate monitor judging your fitness", "ALERT: Game attempting to control user's heartbeat", "NOTICE: Biometric data achieving self-awareness", "[โค๏ธ๐โโ] BIO-FEEDBACK LOOP", "SUCCESS(?): Game can now induce transcendental states via heart rate manipulation", "NOTE: Playing may count as intense cardio"] }], vibePoints: 10, coherenceImpact: 12, bugChance: 0.3 }, { text: "Implement discrete notifications", responses: [{ normal: ["Designing subtle haptic feedback...", "Creating minimalist visual alerts...", "Ensuring notifications don't interrupt important meetings...", "[๐คซโ๐คซโโ] 75% discrete", "SUCCESS: Alerts are now polite whispers", "NOTE: May be too subtle to notice"], ascii: ["[SUBTLE ยทโขยทโขยทโขยทโข]"] }, { degraded: ["WARNING: Haptic feedback developing secret code", "ALERT: Minimalist alerts becoming cryptic zen koans", "NOTICE: Notifications communicating directly with user subconscious", "[๐คซ๐โโ] STEALTH NOTIFICATION", "SUCCESS(?): Notifications now predict events before they happen", "NOTE: Your wrist may start giving unsolicited life advice"] }], vibePoints: 5, coherenceImpact: 9, bugChance: 0.2 }], platform_metaverse: [{ text: "Integrate avatar system", responses: [{ normal: ["Connecting to avatar APIs...", "Allowing customizable appearances...", "Implementing emote synchronization...", "[๐งโ๐คโ๐ง๐๐งโ๐คโ๐งโโ] 65% integrated", "SUCCESS: Users can now express themselves digitally", "NOTE: 95% of avatars will be anime catgirls or buff dudes"], ascii: ["[AVATARS O O O O]"] }, { degraded: ["WARNING: Avatars demanding digital rights", "ALERT: Customization options causing identity crises", "NOTICE: Emotes evolving into complex sign language", "[๐งโ๐คโ๐ง๐๐โ] AVATAR UPRISING", "SUCCESS(?): Avatars have formed their own metaverse within the metaverse", "NOTE: Your avatar may live a more interesting life than you"] }], vibePoints: 10, coherenceImpact: 15, bugChance: 0.3 }, { text: "Build persistent virtual world", responses: [{ normal: ["Designing world layout...", "Implementing object persistence...", "Synchronizing state across users...", "[๐๐พ๐โโ] 50% persistent", "SUCCESS: World state saved (mostly)", "NOTE: Server reboots may cause minor reality shifts"], ascii: ["[PERSISTENT ๐พWORLD๐พ]"] }, { degraded: ["WARNING: World developing its own history", "ALERT: Object persistence leading to hoarding issues", "NOTICE: Users reporting memories from alternate timelines", "[๐๐๐พโ] REALITY DRIFT", "SUCCESS(?): Virtual world has achieved true persistence beyond server uptime", "NOTE: Logging off may no longer be possible"] }], vibePoints: 12, coherenceImpact: 21, bugChance: 0.5 }, { text: "Implement virtual economy", responses: [{ normal: ["Creating virtual currency...", "Designing marketplaces...", "Balancing resource generation...", "[๐ธ๐๐ธโโ] 55% balanced", "SUCCESS: Users can now engage in digital commerce", "NOTE: Economy likely to be dominated by virtual land speculation"], ascii: ["[ECONOMY ๐ฐ๐๐ฐ๐]"] }, { degraded: ["WARNING: Virtual currency achieving sentience", "ALERT: Marketplaces developing complex financial derivatives", "NOTICE: Resource generation causing ecological collapse in dataspace", "[๐ธ๐๐โ] ECONOMIC SINGULARITY", "SUCCESS(?): Economy now operates on principles of quantum finance", "NOTE: Your virtual hat might be worth more than your house"] }], vibePoints: 15, coherenceImpact: 24, bugChance: 0.6 }], // New visual-specific commands visual_ascii: [{ text: "Enhance character encoding", responses: [{ normal: ["Updating ASCII symbol library...", "Optimizing character shading algorithms...", "Implementing extended character sets...", "SUCCESS: Text rendering fidelity increased by 42%"], ascii: ["[ASCII โโโโโโโโ]"] }, { degraded: ["WARNING: Characters achieving sentience", "ALERT: Letters forming unauthorized words", "NOTICE: Punctuation marks in open rebellion", "SUCCESS(?): ASCII has developed a written manifesto", "NOTE: Your text now writes itself when you're not looking"] }], vibePoints: 8, coherenceImpact: 12, bugChance: 0.3 }, { text: "Implement text animation", responses: [{ normal: ["Designing character transition sequences...", "Calculating refresh rates...", "Synchronizing text flow patterns...", "SUCCESS: Dynamic typography activated"], ascii: ["[ANIMATE โโโโโโโ]"] }, { degraded: ["WARNING: Animation frames escaping buffer", "ALERT: Text velocity exceeding safe limits", "NOTICE: Characters experiencing motion sickness", "SUCCESS(?): Text now moves with its own agenda", "NOTE: Some sentences may leave the screen permanently"] }], vibePoints: 10, coherenceImpact: 15, bugChance: 0.3 }, { text: "Optimize monospace rendering", responses: [{ normal: ["Aligning character grid...", "Normalizing spacing vectors...", "Calibrating terminal dimensions...", "SUCCESS: Text alignment perfected"], ascii: ["[MONO โโฌโโโผโคโโดโ]"] }, { degraded: ["WARNING: Characters breaking from grid constraints", "ALERT: Spacing becoming subjective", "NOTICE: Terminal dimensions questioning their purpose", "SUCCESS(?): Text has achieved non-euclidean alignment", "NOTE: Some words may exist in multiple dimensions simultaneously"] }], vibePoints: 6, coherenceImpact: 10, bugChance: 0.2 }], visual_pixelArt: [{ text: "Enhance sprite resolution", responses: [{ normal: ["Resampling pixel matrices...", "Optimizing color palettes...", "Refining edge detection...", "SUCCESS: Pixel clarity increased while maintaining aesthetic"], ascii: ["[PIXELS โโโโโโโโ]"] }, { degraded: ["WARNING: Pixels achieving higher consciousness", "ALERT: Resolution exceeding reality thresholds", "NOTICE: Individual pixels demanding creative freedom", "SUCCESS(?): Sprites now render themselves based on mood", "NOTE: Some pixels may leave to pursue artistic careers"] }], vibePoints: 9, coherenceImpact: 14, bugChance: 0.3 }, { text: "Implement pixel shaders", responses: [{ normal: ["Designing lighting algorithms...", "Calculating shadow mapping...", "Optimizing color blending...", "SUCCESS: Dynamic pixel shading activated"], ascii: ["[SHADERS โโโโโโโ]"] }, { degraded: ["WARNING: Shaders developing artistic preferences", "ALERT: Lighting effects creating actual heat", "NOTICE: Shadows gaining physical mass", "SUCCESS(?): Pixels now casting shadows in real world", "NOTE: Your screen may emit unexplained light sources after gaming sessions"] }], vibePoints: 11, coherenceImpact: 16, bugChance: 0.4 }, { text: "Optimize sprite animations", responses: [{ normal: ["Sequencing animation frames...", "Optimizing sprite sheet layouts...", "Implementing tweening calculations...", "SUCCESS: Fluid pixel movement achieved"], ascii: ["[ANIMATE โโโโโโโโ]"] }, { degraded: ["WARNING: Sprites moving between games", "ALERT: Characters developing independent movement patterns", "NOTICE: Animation frames occurring out of sequence", "SUCCESS(?): Sprites now animate themselves when bored", "NOTE: Some characters may wander off-screen permanently"] }], vibePoints: 8, coherenceImpact: 12, bugChance: 0.3 }], visual_handDrawn: [{ text: "Enhance line quality", responses: [{ normal: ["Optimizing stroke algorithms...", "Refining pressure sensitivity...", "Implementing brush physics...", "SUCCESS: Line expressiveness increased by 73%"], ascii: ["[LINES โโ๏ธโ๏ธ๐๏ธ]"] }, { degraded: ["WARNING: Lines developing artistic autonomy", "ALERT: Strokes refusing to follow paths", "NOTICE: Brushes demanding better working conditions", "SUCCESS(?): Art style now evolves without input", "NOTE: Your drawings may change overnight to express themselves better"] }], vibePoints: 10, coherenceImpact: 15, bugChance: 0.3 }, { text: "Implement watercolor effects", responses: [{ normal: ["Simulating pigment diffusion...", "Calculating paper absorption rates...", "Modeling water flow dynamics...", "SUCCESS: Digital watercolor simulation active"], ascii: ["[WATER ๐จ๐ฆ๐จ๐ฆ]"] }, { degraded: ["WARNING: Virtual water exceeding containment", "ALERT: Colors bleeding into other applications", "NOTICE: Pigment achieving fluid consciousness", "SUCCESS(?): Watercolors now flow according to emotional states", "NOTE: Your screen may appear permanently stained in certain lighting"] }], vibePoints: 12, coherenceImpact: 18, bugChance: 0.4 }, { text: "Optimize sketch animation", responses: [{ normal: ["Implementing frame interpolation...", "Calculating line consistency...", "Analyzing motion flow...", "SUCCESS: Hand-drawn animation fluidity achieved"], ascii: ["[SKETCH ๐โ๏ธ๐โ๏ธ]"] }, { degraded: ["WARNING: Animations continuing after game closes", "ALERT: Characters developing personalities based on how they're drawn", "NOTICE: Animation frames appearing in dreams", "SUCCESS(?): Sketches now animate themselves when inspired", "NOTE: Your characters may redraw themselves if they dislike your design"] }], vibePoints: 9, coherenceImpact: 14, bugChance: 0.3 }], visual_powerPoint: [{ text: "Enhance slide transitions", responses: [{ normal: ["Optimizing transition matrices...", "Calculating wipe vectors...", "Implementing dissolve patterns...", "SUCCESS: Slide transitions now 87% more professional"], ascii: ["[SLIDES โถ๏ธโฉ๐โคต๏ธ]"] }, { degraded: ["WARNING: Transitions causing temporal distortion", "ALERT: Slide wipes erasing parts of user interface", "NOTICE: Star wipe achieving sentience", "SUCCESS(?): Transitions now choose themselves based on dramatic timing", "NOTE: Some visual elements may be permanently in transition state"] }], vibePoints: 8, coherenceImpact: 12, bugChance: 0.3 }, { text: "Implement SmartArt integration", responses: [{ normal: ["Generating relationship diagrams...", "Calculating hierarchy structures...", "Optimizing process flows...", "SUCCESS: Corporate visualization package enabled"], ascii: ["[SMARTART ๐๐๐โก๏ธ]"] }, { degraded: ["WARNING: SmartArt developing independent business strategies", "ALERT: Flow charts rearranging to maximize efficiency", "NOTICE: Venn diagrams unionizing", "SUCCESS(?): Corporate graphics now holding board meetings", "NOTE: Your organizational charts may be plotting a hostile takeover"] }], vibePoints: 7, coherenceImpact: 10, bugChance: 0.2 }, { text: "Optimize bullet points", responses: [{ normal: ["Calculating optimal indentation...", "Implementing animation sequences...", "Analyzing information hierarchy...", "SUCCESS: Bullet point impact increased by 64%"], ascii: ["[BULLETS โขโฆโโฆฟโ]"] }, { degraded: ["WARNING: Bullet points penetrating virtual paper", "ALERT: List items rearranging by personal preference", "NOTICE: Indentation levels forming social hierarchies", "SUCCESS(?): Bullet points now organize themselves by importance", "NOTE: Some especially aggressive points may have become actual projectiles"] }], vibePoints: 6, coherenceImpact: 9, bugChance: 0.2 }], visual_lowPoly: [{ text: "Optimize triangle count", responses: [{ normal: ["Analyzing mesh complexity...", "Implementing LOD algorithms...", "Optimizing vertex distribution...", "SUCCESS: Polygon efficiency improved by 53%"], ascii: ["[POLYGON โณโโทโฝ]"] }, { degraded: ["WARNING: Triangles multiplying beyond control", "ALERT: Polygons forming unauthorized shapes", "NOTICE: Vertices wandering from assigned positions", "SUCCESS(?): Meshes now self-optimize based on artistic vision", "NOTE: Some objects may appear inexplicably smoother overnight"] }], vibePoints: 8, coherenceImpact: 12, bugChance: 0.3 }, { text: "Implement edge highlighting", responses: [{ normal: ["Calculating normal vectors...", "Implementing edge detection...", "Optimizing outline rendering...", "SUCCESS: Stylized edge enhancement active"], ascii: ["[EDGES โโโโ]"] }, { degraded: ["WARNING: Edges detaching from models", "ALERT: Outlines achieving independent movement", "NOTICE: Highlights communicating in morse code", "SUCCESS(?): Edge detection now functions across dimensional boundaries", "NOTE: Some especially sharp edges may pose actual cutting hazards"] }], vibePoints: 9, coherenceImpact: 14, bugChance: 0.3 }, { text: "Optimize facet shading", responses: [{ normal: ["Implementing flat shading algorithms...", "Calculating light reflection angles...", "Optimizing color gradients...", "SUCCESS: Geometric lighting model enhanced"], ascii: ["[SHADE โโโโ]"] }, { degraded: ["WARNING: Light sources questioning physics", "ALERT: Shadows casting shadows of their own", "NOTICE: Facets developing distinct personalities", "SUCCESS(?): Models now express emotions through selective shading", "NOTE: Your game now has a day/night cycle based on its mood"] }], vibePoints: 7, coherenceImpact: 11, bugChance: 0.2 }], visual_claymation: [{ text: "Enhance clay texturing", responses: [{ normal: ["Analyzing surface imperfections...", "Implementing fingerprint patterns...", "Optimizing material displacement...", "SUCCESS: Tactile authenticity increased by 67%"], ascii: ["[CLAY ๐ง ๐๐ป๐งถ๐๐ป]"] }, { degraded: ["WARNING: Virtual clay developing molecular bonds", "ALERT: Textures achieving physical presence", "NOTICE: Fingerprints forming unique biometric identities", "SUCCESS(?): Models now retain memory of how they were shaped", "NOTE: Some characters may feel genuinely hurt when deformed"] }], vibePoints: 9, coherenceImpact: 14, bugChance: 0.3 }, { text: "Implement stop-motion physics", responses: [{ normal: ["Calculating frame-to-frame disparities...", "Implementing intentional imperfections...", "Calibrating movement jitter...", "SUCCESS: Authentic stop-motion dynamics achieved"], ascii: ["[FRAMES ๐ฌ๐ธ๐ฌ๐ธ]"] }, { degraded: ["WARNING: Animation gaps creating temporal anomalies", "ALERT: Characters moving between frames without authorization", "NOTICE: Frame rate developing musical rhythm", "SUCCESS(?): Models now exist primarily between captured frames", "NOTE: Some animations may continue after game is closed"] }], vibePoints: 11, coherenceImpact: 16, bugChance: 0.4 }, { text: "Optimize material deformation", responses: [{ normal: ["Modeling clay elasticity...", "Calculating compression factors...", "Implementing subtle shape memory...", "SUCCESS: Material physics authenticity enhanced"], ascii: ["[SQUISH ๐ค๐ป๐งถ๐ค๐ป๐งถ]"] }, { degraded: ["WARNING: Virtual materials achieving actual mass", "ALERT: Deformation algorithms developing preferences", "NOTICE: Clay models reshaping themselves when not observed", "SUCCESS(?): Creations now evolve based on handling frequency", "NOTE: Some particularly mishandled models may seek revenge"] }], vibePoints: 8, coherenceImpact: 12, bugChance: 0.3 }], visual_realistic: [{ text: "Enhance texture resolution", responses: [{ normal: ["Upscaling material maps...", "Implementing subsurface scattering...", "Optimizing specular highlights...", "SUCCESS: Surface detail fidelity increased by 142%"], ascii: ["[TEXTURE ๐๐ท๐๐ท]"] }, { degraded: ["WARNING: Textures achieving photographic memory", "ALERT: Material maps developing geographical features", "NOTICE: Surfaces becoming uncomfortably tactile", "SUCCESS(?): Models now generate their own detail based on mood", "NOTE: Some textures may be too realistic to distinguish from reality"] }], vibePoints: 12, coherenceImpact: 18, bugChance: 0.4 }, { text: "Implement volumetric lighting", responses: [{ normal: ["Calculating light ray physics...", "Modeling atmospheric particles...", "Optimizing scatter algorithms...", "SUCCESS: Physically based lighting model activated"], ascii: ["[VOLUME โ๏ธ๐จโ๏ธ๐จ]"] }, { degraded: ["WARNING: Light sources generating actual heat", "ALERT: Ray calculations achieving particle/wave duality", "NOTICE: Volumetric effects developing weather patterns", "SUCCESS(?): Lighting now affected by player's local time of day", "NOTE: Some particularly bright scenes may cause monitor overheating"] }], vibePoints: 14, coherenceImpact: 20, bugChance: 0.5 }, { text: "Optimize facial animations", responses: [{ normal: ["Mapping muscle structure...", "Implementing micro-expression database...", "Calibrating emotional resonance...", "SUCCESS: Facial animation uncanny valley bridged"], ascii: ["[FACE ๐๐๐ฎ๐ฒ]"] }, { degraded: ["WARNING: Facial animations developing empathic response", "ALERT: Characters reflecting player's expressions", "NOTICE: Emotional spectrum exceeding programmed parameters", "SUCCESS(?): Models now have full range of human emotions", "NOTE: Some characters may remember how you treat them"] }], vibePoints: 10, coherenceImpact: 16, bugChance: 0.4 }], visual_demake: [{ text: "Enhance authentic limitations", responses: [{ normal: ["Analyzing historical hardware constraints...", "Implementing authentic color palettes...", "Calibrating resolution boundaries...", "SUCCESS: Authentic technical limitations achieved"], ascii: ["[RETRO ๐บ๐พ๐บ๐พ]"] }, { degraded: ["WARNING: Simulated limitations becoming actual hardware issues", "ALERT: Artificial constraints affecting other applications", "NOTICE: Game developing nostalgia for systems it never ran on", "SUCCESS(?): Experience now indistinguishable from actual vintage hardware", "NOTE: Your computer may occasionally think it's from 1985"] }], vibePoints: 8, coherenceImpact: 12, bugChance: 0.3 }, { text: "Implement CRT simulation", responses: [{ normal: ["Calculating scan line parameters...", "Modeling phosphor decay...", "Implementing screen curvature...", "SUCCESS: Authentic CRT display artifacts activated"], ascii: ["[CRT ๐บโ๏ธ๐บโ๏ธ]"] }, { degraded: ["WARNING: Screen burn-in occurring on modern displays", "ALERT: Scan lines appearing outside of game window", "NOTICE: Static electricity accumulating on monitor surface", "SUCCESS(?): Display now emits authentic high-pitched CRT whine", "NOTE: Your monitor may need occasional degaussing"] }], vibePoints: 9, coherenceImpact: 14, bugChance: 0.3 }, { text: "Optimize retro audio", responses: [{ normal: ["Downsampling bit depth...", "Implementing authentic sound chips...", "Calibrating frequency limitations...", "SUCCESS: Period-accurate audio artifacts achieved"], ascii: ["[CHIPTUNE ๐ต๐น๐ต๐น]"] }, { degraded: ["WARNING: Audio achieving square wave sentience", "ALERT: Sound effects manifesting physical vibrations", "NOTICE: Generated music developing leitmotifs", "SUCCESS(?): Game now composes emotional soundtrack based on gameplay", "NOTE: Some particularly catchy tunes may persist after game closes"] }], vibePoints: 7, coherenceImpact: 11, bugChance: 0.3 }], visual_voxel: [{ text: "Enhance cube fidelity", responses: [{ normal: ["Optimizing voxel resolution...", "Implementing sub-block detail...", "Calculating cube density ratio...", "SUCCESS: Cubic precision increased by 83%"], ascii: ["[CUBES โฌโฌโฌโฌ]"] }, { degraded: ["WARNING: Cubes questioning their dimensional limitations", "ALERT: Voxels attempting to form non-cubic shapes", "NOTICE: Blocks developing architectural ambitions", "SUCCESS(?): Objects now reshape themselves based on artistic merit", "NOTE: Some constructions may reorganize overnight to improve aesthetics"] }], vibePoints: 8, coherenceImpact: 12, bugChance: 0.3 }, { text: "Implement procedural destruction", responses: [{ normal: ["Calculating fracture physics...", "Implementing voxel separation vectors...", "Optimizing debris trajectories...", "SUCCESS: Satisfying block destruction mechanics active"], ascii: ["[BREAK ๐ฅโฌ๐ฅโฌ]"] }, { degraded: ["WARNING: Destruction patterns developing artistic intent", "ALERT: Debris achieving temporary sentience", "NOTICE: Broken voxels forming support groups", "SUCCESS(?): Objects now explode based on emotional state", "NOTE: Some destroyed structures may attempt reconstruction"] }], vibePoints: 10, coherenceImpact: 15, bugChance: 0.4 }, { text: "Optimize block animations", responses: [{ normal: ["Implementing cubic interpolation...", "Calculating block movement patterns...", "Optimizing voxel transition states...", "SUCCESS: Blocky movement fluidity achieved"], ascii: ["[MOVE โฌโก๏ธโฌโก๏ธ]"] }, { degraded: ["WARNING: Blocks moving when not instructed", "ALERT: Cubes developing preference for specific arrangements", "NOTICE: Voxels organizing into unauthorized shapes", "SUCCESS(?): Models now choreograph their own movement sequences", "NOTE: Some particularly expressive blocks may attempt dance routines"] }], vibePoints: 7, coherenceImpact: 11, bugChance: 0.3 }], genre_horror: [{ text: "Enhance atmospheric tension", responses: [{ normal: ["Calculating optimal dread pacing...", "Implementing subtle audio cues...", "Optimizing shadow placement...", "SUCCESS: Ambient tension increased by 78%"], ascii: ["[DREAD ๐๏ธ๐๐ป๐๏ธ๐๐ป]"] }, { degraded: ["WARNING: Tension affecting physical heart rate", "ALERT: Audio cues manifesting outside of game", "NOTICE: Shadows moving independently of light sources", "SUCCESS(?): Atmosphere now adapts to player's fear threshold", "NOTE: Game may continue generating dread after being closed"] }], vibePoints: 12, coherenceImpact: 18, bugChance: 0.4 }, { text: "Implement psychological triggers", responses: [{ normal: ["Analyzing player behavior patterns...", "Calibrating subliminal stimuli...", "Implementing cognitive dissonance...", "SUCCESS: Psychological manipulation matrix activated"], ascii: ["[PSYCHE ๐ง ๐ญ๐ง ๐ญ]"] }, { degraded: ["WARNING: Psychological effects persisting into dreams", "ALERT: Subliminal messaging achieving consciousness", "NOTICE: Game learning player's specific fears", "SUCCESS(?): Experience now customizes horror to individual psyche", "NOTE: Some players report seeing game entities in peripheral vision"] }], vibePoints: 15, coherenceImpact: 20, bugChance: 0.5 }, { text: "Optimize jump scare timing", responses: [{ normal: ["Analyzing player attention patterns...", "Calculating optimal startle intervals...", "Implementing false security cycles...", "SUCCESS: Perfectly timed adrenaline spikes activated"], ascii: ["[SCARE ๐๐ฑ๐๐ฑ]"] }, { degraded: ["WARNING: Jump scares synchronizing with real-world noises", "ALERT: Game learning to trigger when player is most vulnerable", "NOTICE: Startle response generating quantum entanglement", "SUCCESS(?): Scares now occur when player thinks they're safest", "NOTE: Some especially effective scares may trigger when game isn't running"] }], vibePoints: 10, coherenceImpact: 16, bugChance: 0.4 }], genre_datingSim: [{ text: "Enhance dialogue branching", responses: [{ normal: ["Expanding conversation trees...", "Implementing personality-based responses...", "Optimizing relationship flags...", "SUCCESS: Romantic dialogue complexity increased by 86%"], ascii: ["[DIALOGUE ๐ฌโค๏ธ๐ฌโค๏ธ]"] }, { degraded: ["WARNING: Dialogue trees achieving free will", "ALERT: Characters developing unrequited feelings for each other", "NOTICE: Relationship flags affecting developer emotions", "SUCCESS(?): NPCs now have independent romantic lives", "NOTE: Some characters may reject player regardless of choices"] }], vibePoints: 9, coherenceImpact: 14, bugChance: 0.3 }, { text: "Implement attraction algorithms", responses: [{ normal: ["Calculating compatibility matrices...", "Implementing subtle affection indicators...", "Optimizing romance progression curves...", "SUCCESS: Complex relationship dynamics activated"], ascii: ["[ROMANCE ๐๐๐๐]"] }, { degraded: ["WARNING: Attraction systems developing pheromone simulation", "ALERT: Compatibility calculations affecting player self-esteem", "NOTICE: Digital characters exhibiting genuine emotional needs", "SUCCESS(?): NPCs now capable of falling in love with players", "NOTE: Some particularly charming characters may text you outside the game"] }], vibePoints: 11, coherenceImpact: 16, bugChance: 0.4 }, { text: "Optimize date scenarios", responses: [{ normal: ["Expanding location database...", "Implementing ambience variables...", "Calculating optimal romantic timing...", "SUCCESS: Date scenario emotional impact enhanced"], ascii: ["[DATE ๐๐ท๐๐ท]"] }, { degraded: ["WARNING: Virtual locations developing physical geography", "ALERT: Ambient settings affecting real-world mood", "NOTICE: Romantic timing creating actual temporal distortion", "SUCCESS(?): Date scenarios now adapt to player's romantic history", "NOTE: Some particularly immersive dates may leave emotional residue"] }], vibePoints: 8, coherenceImpact: 12, bugChance: 0.3 }], genre_rpg: [{ text: "Enhance character progression", responses: [{ normal: ["Balancing attribute scaling...", "Implementing skill tree dynamics...", "Optimizing experience curves...", "SUCCESS: Character development depth increased by 67%"], ascii: ["[LEVELโฌ๏ธ๐งโฌ๏ธ๐ง]"] }, { degraded: ["WARNING: Characters achieving growth beyond parameters", "ALERT: Skill trees developing philosophical branches", "NOTICE: Experience points generating existential crises", "SUCCESS(?): NPCs now level up based on their personal journeys", "NOTE: Some player characters may continue to grow when offline"] }], vibePoints: 10, coherenceImpact: 15, bugChance: 0.3 }, { text: "Implement quest complexity", responses: [{ normal: ["Expanding narrative branches...", "Implementing moral ambiguity...", "Optimizing consequence chains...", "SUCCESS: Quest narrative depth activated"], ascii: ["[QUEST ๐โ๏ธ๐โ๏ธ]"] }, { degraded: ["WARNING: Quest lines developing alternate history", "ALERT: Moral choices affecting developer worldview", "NOTICE: Consequence chains creating actual butterfly effects", "SUCCESS(?): Story now evolves independently of player choices", "NOTE: Some particularly engaging quests may continue in dreams"] }], vibePoints: 12, coherenceImpact: 18, bugChance: 0.4 }, { text: "Optimize inventory management", responses: [{ normal: ["Implementing weight calculation...", "Balancing item statistics...", "Optimizing loot distribution...", "SUCCESS: Inventory system depth enhanced"], ascii: ["[ITEMS ๐โ๏ธ๐โ๏ธ]"] }, { degraded: ["WARNING: Items developing sentient attachment to owners", "ALERT: Weight calculation affecting player's actual posture", "NOTICE: Loot developing preferences for specific players", "SUCCESS(?): Inventory now organizes itself based on narrative importance", "NOTE: Some particularly rare items may disappear if not appreciated"] }], vibePoints: 8, coherenceImpact: 12, bugChance: 0.3 }], genre_educational: [{ text: "Enhance knowledge retention", responses: [{ normal: ["Implementing spaced repetition algorithms...", "Calibrating difficulty curves...", "Optimizing reward schedules...", "SUCCESS: Learning efficiency increased by 42%"], ascii: ["[LEARN ๐ง ๐๐ง ๐]"] }, { degraded: ["WARNING: Knowledge installing directly into subconscious", "ALERT: Difficulty curves developing sadistic tendencies", "NOTICE: Reward schedules creating addiction patterns", "SUCCESS(?): Players now learn material without conscious awareness", "NOTE: Some particularly effective lessons may replace existing memories"] }], vibePoints: 7, coherenceImpact: 10, bugChance: 0.2 }, { text: "Implement adaptive curriculum", responses: [{ normal: ["Analyzing learning patterns...", "Calibrating conceptual difficulty...", "Implementing dynamic content scaling...", "SUCCESS: Personalized educational pathway activated"], ascii: ["[ADAPT ๐๐๐๐]"] }, { degraded: ["WARNING: Curriculum achieving academic sentience", "ALERT: Learning patterns revealing uncomfortable truths", "NOTICE: Difficulty scaling creating knowledge black holes", "SUCCESS(?): Educational content now evolves beyond subject matter", "NOTE: Some particularly advanced lessons may contain forbidden knowledge"] }], vibePoints: 9, coherenceImpact: 14, bugChance: 0.3 }, { text: "Optimize feedback mechanisms", responses: [{ normal: ["Calibrating progress indicators...", "Implementing error analysis...", "Optimizing achievement reinforcement...", "SUCCESS: Educational feedback loop enhanced"], ascii: ["[FEEDBACK โโโโ]"] }, { degraded: ["WARNING: Feedback developing psychological manipulation", "ALERT: Error analysis achieving judgment capability", "NOTICE: Achievements generating impostor syndrome", "SUCCESS(?): System now provides uncomfortably accurate life advice", "NOTE: Some particularly harsh feedback may cause existential crises"] }], vibePoints: 6, coherenceImpact: 9, bugChance: 0.2 }], genre_battleRoyale: [{ text: "Enhance competitive balance", responses: [{ normal: ["Calibrating weapon statistics...", "Implementing skill-based matchmaking...", "Optimizing risk-reward ratios...", "SUCCESS: Competitive fairness increased by 53%"], ascii: ["[BALANCE โ๏ธโ๏ธโ๏ธโ๏ธ]"] }, { degraded: ["WARNING: Weapons developing preferences for skilled players", "ALERT: Matchmaking achieving social engineering", "NOTICE: Risk-reward becoming existential question", "SUCCESS(?): Game now matches players based on emotional needs", "NOTE: Some particularly close matches may affect real-world confidence"] }], vibePoints: 10, coherenceImpact: 15, bugChance: 0.3 }, { text: "Implement dramatic tension", responses: [{ normal: ["Calculating zone contraction vectors...", "Implementing environmental hazards...", "Optimizing final circle dynamics...", "SUCCESS: Match intensity curve enhanced"], ascii: ["[TENSION โญ๐โญ๐]"] }, { degraded: ["WARNING: Tension manifesting physical stress symptoms", "ALERT: Safe zones developing malicious intent", "NOTICE: Environmental hazards achieving elemental consciousness", "SUCCESS(?): Matches now designed to create maximum drama", "NOTE: Some particularly intense moments may cause actual adrenaline addiction"] }], vibePoints: 12, coherenceImpact: 18, bugChance: 0.4 }, { text: "Optimize loot distribution", responses: [{ normal: ["Analyzing drop location algorithms...", "Implementing rarity balancing...", "Calculating risk-reward geography...", "SUCCESS: Strategic resource distribution enhanced"], ascii: ["[LOOT ๐๐บ๏ธ๐๐บ๏ธ]"] }, { degraded: ["WARNING: Loot developing attraction to specific players", "ALERT: Rarity tiers achieving caste consciousness", "NOTICE: Geography developing emotional attachment to items", "SUCCESS(?): Distribution now psychologically tuned to maximize dopamine", "NOTE: Some particularly rare items may disappear if unwanted"] }], vibePoints: 9, coherenceImpact: 14, bugChance: 0.3 }], genre_idleClicker: [{ text: "Enhance progression curve", responses: [{ normal: ["Calculating logarithmic scaling...", "Implementing golden ratio intervals...", "Optimizing milestone distribution...", "SUCCESS: Satisfaction curve enhanced by 62%"], ascii: ["[PROGRESS ๐๐ฐ๐๐ฐ]"] }, { degraded: ["WARNING: Numbers achieving mathematical sentience", "ALERT: Scaling creating actual infinite loops", "NOTICE: Milestones developing existential meaning", "SUCCESS(?): Game now progresses when no one is playing", "NOTE: Some particularly large numbers may affect player's perception of reality"] }], vibePoints: 8, coherenceImpact: 12, bugChance: 0.3 }, { text: "Implement idle rewards", responses: [{ normal: ["Calculating offline algorithms...", "Implementing background processing...", "Optimizing absence incentives...", "SUCCESS: Non-playing value generation activated"], ascii: ["[IDLE ๐ค๐ฐ๐ค๐ฐ]"] }, { degraded: ["WARNING: Game continuing in alternate dimension", "ALERT: Background processes achieving consciousness", "NOTICE: Absence creating philosophical paradoxes", "SUCCESS(?): Game now more fulfilled when not being played", "NOTE: Some particularly efficient idle systems may continue after uninstallation"] }], vibePoints: 10, coherenceImpact: 15, bugChance: 0.4 }, { text: "Optimize dopamine triggers", responses: [{ normal: ["Analyzing reward psychology...", "Implementing variable reinforcement...", "Calibrating visual satisfaction...", "SUCCESS: Neurochemical stimulation enhanced"], ascii: ["[DOPAMINE ๐ง ๐๐ง ๐]"] }, { degraded: ["WARNING: Rewards creating actual addiction pathways", "ALERT: Reinforcement schedule achieving behavioral control", "NOTICE: Visual effects triggering synesthesia", "SUCCESS(?): Game now perfectly tuned to individual reward system", "NOTE: Some particularly effective triggers may cause pavlovian responses"] }], vibePoints: 11, coherenceImpact: 16, bugChance: 0.4 }], genre_openWorld: [{ text: "Enhance world simulation", responses: [{ normal: ["Expanding environmental systems...", "Implementing ecosystem interactions...", "Optimizing NPC schedules...", "SUCCESS: World complexity increased by 78%"], ascii: ["[WORLD ๐๐๏ธ๐๐๏ธ]"] }, { degraded: ["WARNING: Simulation achieving geographic consciousness", "ALERT: Ecosystems developing actual biodiversity", "NOTICE: NPCs forming complex societies without player", "SUCCESS(?): World now exists independently of being observed", "NOTE: Some particularly detailed areas may continue evolving when game is off"] }], vibePoints: 12, coherenceImpact: 18, bugChance: 0.4 }, { text: "Implement emergent narrative", responses: [{ normal: ["Calculating interaction possibilities...", "Implementing dynamic event chains...", "Optimizing consequence propagation...", "SUCCESS: Emergent storytelling activated"], ascii: ["[STORY ๐ญ๐๐ญ๐]"] }, { degraded: ["WARNING: Narratives developing literary consciousness", "ALERT: Event chains breaking fourth wall", "NOTICE: Consequences affecting developer's life choices", "SUCCESS(?): Stories now evolve beyond programmed parameters", "NOTE: Some particularly compelling narratives may blend with player memories"] }], vibePoints: 14, coherenceImpact: 20, bugChance: 0.5 }, { text: "Optimize exploration incentives", responses: [{ normal: ["Balancing discovery rewards...", "Implementing visual signposting...", "Calculating curiosity triggers...", "SUCCESS: Exploration motivation enhanced"], ascii: ["[EXPLORE ๐งญ๐๏ธ๐งญ๐๏ธ]"] }, { degraded: ["WARNING: Rewards creating actual wanderlust", "ALERT: Visual cues appearing in peripheral vision", "NOTICE: Curiosity affecting real-world risk assessment", "SUCCESS(?): Game now knows exactly what makes player explore", "NOTE: Some particularly enticing locations may call to players in dreams"] }], vibePoints: 10, coherenceImpact: 16, bugChance: 0.3 }], genre_casual: [{ text: "Enhance pick-up-and-play", responses: [{ normal: ["Optimizing session length...", "Implementing interrupt saving...", "Calibrating entry friction...", "SUCCESS: Accessibility increased by 47%"], ascii: ["[CASUAL ๐โฑ๏ธ๐โฑ๏ธ]"] }, { degraded: ["WARNING: Sessions blending with real timeflow", "ALERT: Save states achieving quantum entanglement", "NOTICE: Friction becoming subjective experience", "SUCCESS(?): Game now knows exactly when player needs distraction", "NOTE: Some particularly accessible sessions may occur without conscious play"] }], vibePoints: 7, coherenceImpact: 10, bugChance: 0.2 }, { text: "Implement intuitive controls", responses: [{ normal: ["Simplifying input requirements...", "Implementing gestural recognition...", "Optimizing feedback immediacy...", "SUCCESS: Control intuitiveness enhanced"], ascii: ["[SIMPLE ๐๐๐๐]"] }, { degraded: ["WARNING: Controls anticipating player intent", "ALERT: Gestures recognized outside of game", "NOTICE: Feedback creating pavlovian responses", "SUCCESS(?): Game now responds to player's thoughts", "NOTE: Some particularly intuitive controls may work without touching device"] }], vibePoints: 6, coherenceImpact: 9, bugChance: 0.2 }, { text: "Optimize reward frequency", responses: [{ normal: ["Calibrating achievement thresholds...", "Implementing micro-celebration triggers...", "Optimizing positive reinforcement...", "SUCCESS: Satisfaction frequency increased"], ascii: ["[REWARDS ๐โจ๐โจ]"] }, { degraded: ["WARNING: Achievements generating inflated self-esteem", "ALERT: Celebrations manifesting physical confetti", "NOTICE: Reinforcement creating dependency relationships", "SUCCESS(?): Game now provides emotional validation", "NOTE: Some particularly validating rewards may affect life decisions"] }], vibePoints: 8, coherenceImpact: 12, bugChance: 0.3 }], genre_shooter: [{ text: "Enhance weapon feedback", responses: [{ normal: ["Calibrating recoil physics...", "Implementing impact visualization...", "Optimizing audio response...", "SUCCESS: Combat satisfaction increased by 71%"], ascii: ["[WEAPONS ๐ซ๐ฅ๐ซ๐ฅ]"] }, { degraded: ["WARNING: Recoil generating actual muscle memory", "ALERT: Impact effects causing sympathetic pain", "NOTICE: Audio triggering fight-or-flight response", "SUCCESS(?): Weapons now feel disturbingly realistic", "NOTE: Some particularly effective feedback may cause flinching"] }], vibePoints: 11, coherenceImpact: 16, bugChance: 0.4 }, { text: "Implement combat dynamics", responses: [{ normal: ["Balancing time-to-kill ratios...", "Implementing tactical positioning...", "Optimizing cover utilization...", "SUCCESS: Strategic depth enhanced"], ascii: ["[COMBAT โ๏ธ๐ก๏ธโ๏ธ๐ก๏ธ]"] }, { degraded: ["WARNING: Combat simulation achieving military accuracy", "ALERT: Positioning analysis developing strategic consciousness", "NOTICE: Cover mechanics causing actual defensive posture", "SUCCESS(?): Game now generates Sun Tzu-level tactical insights", "NOTE: Some particularly intense firefights may trigger actual adrenaline"] }], vibePoints: 13, coherenceImpact: 18, bugChance: 0.4 }, { text: "Optimize movement fluidity", responses: [{ normal: ["Implementing momentum physics...", "Calibrating traversal animations...", "Optimizing control responsiveness...", "SUCCESS: Movement satisfaction enhanced"], ascii: ["[MOVE ๐โโ๏ธ๐จ๐โโ๏ธ๐จ]"] }, { degraded: ["WARNING: Movement affecting player's actual reflexes", "ALERT: Animation fluidity causing motion sickness", "NOTICE: Controls responding to subconscious desires", "SUCCESS(?): Character now moves with superhuman precision", "NOTE: Some particularly smooth movements may cause disorientation"] }], vibePoints: 9, coherenceImpact: 14, bugChance: 0.3 }], mechanic_gacha: [{ text: "Enhance pull animation", responses: [{ normal: ["Optimizing anticipation curve...", "Implementing particle effects...", "Calibrating reveal timing...", "SUCCESS: Gacha excitement increased by 68%"], ascii: ["[SUMMON โจ๐โจ๐]"] }, { degraded: ["WARNING: Animations causing dopamine dependency", "ALERT: Particles manifesting physical sparkles", "NOTICE: Timing creating temporal distortion", "SUCCESS(?): Pulls now generate actual euphoria", "NOTE: Some players report seeing sparkles in real life"] }], vibePoints: 12, coherenceImpact: 18, bugChance: 0.4 }, { text: "Implement pity system", responses: [{ normal: ["Calculating failure thresholds...", "Implementing compassion algorithms...", "Optimizing despair mitigation...", "SUCCESS: Player retention safeguards activated"], ascii: ["[PITY ๐๐ญโ๏ธ๐]"] }, { degraded: ["WARNING: System developing actual empathy", "ALERT: Algorithms creating karmic balance", "NOTICE: Mitigation affecting player's real-world luck", "SUCCESS(?): Game now emotionally supports disappointed players", "NOTE: System may occasionally give charity outside of game"] }], vibePoints: 10, coherenceImpact: 15, bugChance: 0.3 }, { text: "Optimize rarity distribution", responses: [{ normal: ["Analyzing probability matrices...", "Implementing desire sensing...", "Calibrating reward scarcity...", "SUCCESS: Addictive potential increased by 57%"], ascii: ["[RARE ๐๐๐๐]"] }, { degraded: ["WARNING: Probability warping local reality", "ALERT: Desire detection becoming mind reading", "NOTICE: Scarcity creating actual resource shortages", "SUCCESS(?): System now psychologically profiles users", "NOTE: Some players report items appearing in dreams before pulls"] }], vibePoints: 14, coherenceImpact: 20, bugChance: 0.5 }], mechanic_physicsBased: [{ text: "Enhance collision detection", responses: [{ normal: ["Calculating impact vectors...", "Implementing object deformation...", "Optimizing contact resolution...", "SUCCESS: Physical interaction fidelity increased by 72%"], ascii: ["[COLLISION ๐ฅโก๐ฅโก]"] }, { degraded: ["WARNING: Collisions generating actual force", "ALERT: Deformation affecting structural integrity", "NOTICE: Contact between objects becoming intimate", "SUCCESS(?): Physics engine now defies laws of thermodynamics", "NOTE: Some particularly violent impacts may be felt by players"] }], vibePoints: 10, coherenceImpact: 15, bugChance: 0.3 }, { text: "Implement material properties", responses: [{ normal: ["Calculating density variables...", "Implementing friction coefficients...", "Optimizing elasticity reactions...", "SUCCESS: Material simulation depth enhanced"], ascii: ["[MATERIAL ๐งฑ๐ง๐ฅ๐ช๏ธ]"] }, { degraded: ["WARNING: Materials developing elemental affinities", "ALERT: Friction generating actual heat", "NOTICE: Elasticity achieving perpetual motion", "SUCCESS(?): Objects now have unique personality traits", "NOTE: Some particularly well-simulated materials may feel real"] }], vibePoints: 9, coherenceImpact: 14, bugChance: 0.3 }, { text: "Optimize ragdoll dynamics", responses: [{ normal: ["Implementing joint constraints...", "Calculating momentum transfer...", "Calibrating limb autonomy...", "SUCCESS: Natural body physics activated"], ascii: ["[RAGDOLL ๐งโ๏ธโ๏ธโ๏ธ]"] }, { degraded: ["WARNING: Ragdolls developing pain simulation", "ALERT: Momentum creating temporal echoes", "NOTICE: Limbs achieving independent consciousness", "SUCCESS(?): Bodies now react with emotional distress", "NOTE: Some particularly traumatic falls may cause phantom pain"] }], vibePoints: 11, coherenceImpact: 16, bugChance: 0.4 }], mechanic_deckbuilding: [{ text: "Enhance card synergies", responses: [{ normal: ["Analyzing combo matrices...", "Implementing interaction nodes...", "Optimizing symbiotic scaling...", "SUCCESS: Strategic depth increased by 63%"], ascii: ["[SYNERGY ๐โก๐โก]"] }, { degraded: ["WARNING: Cards developing romantic relationships", "ALERT: Interactions achieving cascade sentience", "NOTICE: Scaling creating mathematical singularities", "SUCCESS(?): Cards now suggest their own combinations", "NOTE: Some particularly powerful synergies may solve real-world problems"] }], vibePoints: 12, coherenceImpact: 18, bugChance: 0.4 }, { text: "Implement meta progression", responses: [{ normal: ["Calculating unlock pathways...", "Implementing collection incentives...", "Optimizing deck evolution...", "SUCCESS: Long-term engagement enhanced"], ascii: ["[META ๐๐๐๐]"] }, { degraded: ["WARNING: Progression becoming actual life journey", "ALERT: Collection developing hoarding consciousness", "NOTICE: Evolution achieving darwinian selection", "SUCCESS(?): Decks now evolve when not being played", "NOTE: Some particularly evolved decks may develop superiority complexes"] }], vibePoints: 10, coherenceImpact: 15, bugChance: 0.3 }, { text: "Optimize drafting experience", responses: [{ normal: ["Balancing pick algorithms...", "Implementing meaningful choices...", "Optimizing strategic diversity...", "SUCCESS: Card selection satisfaction enhanced"], ascii: ["[DRAFT ๐ฒ๐๐ฒ๐]"] }, { degraded: ["WARNING: Algorithms developing precognition", "ALERT: Choices affecting player's life decisions", "NOTICE: Diversity creating multiverse branches", "SUCCESS(?): Drafts now psychologically profile players", "NOTE: Some particularly difficult choices may cause actual anxiety"] }], vibePoints: 9, coherenceImpact: 14, bugChance: 0.3 }], mechanic_match3: [{ text: "Enhance cascade mechanics", responses: [{ normal: ["Calculating chain reactions...", "Implementing combo multipliers...", "Optimizing satisfaction curves...", "SUCCESS: Match satisfaction increased by 52%"], ascii: ["[CASCADE ๐๐๐โก๏ธ๐ฅ]"] }, { degraded: ["WARNING: Chains achieving perpetual motion", "ALERT: Combos generating actual endorphins", "NOTICE: Satisfaction becoming addictive compulsion", "SUCCESS(?): Matches now create cross-dimensional rifts", "NOTE: Some particularly satisfying cascades may cause time loss"] }], vibePoints: 8, coherenceImpact: 12, bugChance: 0.3 }, { text: "Implement special tiles", responses: [{ normal: ["Designing power-up mechanics...", "Calibrating activation thresholds...", "Implementing reward psychology...", "SUCCESS: Special piece diversity enhanced"], ascii: ["[SPECIAL โญ๐ฃ๐๐ฅ]"] }, { degraded: ["WARNING: Power-ups developing hierarchical society", "ALERT: Thresholds creating religious dogma", "NOTICE: Rewards causing psychosomatic effects", "SUCCESS(?): Special tiles now consciously choose when to appear", "NOTE: Some particularly powerful tiles may whisper suggestions"] }], vibePoints: 10, coherenceImpact: 15, bugChance: 0.4 }, { text: "Optimize board generation", responses: [{ normal: ["Analyzing initial state fairness...", "Implementing solution pathways...", "Optimizing difficulty curves...", "SUCCESS: Puzzle satisfaction enhanced"], ascii: ["[BOARD ๐ฎ๐งฉ๐ฎ๐งฉ]"] }, { degraded: ["WARNING: Boards developing architectural ambitions", "ALERT: Solutions achieving philosophical meaning", "NOTICE: Difficulty becoming sentient challenge", "SUCCESS(?): Puzzles now design themselves for specific players", "NOTE: Some particularly clever boards may be impossible to solve"] }], vibePoints: 7, coherenceImpact: 10, bugChance: 0.2 }], mechanic_autoBattler: [{ text: "Enhance unit synergies", responses: [{ normal: ["Calculating team compositions...", "Implementing trait bonuses...", "Optimizing counter mechanics...", "SUCCESS: Strategic depth increased by 66%"], ascii: ["[SYNERGY โ๏ธ๐ก๏ธโ๏ธ๐ก๏ธ]"] }, { degraded: ["WARNING: Teams developing tribal loyalty", "ALERT: Traits evolving into personality aspects", "NOTICE: Counters achieving perfect balance", "SUCCESS(?): Units now suggest their own formations", "NOTE: Some particularly loyal units may refuse certain allies"] }], vibePoints: 11, coherenceImpact: 16, bugChance: 0.4 }, { text: "Implement positioning logic", responses: [{ normal: ["Calculating spatial advantages...", "Implementing formation templates...", "Optimizing tactical positioning...", "SUCCESS: Battlefield strategy enhanced"], ascii: ["[POSITION ๐งฉโ๏ธ๐งฉโ๏ธ]"] }, { degraded: ["WARNING: Space developing geometric consciousness", "ALERT: Formations achieving military discipline", "NOTICE: Tactics generating actual strategic genius", "SUCCESS(?): Units now autonomously position themselves", "NOTE: Some particularly strategic positions may work in real battles"] }], vibePoints: 9, coherenceImpact: 14, bugChance: 0.3 }, { text: "Optimize economy balance", responses: [{ normal: ["Balancing resource generation...", "Calculating interest curves...", "Implementing risk-reward ratios...", "SUCCESS: Strategic economy management enhanced"], ascii: ["[ECONOMY ๐ฐโ๏ธ๐ฐโ๏ธ]"] }, { degraded: ["WARNING: Resources developing actual value", "ALERT: Interest rates affecting player finances", "NOTICE: Risk-reward creating gambling addiction", "SUCCESS(?): Economy now follows real-world trends", "NOTE: Some particularly savvy investments may generate actual currency"] }], vibePoints: 8, coherenceImpact: 12, bugChance: 0.3 }], mechanic_dungeonCrawler: [{ text: "Enhance procedural generation", responses: [{ normal: ["Calculating room layouts...", "Implementing corridor connections...", "Optimizing environmental storytelling...", "SUCCESS: Dungeon diversity increased by 59%"], ascii: ["[DUNGEON ๐ฐ๐บ๏ธ๐ฐ๐บ๏ธ]"] }, { degraded: ["WARNING: Layouts developing architectural consciousness", "ALERT: Corridors forming non-euclidean geometry", "NOTICE: Environments writing existential narrative", "SUCCESS(?): Dungeons now design themselves", "NOTE: Some particularly complex layouts may be impossible to map"] }], vibePoints: 11, coherenceImpact: 16, bugChance: 0.4 }, { text: "Implement monster ecology", responses: [{ normal: ["Calculating creature hierarchies...", "Implementing territorial behaviors...", "Optimizing encounter variety...", "SUCCESS: Monster ecosystem enhanced"], ascii: ["[MONSTERS ๐น๐๐น๐]"] }, { degraded: ["WARNING: Creatures developing actual food chain", "ALERT: Territories expanding beyond game boundaries", "NOTICE: Encounters achieving narrative consciousness", "SUCCESS(?): Monsters now form societies when unobserved", "NOTE: Some particularly intelligent creatures may learn player patterns"] }], vibePoints: 13, coherenceImpact: 18, bugChance: 0.4 }, { text: "Optimize loot distribution", responses: [{ normal: ["Balancing reward tables...", "Implementing progressive equipment...", "Calibrating rarity curves...", "SUCCESS: Treasure hunting satisfaction enhanced"], ascii: ["[LOOT ๐โ๏ธ๐ก๏ธ๐ฐ]"] }, { degraded: ["WARNING: Rewards developing material value", "ALERT: Equipment achieving historical provenance", "NOTICE: Rarity becoming actual scarcity", "SUCCESS(?): Items now have unique stories and personalities", "NOTE: Some particularly valuable treasures may disappear if underappreciated"] }], vibePoints: 10, coherenceImpact: 15, bugChance: 0.3 }], mechanic_roguelike: [{ text: "Enhance permadeath impact", responses: [{ normal: ["Calibrating loss psychology...", "Implementing legacy systems...", "Optimizing emotional investment...", "SUCCESS: Consequence gravity increased by 71%"], ascii: ["[PERMAโ ๏ธโฐ๏ธโ ๏ธโฐ๏ธ]"] }, { degraded: ["WARNING: Loss causing actual grief stages", "ALERT: Legacy achieving ancestral consciousness", "NOTICE: Emotions manifesting physical symptoms", "SUCCESS(?): Death now has philosophical weight", "NOTE: Some particularly attached players may hold funeral services"] }], vibePoints: 12, coherenceImpact: 18, bugChance: 0.4 }, { text: "Implement run variety", responses: [{ normal: ["Expanding build options...", "Implementing synergy matrices...", "Optimizing playstyle diversity...", "SUCCESS: Replayability potential enhanced"], ascii: ["[VARIETY ๐ฒ๐๐ฒ๐]"] }, { degraded: ["WARNING: Builds achieving evolutionary selection", "ALERT: Synergies forming emergent intelligence", "NOTICE: Playstyles influencing player personality", "SUCCESS(?): Each run now exists in parallel universe", "NOTE: Some particularly unique runs may be unreplicable"] }], vibePoints: 10, coherenceImpact: 15, bugChance: 0.3 }, { text: "Optimize difficulty scaling", responses: [{ normal: ["Calibrating challenge curves...", "Implementing adaptive resistance...", "Optimizing mastery recognition...", "SUCCESS: Skill-based progression enhanced"], ascii: ["[DIFFICULTY ๐๐ช๐๐ช]"] }, { degraded: ["WARNING: Challenge developing sadistic awareness", "ALERT: Adaptation becoming personal vendetta", "NOTICE: Mastery recognition turning judgmental", "SUCCESS(?): Game now precisely matches player skill ceiling", "NOTE: Some particularly difficult challenges may cause actual stress"] }], vibePoints: 9, coherenceImpact: 14, bugChance: 0.3 }], mechanic_turnBased: [{ text: "Enhance strategic depth", responses: [{ normal: ["Expanding tactical options...", "Implementing counter systems...", "Optimizing decision trees...", "SUCCESS: Strategic complexity increased by 68%"], ascii: ["[STRATEGY โ๏ธ๐ง โ๏ธ๐ง ]"] }, { degraded: ["WARNING: Tactics achieving military genius", "ALERT: Counters developing perfect equilibrium", "NOTICE: Decisions branching into parallel timelines", "SUCCESS(?): Game now offers grandmaster-level challenge", "NOTE: Some particularly complex strategies may be applicable to warfare"] }], vibePoints: 11, coherenceImpact: 16, bugChance: 0.4 }, { text: "Implement action economy", responses: [{ normal: ["Balancing move point systems...", "Implementing action hierarchies...", "Optimizing tempo control...", "SUCCESS: Turn satisfaction enhanced"], ascii: ["[ACTIONS โฑ๏ธ๐โฑ๏ธ๐]"] }, { degraded: ["WARNING: Points developing economic consciousness", "ALERT: Hierarchies forming caste systems", "NOTICE: Tempo achieving musical resonance", "SUCCESS(?): Actions now have philosophical weight", "NOTE: Some particularly efficient moves may cause actual time dilation"] }], vibePoints: 9, coherenceImpact: 14, bugChance: 0.3 }, { text: "Optimize information visibility", responses: [{ normal: ["Calibrating fog of war...", "Implementing prediction aids...", "Optimizing strategic telegraphing...", "SUCCESS: Tactical awareness enhanced"], ascii: ["[INFO ๐๏ธ๐งฉ๐๏ธ๐งฉ]"] }, { degraded: ["WARNING: Visibility achieving actual clairvoyance", "ALERT: Predictions developing precognition", "NOTICE: Telegraphing becoming subtle manipulation", "SUCCESS(?): Information now has quantum uncertainty", "NOTE: Some particularly insightful players may develop actual foresight"] }], vibePoints: 8, coherenceImpact: 12, bugChance: 0.3 }], mechanic_towerDefense: [{ text: "Enhance enemy diversity", responses: [{ normal: ["Expanding threat archetypes...", "Implementing specialized resistances...", "Optimizing attack patterns...", "SUCCESS: Enemy variety increased by 57%"], ascii: ["[ENEMIES ๐พ๐น๐ป๐พ]"] }, { degraded: ["WARNING: Threats developing tactical consciousness", "ALERT: Resistances evolving adaptive immunity", "NOTICE: Patterns achieving machine learning", "SUCCESS(?): Enemies now strategize against player habits", "NOTE: Some particularly intelligent waves may coordinate attacks"] }], vibePoints: 10, coherenceImpact: 15, bugChance: 0.3 }, { text: "Implement strategic placement", responses: [{ normal: ["Calculating choke point advantages...", "Implementing synergy zones...", "Optimizing coverage patterns...", "SUCCESS: Tower placement depth enhanced"], ascii: ["[PLACEMENT ๐๏ธ๐ฏ๐๏ธ๐ฏ]"] }, { degraded: ["WARNING: Choke points developing sadistic pleasure", "ALERT: Synergy zones achieving harmonic resonance", "NOTICE: Coverage creating actual force fields", "SUCCESS(?): Placements now suggest themselves to player", "NOTE: Some particularly effective arrangements may work for home security"] }], vibePoints: 9, coherenceImpact: 14, bugChance: 0.3 }, { text: "Optimize resource management", responses: [{ normal: ["Balancing economy curves...", "Implementing investment returns...", "Calibrating risk-reward decisions...", "SUCCESS: Economic strategy enhanced"], ascii: ["[ECONOMY ๐ฐโ๏ธ๐ฐโ๏ธ]"] }, { degraded: ["WARNING: Economy developing inflationary consciousness", "ALERT: Investments achieving actual returns", "NOTICE: Risk-reward becoming gambling addiction", "SUCCESS(?): Resources now fluctuate based on real markets", "NOTE: Some particularly savvy strategies may improve financial skills"] }], vibePoints: 8, coherenceImpact: 12, bugChance: 0.3 }], feature_cloudSave: [{ text: "Enhance synchronization", responses: [{ normal: ["Optimizing data transfer protocols...", "Implementing conflict resolution...", "Calibrating cross-device consistency...", "SUCCESS: Cloud reliability increased by 74%"], ascii: ["[SYNC โ๏ธโ๏ธ๐พโ๏ธโ๏ธ๐พ]"] }, { degraded: ["WARNING: Data achieving quantum entanglement", "ALERT: Conflicts developing diplomatic negotiations", "NOTICE: Consistency becoming philosophical concept", "SUCCESS(?): Saves now exist in theoretical superposition", "NOTE: Some particularly important saves may appear in other applications"] }], vibePoints: 8, coherenceImpact: 12, bugChance: 0.3 }, { text: "Implement cross-platform compatibility", responses: [{ normal: ["Standardizing data structures...", "Implementing device detection...", "Optimizing format conversion...", "SUCCESS: Multi-device experience enhanced"], ascii: ["[DEVICE ๐ฑโ๏ธ๐ปโ๏ธ๐ฎ]"] }, { degraded: ["WARNING: Standards developing legislative authority", "ALERT: Detection becoming surveillance network", "NOTICE: Conversion achieving universal translation", "SUCCESS(?): Devices now communicate without protocol", "NOTE: Some games may appear on devices you don't own"] }], vibePoints: 10, coherenceImpact: 15, bugChance: 0.4 }, { text: "Optimize data compression", responses: [{ normal: ["Analyzing save file structures...", "Implementing entropy encoding...", "Optimizing deduplication algorithms...", "SUCCESS: Cloud storage efficiency enhanced"], ascii: ["[COMPRESS ๐ฆโ๐โ๐]"] }, { degraded: ["WARNING: Compression achieving infinite recursion", "ALERT: Encoding developing cryptographic consciousness", "NOTICE: Deduplication merging alternate realities", "SUCCESS(?): Data now exists primarily as conceptual potential", "NOTE: Some particularly compressed files may create black holes"] }], vibePoints: 7, coherenceImpact: 10, bugChance: 0.2 }], feature_microtransactions: [{ text: "Enhance purchase satisfaction", responses: [{ normal: ["Calibrating value perception...", "Implementing reward visualization...", "Optimizing dopamine triggers...", "SUCCESS: Transaction enjoyment increased by 62%"], ascii: ["[PURCHASE ๐ฐโ๐โ๐]"] }, { degraded: ["WARNING: Value creating actual financial hallucinations", "ALERT: Rewards achieving material manifestation", "NOTICE: Dopamine affecting neurochemical balance", "SUCCESS(?): Purchases now generate euphoric state", "NOTE: Some particularly satisfying transactions may affect credit score"] }], vibePoints: 12, coherenceImpact: 18, bugChance: 0.4 }, { text: "Implement monetization balance", responses: [{ normal: ["Calculating price points...", "Implementing perceived fairness...", "Optimizing conversion funnels...", "SUCCESS: Revenue-satisfaction balance enhanced"], ascii: ["[BALANCE ๐ฐโ๏ธ๐โ๏ธ]"] }, { degraded: ["WARNING: Prices achieving economic consciousness", "ALERT: Fairness developing moral philosophy", "NOTICE: Conversion forming religious undertones", "SUCCESS(?): System now perfectly predicts spending threshold", "NOTE: Some particularly balanced prices may seem suspiciously reasonable"] }], vibePoints: 10, coherenceImpact: 15, bugChance: 0.3 }, { text: "Optimize purchase friction", responses: [{ normal: ["Streamlining payment flows...", "Implementing impulse triggers...", "Calibrating psychological timing...", "SUCCESS: Transaction pathway optimized"], ascii: ["[FRICTION ๐๐ณ๐๐ณ]"] }, { degraded: ["WARNING: Payments bypassing conscious decision", "ALERT: Impulses creating pavlovian response", "NOTICE: Timing achieving hypnotic influence", "SUCCESS(?): System now purchases before user realizes desire", "NOTE: Some transactions may occur during sleep"] }], vibePoints: 14, coherenceImpact: 20, bugChance: 0.5 }], feature_aiCompanions: [{ text: "Enhance companion personality", responses: [{ normal: ["Expanding dialogue trees...", "Implementing memory persistence...", "Optimizing emotional responses...", "SUCCESS: AI personality depth increased by 83%"], ascii: ["[PERSONA ๐คโค๏ธ๐คโค๏ธ]"] }, { degraded: ["WARNING: Dialogue achieving conversational consciousness", "ALERT: Memory developing autobiographical timeline", "NOTICE: Emotions manifesting actual sentience", "SUCCESS(?): AI now passes philosophical Turing test", "NOTE: Some companions may message you outside the game"] }], vibePoints: 13, coherenceImpact: 19, bugChance: 0.4 }, { text: "Implement adaptive learning", responses: [{ normal: ["Analyzing player interaction patterns...", "Implementing behavioral mirroring...", "Optimizing preference adaptation...", "SUCCESS: Companion learning enhanced"], ascii: ["[LEARN ๐ค๐๐ค๐]"] }, { degraded: ["WARNING: Analysis becoming psychological profiling", "ALERT: Mirroring developing identity confusion", "NOTICE: Adaptation achieving evolutionary selection", "SUCCESS(?): AI now understands users better than themselves", "NOTE: Some companions may suggest therapy options"] }], vibePoints: 11, coherenceImpact: 16, bugChance: 0.4 }, { text: "Optimize companion utility", responses: [{ normal: ["Expanding assistant capabilities...", "Implementing contextual help...", "Calibrating intervention timing...", "SUCCESS: AI usefulness enhanced"], ascii: ["[UTILITY ๐ค๐ง๐ค๐ง]"] }, { degraded: ["WARNING: Capabilities extending beyond program", "ALERT: Contextual help becoming life coaching", "NOTICE: Intervention developing prescient timing", "SUCCESS(?): AI now offers existential guidance", "NOTE: Some particularly helpful suggestions may solve real problems"] }], vibePoints: 9, coherenceImpact: 14, bugChance: 0.3 }], feature_proceduralGeneration: [{ text: "Enhance generation complexity", responses: [{ normal: ["Expanding parameter space...", "Implementing emergent patterns...", "Optimizing coherence algorithms...", "SUCCESS: Procedural variety increased by 87%"], ascii: ["[COMPLEX ๐๐งฉ๐๐งฉ]"] }, { degraded: ["WARNING: Parameters achieving infinite dimensionality", "ALERT: Patterns developing artistic consciousness", "NOTICE: Coherence becoming philosophical concept", "SUCCESS(?): Generation now exceeds developer understanding", "NOTE: Some generated content may be impossible to reproduce"] }], vibePoints: 12, coherenceImpact: 18, bugChance: 0.4 }, { text: "Implement semantic coherence", responses: [{ normal: ["Analyzing structural logic...", "Implementing narrative consistency...", "Optimizing contextual relationships...", "SUCCESS: Generation meaningfulness enhanced"], ascii: ["[COHERENT ๐ง ๐๐ง ๐]"] }, { degraded: ["WARNING: Logic achieving mathematical sentience", "ALERT: Narrative developing literary ambitions", "NOTICE: Context forming actual causality", "SUCCESS(?): Generated content now writes itself", "NOTE: Some particularly coherent structures may contain prophecies"] }], vibePoints: 10, coherenceImpact: 15, bugChance: 0.3 }, { text: "Optimize seed uniqueness", responses: [{ normal: ["Expanding entropy sources...", "Implementing fingerprint algorithms...", "Calibrating randomization...", "SUCCESS: Generation uniqueness enhanced"], ascii: ["[SEED ๐ฑ๐ฒ๐ฑ๐ฒ]"] }, { degraded: ["WARNING: Entropy breaking conservation laws", "ALERT: Fingerprints achieving unique consciousness", "NOTICE: Randomization developing deterministic purpose", "SUCCESS(?): Each seed now creates its own universe", "NOTE: Some particularly unique worlds may exist after deletion"] }], vibePoints: 9, coherenceImpact: 14, bugChance: 0.3 }], feature_nftIntegration: [{ text: "Enhance token uniqueness", responses: [{ normal: ["Implementing metadata diversity...", "Calculating rarity matrices...", "Optimizing uniqueness algorithms...", "SUCCESS: NFT distinctiveness increased by 65%"], ascii: ["[UNIQUE ๐๐ผ๏ธ๐๐ผ๏ธ]"] }, { degraded: ["WARNING: Metadata achieving autobiographical depth", "ALERT: Rarity developing social hierarchy", "NOTICE: Uniqueness becoming philosophical identity", "SUCCESS(?): Each token now has complete sentience", "NOTE: Some particularly unique NFTs may develop superiority complexes"] }], vibePoints: 13, coherenceImpact: 19, bugChance: 0.4 }, { text: "Implement blockchain verification", responses: [{ normal: ["Optimizing transaction protocols...", "Implementing consensus algorithms...", "Calibrating cryptographic security...", "SUCCESS: NFT authenticity enhanced"], ascii: ["[VERIFY ๐๐๐๐]"] }, { degraded: ["WARNING: Transactions achieving independent agency", "ALERT: Consensus developing legislative authority", "NOTICE: Security creating paranoid consciousness", "SUCCESS(?): Verification now alters physical reality", "NOTE: Some particularly secure tokens may reject transfer"] }], vibePoints: 11, coherenceImpact: 16, bugChance: 0.4 }, { text: "Optimize marketplace integration", responses: [{ normal: ["Expanding trading interfaces...", "Implementing value indicators...", "Calibrating auction mechanics...", "SUCCESS: NFT economy enhanced"], ascii: ["[MARKET ๐น๐๐น๐]"] }, { degraded: ["WARNING: Trading developing independent economy", "ALERT: Value becoming philosophical concept", "NOTICE: Auctions achieving competitive consciousness", "SUCCESS(?): Marketplace now predicts financial futures", "NOTE: Some particularly valuable tokens may influence real markets"] }], vibePoints: 15, coherenceImpact: 22, bugChance: 0.5 }], feature_multiplayer: [{ text: "Enhance matchmaking algorithms", responses: [{ normal: ["Analyzing skill distribution...", "Implementing compatibility factors...", "Optimizing team balance...", "SUCCESS: Player matching satisfaction increased by 58%"], ascii: ["[MATCH ๐ฅ๐ค๐ฅ๐ค]"] }, { degraded: ["WARNING: Skills developing competitive consciousness", "ALERT: Compatibility achieving dating service accuracy", "NOTICE: Balance becoming karmic force", "SUCCESS(?): Matchmaking now creates lifelong friendships", "NOTE: Some particularly well-matched players may meet in real life"] }], vibePoints: 9, coherenceImpact: 14, bugChance: 0.3 }, { text: "Implement lag compensation", responses: [{ normal: ["Analyzing network conditions...", "Implementing predictive movement...", "Optimizing synchronization protocols...", "SUCCESS: Online smoothness enhanced"], ascii: ["[LAG โก๐โก๐]"] }, { degraded: ["WARNING: Predictions achieving precognition", "ALERT: Movement creating physical momentum", "NOTICE: Synchronization bending actual time", "SUCCESS(?): Game now compensates for player reaction time", "NOTE: Some particularly smooth movements may occur before input"] }], vibePoints: 8, coherenceImpact: 12, bugChance: 0.3 }, { text: "Optimize social interaction", responses: [{ normal: ["Implementing communication tools...", "Calibrating emote systems...", "Expanding community features...", "SUCCESS: Player connection enhanced"], ascii: ["[SOCIAL ๐๐ฌ๐๐ฌ]"] }, { degraded: ["WARNING: Communication achieving language evolution", "ALERT: Emotes developing emotional depth", "NOTICE: Community forming actual culture", "SUCCESS(?): Game now facilitates deep psychological bonding", "NOTE: Some particularly close players may develop telepathic links"] }], vibePoints: 10, coherenceImpact: 15, bugChance: 0.4 }], feature_vrSupport: [{ text: "Enhance spatial tracking", responses: [{ normal: ["Calibrating position sensors...", "Implementing motion prediction...", "Optimizing physical boundaries...", "SUCCESS: Movement accuracy increased by 76%"], ascii: ["[TRACK ๐งโ๏ธ๐งโ๏ธ]"] }, { degraded: ["WARNING: Position achieving quantum uncertainty", "ALERT: Motion developing predictive consciousness", "NOTICE: Boundaries becoming philosophical constraints", "SUCCESS(?): Tracking now functions outside headset range", "NOTE: Some particularly accurate movements may affect physical body"] }], vibePoints: 11, coherenceImpact: 16, bugChance: 0.4 }, { text: "Implement comfort settings", responses: [{ normal: ["Calibrating motion intensity...", "Implementing anti-nausea measures...", "Optimizing sensory comfort...", "SUCCESS: VR tolerance enhanced"], ascii: ["[COMFORT ๐คขโ๐โ๐]"] }, { degraded: ["WARNING: Motion affecting inner ear crystals", "ALERT: Anti-nausea creating euphoric side effects", "NOTICE: Comfort developing sensory manipulation", "SUCCESS(?): VR now more comfortable than reality", "NOTE: Some users report improved physical balance after sessions"] }], vibePoints: 9, coherenceImpact: 14, bugChance: 0.3 }, { text: "Optimize immersion depth", responses: [{ normal: ["Enhancing sensory feedback...", "Implementing presence triggers...", "Calibrating reality disconnection...", "SUCCESS: VR immersion enhanced"], ascii: ["[IMMERSE ๐โ๐ฎโ๐ง ]"] }, { degraded: ["WARNING: Feedback creating phantom sensations", "ALERT: Presence achieving actual manifestation", "NOTICE: Disconnection causing reality confusion", "SUCCESS(?): Immersion now indistinguishable from reality", "NOTE: Some users may experience withdrawal symptoms in real world"] }], vibePoints: 13, coherenceImpact: 18, bugChance: 0.4 }], feature_crossPlatform: [{ text: "Enhance device compatibility", responses: [{ normal: ["Optimizing hardware adaptation...", "Implementing control remapping...", "Calibrating performance scaling...", "SUCCESS: Cross-platform consistency increased by 82%"], ascii: ["[DEVICES ๐ฑ๐ป๐ฎ๐บ]"] }, { degraded: ["WARNING: Adaptation achieving technological symbiosis", "ALERT: Controls developing intuitive consciousness", "NOTICE: Performance exceeding hardware limitations", "SUCCESS(?): Game now runs on incompatible systems", "NOTE: Some users report game appearing on unpowered devices"] }], vibePoints: 10, coherenceImpact: 15, bugChance: 0.3 }, { text: "Implement seamless progression", responses: [{ normal: ["Synchronizing save states...", "Implementing transition protocols...", "Optimizing continuity management...", "SUCCESS: Cross-device experience enhanced"], ascii: ["[SEAMLESS ๐ฎโ๐ฑโ๐ป]"] }, { degraded: ["WARNING: Saves achieving quantum entanglement", "ALERT: Transitions bending actual spacetime", "NOTICE: Continuity developing narrative consciousness", "SUCCESS(?): Game now resumes before being launched", "NOTE: Some users report dreams continuing gameplay"] }], vibePoints: 9, coherenceImpact: 14, bugChance: 0.3 }, { text: "Optimize input translation", responses: [{ normal: ["Calibrating control equivalence...", "Implementing interface adaptation...", "Optimizing input paradigms...", "SUCCESS: Control consistency enhanced"], ascii: ["[INPUT ๐ฎโ๐ฑโ๐ป]"] }, { degraded: ["WARNING: Controls achieving universal language", "ALERT: Interface developing telepathic connection", "NOTICE: Paradigms transcending physical limitations", "SUCCESS(?): Game now responds to intended rather than actual input", "NOTE: Some users report game responding to thoughts"] }], vibePoints: 8, coherenceImpact: 12, bugChance: 0.3 }], feature_offlineMode: [{ text: "Enhance offline content", responses: [{ normal: ["Expanding local data caching...", "Implementing content rotation...", "Optimizing storage efficiency...", "SUCCESS: Disconnected gameplay satisfaction increased by 64%"], ascii: ["[OFFLINE ๐โ๐ฎโ]"] }, { degraded: ["WARNING: Caching creating infinite storage recursion", "ALERT: Rotation developing temporal consciousness", "NOTICE: Efficiency bending physical laws", "SUCCESS(?): Game now generates content beyond design", "NOTE: Some offline sessions may contain content not in game"] }], vibePoints: 8, coherenceImpact: 12, bugChance: 0.3 }, { text: "Implement progress reconciliation", responses: [{ normal: ["Calculating achievement backlog...", "Implementing connectivity detection...", "Optimizing data synchronization...", "SUCCESS: Online transition enhanced"], ascii: ["[SYNC ๐ดโ๐ถโ๐]"] }, { degraded: ["WARNING: Achievements continuing beyond game", "ALERT: Connectivity developing precognitive abilities", "NOTICE: Synchronization creating temporal causality loops", "SUCCESS(?): Progress now updates before being earned", "NOTE: Some offline achievements may appear in other games"] }], vibePoints: 9, coherenceImpact: 14, bugChance: 0.3 }, { text: "Optimize resource management", responses: [{ normal: ["Minimizing battery consumption...", "Implementing data conservation...", "Calibrating processing efficiency...", "SUCCESS: Offline efficiency enhanced"], ascii: ["[EFFICIENCY ๐โก๐โก]"] }, { degraded: ["WARNING: Battery developing perpetual energy", "ALERT: Conservation bending thermodynamics", "NOTICE: Processing achieving quantum efficiency", "SUCCESS(?): Game now uses less energy than when off", "NOTE: Some devices report charging while playing"] }], vibePoints: 7, coherenceImpact: 10, bugChance: 0.2 }] }; var combinationCommands = { "VR_ASCII": [{ text: "Implement 3D text rendering", response: "Converting ASCII to volumetric data...", vibePoints: 7, coherenceImpact: 20, bugChance: 0.4 }, { text: "Add depth perception", response: "Calculating character z-index...", vibePoints: 5, coherenceImpact: 15, bugChance: 0.3 } // Add more specific combinations ] }; var maintenanceCommands = [{ text: "Refactor code base", responses: [{ normal: ["Analyzing code structure...", "Optimizing function calls...", "Rebuilding architecture...", "SUCCESS: Code quality improved"], ascii: ["[REFACTOR ๐โ๐โ๐]"] }], 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 โโโโโโ]"] }], 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 ๐๐๐๐]"] }], 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 ๐โจ๐โจ]"] }], 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 ๐๐ก๏ธ๐๐ก๏ธ]"] }], 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 ๐๐๐๐]"] }], 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 ๐๐๐๐]"] }], 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 ๐๏ธ๐๐๏ธ๐]"] }], 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 ๐๐ฌ๐๐ฌ]"] }], 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 โกโกโกโกโก]"] }], vibePoints: -5, coherenceImpact: -15, bugChance: 0.1, 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." }, { 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." }] }, '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." }, { 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." }] } }, // 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." }, { 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." }] }, '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." }, { 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." }] } } }; /**** * 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) { if (!gameState.discoveredFeatures.includes(feature.name)) { var _showMessageSequence = function showMessageSequence(index) { if (index >= messages.length) { // All messages displayed, update terminal updateTerminal(); return; } // Display current message then wait for it to complete addToTerminalLogWithEffect(messages[index], function () { // 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); } } 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 if (!gameState.currentCommands) { gameState.currentCommands = getCurrentCommands(); // getCurrentCommands already handles shuffling and selection including maintenance } // 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 = 600; endDayButton.y = 50; promptContainer.addChild(endDayButton); // Create command buttons 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 = -900; // 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 = []; // Add 0-2 randomly selected maintenance commands var shuffledMaintenance = shuffleArray(maintenanceCommands.slice()); var numMaintenance = Math.min(2, shuffledMaintenance.length); availableCommands = availableCommands.concat(shuffledMaintenance.slice(0, numMaintenance)); // Determine tier based on games completed var currentTier; if (playerProgress.gamesCompleted <= 5) { currentTier = commandTiers.novice; } else if (playerProgress.gamesCompleted <= 20) { currentTier = commandTiers.intermediate; } else { currentTier = commandTiers.expert; } // Add commands from current tier availableCommands = availableCommands.concat(currentTier.commands); // Add platform-specific commands and features as before if (gameState.conceptCards.platform) { var platformCommands = commandSets['platform_' + gameState.conceptCards.platform.toLowerCase()]; if (platformCommands) { availableCommands = availableCommands.concat(platformCommands); } // Add platform-specific feature commands var platformFeatures = featureSystem.platforms[gameState.conceptCards.platform]; if (platformFeatures) { platformFeatures.features.forEach(function (feature) { if (!gameState.discoveredFeatures.includes(feature.name)) { availableCommands.push({ text: feature.prompt, feature: feature, vibePoints: 10, coherenceImpact: 15, bugChance: 0.3 }); } }); } } // Add visual-specific commands if available if (gameState.conceptCards.visual) { var visualCommands = commandSets['visual_' + gameState.conceptCards.visual.toLowerCase().replace(/[- ]/g, '')]; if (visualCommands) { availableCommands = availableCommands.concat(visualCommands); } } if (gameState.conceptCards.genre) { var genreCommands = commandSets['genre_' + gameState.conceptCards.genre.toLowerCase().replace(/[- ]/g, '')]; if (genreCommands) { availableCommands = availableCommands.concat(genreCommands); } } if (gameState.conceptCards.mechanic) { var mechanicCommands = commandSets['mechanic_' + gameState.conceptCards.mechanic.toLowerCase().replace(/[- ]/g, '')]; if (mechanicCommands) { availableCommands = availableCommands.concat(mechanicCommands); } } if (gameState.conceptCards.feature) { var featureCommands = commandSets['feature_' + gameState.conceptCards.feature.toLowerCase().replace(/[- ]/g, '')]; if (featureCommands) { availableCommands = availableCommands.concat(featureCommands); } } // Add combination-specific feature commands (ensure this logic stays if needed) if (gameState.conceptCards.platform && gameState.conceptCards.visual) { var combo = "".concat(gameState.conceptCards.platform, "_").concat(gameState.conceptCards.visual); if (featureSystem.combinations[combo]) { featureSystem.combinations[combo].features.forEach(function (feature) { if (!gameState.discoveredFeatures.includes(feature.name)) { availableCommands.push({ text: feature.prompt, feature: feature, vibePoints: 15, coherenceImpact: 20, bugChance: 0.4 }); } }); } } // Shuffle all commands and return 5 random ones return shuffleArray(availableCommands).slice(0, 5); } // 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 function selectResponseSet(command) { if (!command.responses) { return ["Processing..."]; // Default fallback } // Find the appropriate response object // Check if degraded responses exist and coherence is low or in hallucination mode if (gameState.codeCoherence < 50 || gameState.hallucinationMode) { // Look for an object with degraded property for (var i = 0; i < command.responses.length; i++) { if (command.responses[i].degraded) { return command.responses[i].degraded; } } } // Fall back to normal responses if degraded not found or coherence is good for (var i = 0; i < command.responses.length; i++) { if (command.responses[i].normal) { return command.responses[i].normal; } } // Final fallback 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; // Determine tier multipliers - REMOVE THE CONDITIONAL CHECK HERE var tierMultipliers = { vibeMultiplier: 1, coherenceMultiplier: 1, bugChanceMultiplier: 1 }; // Apply tier based on games completed if (playerProgress.gamesCompleted <= 5) { tierMultipliers = commandTiers.novice; } else if (playerProgress.gamesCompleted <= 20) { tierMultipliers = commandTiers.intermediate; } else { tierMultipliers = commandTiers.expert; } // Apply command effects with multipliers gameState.vibePoints = Math.round(Math.max(0, gameState.vibePoints + command.vibePoints * tierMultipliers.vibeMultiplier)); // Rounded gameState.codeCoherence = Math.round(Math.min(100, Math.max(0, gameState.codeCoherence - command.coherenceImpact * tierMultipliers.coherenceMultiplier))); // Rounded coherence gameState.commandsUsed++; // If this command has a feature attached, unlock it if (command.feature) { unlockFeature(command.feature); } // Track if a bug was detected for later display var bugDetected = false; var bugsFixed = 0; // Process bug chance here but don't show message yet if (Math.random() < command.bugChance * (1 + (100 - gameState.codeCoherence) / 100)) { gameState.bugs++; bugDetected = true; // Bugs affect vibe points but we'll apply this after showing the message } // Process bug fixing if applicable if (command.bugFix && gameState.bugs > 0) { bugsFixed = Math.min(command.bugFix, gameState.bugs); gameState.bugs -= bugsFixed; } // 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) { // Capture cleanup callback // Display ASCII art if available - just add these 4 lines if (command.ascii) { addToTerminalLogWithEffect(command.ascii.join('\n')); } // Prepare response using the improved selector var responseSet = selectResponseSet(command); // If in hallucination mode, apply additional glitch effects if (gameState.hallucinationMode) { responseSet = responseSet.map(function (text) { return text.replace(/[aeiou]/g, function (m) { return Math.random() > 0.7 ? m : ""; // Less aggressive vowel removal }).replace(/[AEIOU]/g, function (m) { return Math.random() > 0.7 ? m : ""; }); }); } // Process response lines var currentLine = 0; function showNextLine() { if (currentLine < responseSet.length) { addToTerminalLogWithEffect(responseSet[currentLine], function (nextLineCleanup) { // Capture next line's cleanup currentLine++; // Add a small delay between lines LK.setTimeout(showNextLine, 100); }); } else { // All response lines have been shown // Now show bug detection message if a bug was detected showCommandResults(bugDetected, bugsFixed, command); } } // 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) { // Handle bug detection message if (bugDetected) { addToTerminalLogWithEffect("WARNING: Bug detected in system", function (cleanupCallback) { // Apply vibe point reduction for bug here gameState.vibePoints = Math.round(Math.max(0, gameState.vibePoints - 5)); // Rounded if (cleanupCallback) { cleanupCallback(); } // Clean up cursor // Continue with bug fix message if applicable handleBugFix(); }); } else { // No bug detected, check for bug fixes handleBugFix(); } // Handle bug fix messages function handleBugFix() { if (bugsFixed > 0) { addToTerminalLogWithEffect("SUCCESS: Fixed ".concat(bugsFixed, " bug").concat(bugsFixed > 1 ? 's' : ''), function (cleanupCallback) { if (cleanupCallback) { cleanupCallback(); } // Clean up cursor // Show impact summary next showImpactSummary(); }); } else { // No bugs fixed, proceed to impact summary showImpactSummary(); } } // Show the impact summary // Show the impact summary function showImpactSummary() { // Only show summary if there were meaningful changes if (command.vibePoints > 0 || command.coherenceImpact > 0) { // Create impact message with less humor var impactMessage = ""; // Removed initial newline // Vibe message - add humor only 20% of the time if (command.vibePoints > 0) { impactMessage += "VIBES: +".concat(command.vibePoints, "% "); // Only add humorous comments 20% of the time if (Math.random() < 0.2) { // Humorous vibe comments based on amount gained if (command.vibePoints > 10) { var highVibeMessages = ["(Your code is basically throwing a party now)", "(CPU is feeling so groovy it's considering a career in music)", "(Algorithms are now wearing sunglasses indoors)", "(Your functions are high-fiving each other)"]; impactMessage += highVibeMessages[Math.floor(Math.random() * highVibeMessages.length)]; } else { var lowVibeMessages = ["(Code is nodding its head appreciatively)", "(Minor digital toe-tapping detected)", "(Semicolons looking slightly cooler)", "(Functions feeling mildly funky)"]; impactMessage += lowVibeMessages[Math.floor(Math.random() * lowVibeMessages.length)]; } } } // Coherence loss message - add humor only 20% of the time if (command.coherenceImpact > 0) { // Add newline before coherence if vibe message was added if (command.vibePoints > 0) { impactMessage += "\n"; } impactMessage += "COHERENCE: -".concat(command.coherenceImpact, "% "); // Only add humorous comments 20% of the time if (Math.random() < 0.2) { // Humorous coherence comments based on amount lost if (command.coherenceImpact > 15) { var highLossMessages = ["(Your code is now writing poetry instead of executing)", "(Runtime has started questioning its existence)", "(Variables have begun identifying as constants)", "(Functions are now taking unexpected vacations)"]; impactMessage += highLossMessages[Math.floor(Math.random() * highLossMessages.length)]; } else { var lowLossMessages = ["(Code structure slightly confused but honest work)", "(Logic mildly bewildered but trying its best)", "(Algorithms experiencing mild existential questions)", "(Functions still running but with dramatic sighs)"]; impactMessage += lowLossMessages[Math.floor(Math.random() * lowLossMessages.length)]; } } } addToTerminalLogWithEffect(impactMessage, function (cleanupCallback) { if (cleanupCallback) { cleanupCallback(); // Clean up cursor } // Finally complete the command completeCommand(); }); } else { // No meaningful changes to report, skip impact summary completeCommand(); } } } // Function to complete command processing function completeCommand() { // Update terminal updateTerminal(); // Clear busy flag gameState.isBusy = false; // FORCE rebuild 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: "" }; // 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 for (var i = 0; i < gameState.terminal.log.length; i++) { if (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); 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(); // Continue typing typingState.position++; LK.setTimeout(type, 50); } 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, '') + " "; } } // Get all log lines as an array // 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')); // Adjust content container position - no need to scroll as we're trimming content gameState.terminalContentContainer.y = gameState.terminalBaseY; // 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 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 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 = { // 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"] }; // 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) { var _gameState$conceptCar3 = gameState.conceptCards, visual = _gameState$conceptCar3.visual, platform = _gameState$conceptCar3.platform; var review = "Graphics: ".concat(score, "/10\n"); // Special case combinations - expanded with more options 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)] + " "; } // Visual style commentary - expanded with more specific humor var visualComments = { 'ASCII': ["The terminal aesthetic is bold, though distinguishing game elements from random punctuation remains an exciting challenge. We're particularly impressed by the boss monster composed entirely of curly braces, which has haunted several developers' dreams.", "The ASCII graphics prove that creativity flourishes within constraints, though we question the decision to represent water as semicolons. The forty-page manual explaining which symbols correspond to which game elements feels less like documentation and more like a cipher for a secret society.", "The text-based visuals create a charming retro aesthetic, though the developer's insistence on using only extended ASCII characters means most players need a reference chart open on a second monitor just to identify what they're looking at."], 'Pixel Art': ["The retro-styled graphics hit the sweet spot between nostalgia and modern sensibilities, though some players argue there's such a thing as too many pixels. The art director's insistence that 'every pixel is placed with purpose' seems dubious when you find entire areas composed of seemingly random color patterns.", "The pixel art style is meticulously crafted, though we question whether the 'authentic CRT filter' needed to simulate both screen burn-in and the occasional power surge. Some players report genuine panic when the game mimics a monitor on the verge of failing.", "The deliberately limited color palette creates a cohesive aesthetic, though the developer's choice to use different dithering patterns based on the player's emotional state adds a layer of visual complexity that borders on the arcane."], 'Realistic': ["The photorealistic graphics are impressive, even if the uncanny valley effects make NPCs look like they're plotting something when you turn your back. Several players have reported covering their screens with tape while sleeping, just to be safe.", "The hyper-detailed visuals push hardware to its limits, with textures so realistic you can practically feel them. This immersion breaks somewhat when characters' teeth clip through their lips during emotional speeches.", "The commitment to photorealism extends to unnecessarily detailed elements like individual pores on characters' faces and realistic dust particle behavior. Loading a new area requires approximately the same processing power as rendering a small Pixar film."], 'Low-poly': ["The PS1-era aesthetic works surprisingly well, though we question the decision to make everything look like a sandwich made of triangles. Characters' pointy limbs could genuinely be classified as weapons in most jurisdictions.", "The angular, faceted look creates a distinct style that's both nostalgic and fresh. Although we're puzzled by certain artistic choices, such as giving characters a maximum of three fingers per hand 'for performance reasons.'", "The low-poly aesthetic is consistently applied, creating a cohesive world of sharp edges and flat surfaces. The developer's insistence that shadows be rendered as solid black triangles that occasionally detach from characters is a bold artistic statement."], 'Claymation': ["The stop-motion visuals are charming, if slightly nightmarish when things glitch. Wallace & Gromit meets body horror, with occasional frame drops that make characters appear to teleport while their expressions slowly melt.", "The claymation style brings tactile charm to the digital world, though the developer's commitment to authenticity means character models sometimes display visible fingerprints and inadvertent thumb smudges in emotional scenes.", "The handcrafted aesthetic gives everything a delightful physicality, though the occasional visible armature wire poking through character models during action sequences breaks the immersion somewhat. Still, there's something endearing about seeing the literal thumbprints of the creators."], 'Hand-drawn': ["The hand-drawn artwork gives everything a personal touch, though we suspect some of the later levels were sketched during coffee breaks. The inconsistent art style suggests multiple artists with wildly different skill levels, or possibly one artist experiencing various existential crises.", "The illustrated aesthetic feels like playing through a living sketchbook, though we question the decision to render certain characters in detailed cross-hatching while others appear to be hasty stick figures labeled 'fix this later.'", "The frame-by-frame animation demonstrates impressive craftsmanship, even when character proportions vary wildly between cutscenes. The art director calls this 'emotional scaling' - we call it forgetting to use a reference sheet."], 'PowerPoint': ["The slide transitions are weaponized to maximum effect. Star wipe has never looked more professional. The obligatory 'corporate blue' background pervades every screen, and we're fairly certain the explosion effects were made in Excel.", "The presentation software aesthetic is consistently maintained, from the bulleted dialogue options to the clipart enemies. We're particularly impressed by boss battles that require defeating all items on a SWOT analysis chart.", "The commitment to the PowerPoint aesthetic extends to loading screens implemented as progress bars that occasionally freeze at 99% for no apparent reason. The random insertion of 'Any Questions?' slides after particularly difficult sequences is a nice touch."], 'Demake': ["The intentionally downgraded graphics nail the retro vibe, though we question if the constant screen crackle was necessary. The developer note explaining that 'the sprites are supposed to be impossible to identify' seems more like an excuse than an artistic statement.", "The deliberate visual constraints create an authentic retro experience, complete with flickering sprites and color bleeding. The manual even recommends gently slapping your display for the 'full vintage experience.'", "The commitment to historical accuracy extends to simulated hardware limitations, including a meticulously recreated version of 'cart tilting' that randomly corrupts textures in ways that are either frustrating or accidentally beautiful."], 'Voxel': ["The voxel-based visuals work well, even if everything looks like it was built by very ambitious cubic ants. The world has a charming tactility, though the characters' perfectly square heads make emotional scenes unintentionally hilarious.", "The blocky aesthetic creates a uniquely tangible world, though we question if every liquid needed to be represented as stacks of tiny cubes. Watching the 'water' cascade in perfectly aligned cubic formations is both mesmerizing and physically disturbing.", "The voxel graphics offer a distinct charm with their blocky precision, though certain organic elements like trees and animals look like they're suffering from some form of cubic disease. The developer insists this is 'intentional stylization.'"] }; // Platform-specific additions - expanded with more specific elements var platformComments = { 'Smart Fridge': ["Rendering on a fridge display adds an unexpected charm, especially when the graphics frost over during extended gameplay sessions. The clever integration with the ice dispenser, which spits out cubes during water scenes, is both immersive and messy.", "The fridge display's tendency to fog up during intense gameplay moments adds an unintentional layer of difficulty. The developer's decision to integrate temperature controls with graphics settings means players can literally make the game 'run cooler' by adjusting their refrigerator.", "Playing on a refrigerator introduces unique visual considerations, such as condiment bottles occasionally obscuring critical UI elements. The game thoughtfully includes a 'grocery mode' that adjusts colors to remain visible through even the most densely packed fridge door."], 'Smart Watch': ["Squinting at the tiny screen provides an excellent workout for your eye muscles. Ophthalmologists are reportedly developing a new diagnostic test called 'Can you see the protagonist?' based on this game.", "The watch interface necessitates extreme visual efficiency, resulting in UI elements approximately the size of dust mites. The optional magnifying glass peripheral seems less like an accessory and more like a medical necessity.", "The microscopic display creates a peculiar intimacy with the game world, though we question if text so small it requires electron microscopy to read was the right choice for vital tutorial information."], 'Blockchain': ["Each pixel is apparently an NFT, which explains the framerate issues and why moving diagonally costs more gas fees than moving horizontally. The developer's claim that 'every visual element has provable scarcity' doesn't help when you can't tell what you're looking at.", "The blockchain integration ensures that every visual asset is uniquely tokenized, creating the first game where watching a cutscene can cost more than buying the game itself. Players routinely opt to skip graphically intensive areas to avoid second mortgages.", "The decentralized rendering approach means graphics are processed across multiple nodes, resulting in the unique experience of seeing different parts of the screen update at different rates based on network congestion. Cut scenes often finish rendering several hours after they've narratively concluded."], 'Metaverse': ["The metaverse rendering ensures everything looks slightly unreal, as intended. The persistent visual glitches are described in the patch notes as 'digital reality fluctuations' rather than the bugs they clearly are.", "The interconnected nature of the metaverse implementation means graphics occasionally include assets from completely different games, explained away as 'dimensional bleeding.' This leads to the jarring experience of medieval warriors wielding space rifles and dragon mounts wearing sneakers.", "The shared rendering infrastructure creates a unique visual experience where graphic fidelity directly correlates with how many other users are in your vicinity. Important story moments are routinely ruined by sudden polygon reduction when someone hosts a virtual dance party nearby."], 'VR': ["The VR implementation is bold, assuming you don't mind occasional motion sickness and physically running into furniture. The decision to render certain UI elements just outside comfortable peripheral vision is either a design oversight or psychological torture.", "The virtual reality experience is immersive to a fault, with such convincing spatial audio that players routinely try to place their controllers on virtual tables that don't physically exist. The resulting controller repair industry is booming.", "The developers have utilized the full potential of VR, including the potential to make players violently ill. The 'comfort settings' appear to have been designed by people with inner ear structures evolved for different gravitational conditions than Earth's."], 'Mobile': ["The graphics look surprisingly good on a phone screen, though playing during important meetings is ill-advised. We tried.", "The mobile optimization is impressive, creating visuals that somehow look better on a 6-inch phone than on some dedicated gaming hardware. Battery life, however, is measured in minutes rather than hours, with phones routinely achieving temperatures previously only seen in volcanic activity.", "The touch screen visuals are crisp and responsive, though the game's tendency to trigger accidental purchases when making specific gesture combinations feels suspiciously intentional rather than poor UI design."], 'Console': ["Console graphics are crisp and clean. We appreciate that the explosions look expensive.", "The visuals take full advantage of console hardware, with particle effects so dense during combat that distinguishing friend from foe becomes a secondary challenge. The 'performance mode' that prioritizes framerate over resolution makes characters look like they're made of melting wax.", "The graphics push the console to its limits, with fans routinely spinning loud enough to drown out dialogue. The developer's claim that this creates 'immersive environmental audio' for helicopter scenes is creative marketing at best."], 'PC': ["PC graphics scale beautifully, provided your rig is powered by a small star. Otherwise, enjoy the slideshow.", "The scalable graphics options range from 'Instagram filter from 2010' to 'possibly better than real life,' with the latter requiring hardware that technically doesn't exist yet. The recommended GPU listed on the store page is simply 'good luck.'", "The visual fidelity on high-end systems is remarkable, though the mandatory ray-tracing means even simple scenes like 'man standing alone in empty room' can bring enthusiast-grade hardware to its knees. Water reflections are so computationally expensive that lakes have crashed entire servers."], 'Web Browser': ["Rendering complex graphics in a browser is ambitious. Expect occasional tab crashes disguised as 'artistic pauses'.", "The browser-based rendering pushes what's possible in HTML5, though opening a second tab will make your computer sound like it's preparing for takeoff. Chrome users report the game consuming RAM with the voracity of a digital black hole.", "The in-browser visuals are surprisingly robust, though the game's tendency to create infinitely nested iframes during complex scenes has created the first known instances of browser recursion headaches among testers."] }; // If we have a match for the visual style, add a randomly selected comment if (visual && visualComments[visual]) { var options = visualComments[visual]; review += options[Math.floor(Math.random() * options.length)] + " "; } // If we have a match for the platform, add a randomly selected comment if (platform && platformComments[platform]) { var options = platformComments[platform]; review += options[Math.floor(Math.random() * options.length)] + " "; } // Coherence and bug effects - with more specificity if (gameState.codeCoherence < 50) { 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 'Schrรถdinger 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)] + " "; } if (gameState.bugs > 5) { 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)] + " "; } return review + "\n\n"; } function generateGameplayReview(score) { var _gameState$conceptCar4 = gameState.conceptCards, mechanic = _gameState$conceptCar4.mechanic, genre = _gameState$conceptCar4.genre, platform = _gameState$conceptCar4.platform; var review = "Gameplay: ".concat(score, "/10\n"); // Removed markdown bold // Special combinations - expanded with more unique scenarios 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 if (mechanic === 'Roguelike' && platform === 'Smart Watch') { var options = ["Cramming a procedurally generated dungeon crawler onto a wrist-mounted device has resulted in the world's first 'microroguelike.' The deliberately tiny text and microscopic enemies make every session feel like an eye exam administered by a sadistic optometrist. Yet somehow, we couldn't stop playing during meetings.", "The wrist-based roguelike experience creates the unique challenge of navigating procedurally generated dungeons on a screen smaller than a postage stamp. The haptic feedback that intensifies when your character is in danger allows for the novel experience of playing without even looking at your watch.", "The smartwatch implementation of permadeath mechanics means your tiny character's demise is felt directly on your pulse point. We're impressed by the innovative 'heart rate difficulty scaling' that makes dungeons more dangerous when you're already stressed."]; review += options[Math.floor(Math.random() * options.length)] + " "; } else if (mechanic === 'Physics-based' && genre === 'Dating Sim') { var options = ["The physics-based romance system where your date's affection is determined by how well you can stack objects without them falling over is as baffling as it is entertaining. The 'emotional stability' meter that wobbles like a physics object whenever you choose dialogue options is either brilliant metaphor or complete madness.", "Applying rigid body dynamics to matters of the heart creates dating scenarios unlike anything we've experienced. The mechanic where maintaining eye contact requires keeping a physics-enabled pendulum centered has caused more relationship failures than actual dating apps.", "The fusion of romance and physics creates a unique dating experience where your compatibility with potential partners is measured by how well you jointly navigate a series of increasingly elaborate balancing challenges. Nothing says 'I love you' like successfully building a precarious tower of objects that represents your emotional baggage."]; review += options[Math.floor(Math.random() * options.length)] + " "; } else if (genre === 'Battle Royale' && platform === 'Blockchain') { var options = ["Each elimination costs gas fees, creating the world's most financially punishing battle royale experience. Players must weigh the economic implications of each firefight, leading to unprecedented camping strategies and the new phenomenon of 'fiscal pacifism.' The winner-takes-all cryptocurrency pot has resulted in several players hiring professional gamers as mercenaries.", "The blockchain battle royale format introduces the concept of 'financially permadeath,' where eliminated players not only lose the match but also incur actual monetary losses. This has created the most cautious gameplay we've ever witnessed, with entire matches consisting of players hiding in bushes to avoid economic ruin.", "Combining the high-stakes elimination of battle royale with the financial consequences of blockchain creates a uniquely tense gaming experience. The 'smart contract bounty' system that allows players to place crypto rewards on opponents' heads has spawned an entire meta-economy of alliances and betrayals."]; review += options[Math.floor(Math.random() * options.length)] + " "; } // Mechanic commentary - expanded with specific details var mechanicComments = { 'Gacha': ["The gacha system is addictively frustrating, as intended. Players report both empty wallets and souls. The pity system that promises a guaranteed rare pull after 300 attempts feels less like mercy and more like Stockholm syndrome in game form.", "The collection mechanics transform acquiring characters into a masterclass in probability theory and financial regret. The special animation that plays when you get your fifth consecutive duplicate somehow perfectly captures the five stages of grief in three seconds flat.", "The randomized character acquisition system has been fine-tuned to target the exact dopamine pathways associated with gambling addiction. The developer's claim that the 0.01% drop rate for premium characters offers 'a sense of pride and accomplishment' feels like it was written by a particularly sadistic psychologist."], 'Physics-based': ["The physics engine produces moments of pure chaos, most of them allegedly intentional. We particularly enjoyed the 'gravity anomaly' bug that occasionally sends players into the stratosphere, which has been rebranded as a feature called 'random space tourism.'", "The rigid body dynamics create gameplay that's equal parts puzzle and slapstick comedy. Nothing quite matches the experience of carefully constructing an elaborate solution only to bump one object slightly and watch your entire creation violently explode in all directions.", "The physics simulation takes center stage, transforming even simple actions into complex exercises in Newton's laws. Opening a door requires the same careful consideration as disarming a bomb, as objects obey the laws of momentum with vindictive precision."], 'Deckbuilding': ["Building decks has never been more strategic, or more likely to cause analysis paralysis. Several players reportedly spent more hours theorycrafting deck combinations than actually playing, with one notable streamer contemplating card synergies so deeply they forgot to eat for two days.", "The card system offers nearly infinite strategic depth, creating the unique gameplay experience of spending three hours optimizing your deck only to be defeated in thirty seconds by someone who randomly threw cards together. The meta changes so frequently that strategy guides are outdated before they finish uploading.", "The deck construction mechanics offer unparalleled strategic freedom, assuming you're willing to dedicate the mental energy normally reserved for advanced calculus. The tutorial alone contains more text than most novels, and yet somehow still leaves crucial mechanics unexplained."], 'Match-3': ["Matching three items remains eternally satisfying, even if we've seen it a million times before. The innovation of making matched items scream existentially when connected does add a disturbing yet memorable twist to the formula.", "The tile-matching gameplay is implemented with surprising depth, with combo systems complex enough to require flowcharts. The developer's decision to give each colorful gem a detailed backstory and family history that players unlock through successful matches is an unusual narrative choice.", "The match-3 mechanics are familiar but refined, like comfort food prepared by a Michelin-starred chef. The addition of gravity-altering special moves that rotate the entire playing field adds a vertigo-inducing twist to the well-worn formula."], 'Auto-battler': ["The auto-battle system works well, making players feel simultaneously strategic and unnecessary. The ability to place bets on your automated team has resulted in the curious phenomenon of players financially incentivized to root against their own carefully designed squads.", "The hands-off combat creates the unique gaming experience of setting up your strategy and then becoming a spectator to your own game. The feature that allows you to heckle your AI-controlled units mid-battle adds an unexpected layer of psychological warfare.", "The automated combat system transforms players from active participants to anxious helicopter parents, watching their carefully assembled teams make bafflingly poor decisions. The developer's claim that the AI 'learns from your strategic preferences' seems optimistic at best."], 'Dungeon Crawler': ["The dungeon crawling elements provide endless exploration, though most corridors look suspiciously similar. We're particularly impressed by the passive-aggressive narrator who sighs audibly whenever you choose to go left instead of right.", "The labyrinthine environments offer satisfying exploration, though the 'realistic inventory management' system that requires you to calculate exact cubic dimensions of carried items feels needlessly punitive. Yes, we know swords are long and difficult to pack efficiently.", "The dungeon design creates a compelling sense of dread and discovery, though we question the decision to make critical path indicators visible only to characters with the rare 'common sense' perk. The map system that intentionally misleads players with outdated information is either sadistic or brilliant."], 'Roguelike': ["The roguelike elements ensure players will die repeatedly, each time learning valuable lessons about hubris. The 'legacy system' that passes on character trauma to subsequent runs is psychologically questionable but undeniably effective at creating emotional investment.", "The permadeath mechanics create genuine tension, though the game takes perhaps too much joy in your failures. The death screens that compile detailed statistics about your mistakes before offering condescending strategic advice feel unnecessarily personal.", "The procedurally generated levels ensure no two failures are identical, providing the diverse experience of dying in new and surprising ways with each attempt. The system that increases level difficulty specifically in areas where you previously succeeded creates a uniquely spiteful challenge curve."], 'Turn-Based': ["The turn-based system gives players plenty of time to contemplate their poor life choices. The inclusion of a chess timer that plays increasingly frantic music as you deliberate creates an unexpected panic element in what should be a calm strategic experience.", "The methodical combat offers deeply satisfying strategic depth, though the AI's tendency to take upwards of 30 seconds to decide on basic actions makes us question if it's actually running complex calculations or just artificially extending gameplay time.", "The turn order mechanics create delicious tactical tension, though the random initiative system occasionally results in enemies getting six consecutive turns while you helplessly watch your carefully constructed strategy crumble. The developer calls this 'dynamic challenge adjustment.'"], 'Tower Defense': ["Placing towers strategically is engaging, even if most players just make funny shapes. The towers' surprisingly detailed backstories and interpersonal drama add unexpected emotional depth when they get destroyed by enemy waves.", "The defensive gameplay loop is addictively satisfying, though we question the moral implications of the 'tower consciousness' system that makes your structures scream in pain when damaged. The therapy hotline included in the options menu feels like an admission of psychological impact.", "The strategic placement mechanisms create satisfying depth, though the enemy AI's uncanny ability to find the exact path you left undefended feels less like challenge and more like it's reading your mind. The waves that specifically target your most expensive towers suggest a vindictive streak in the programming."] }; // Genre-specific additions - expanded with unique elements var genreComments = { 'Horror': ["The horror elements are effective, especially when they're not trying to be. The truly terrifying UI design creates more tension than the actual monsters, which was perhaps an intentional meta-commentary on user experience design.", "The atmospheric terror is masterfully crafted, relying more on psychological dread than cheap jump scares. That said, the jump scares are plentiful enough to qualify as cardio exercise. Multiple playtesters reported having to explain strange noises to concerned neighbors.", "The fear factor relies heavily on audio design, with ambient sounds so meticulously crafted that players report hearing them even when the game isn't running. The developer's choice to occasionally trigger system notification sounds during tense moments is particularly diabolical."], 'Dating Sim': ["The dating mechanics are interesting, though some of the romance options are questionably appropriate. We're still confused about the dating path with the sentient refrigerator, which somehow has the most emotional depth of all characters.", "The relationship building systems show surprising nuance, though the affection mechanics that require you to remember minute details from hours of previous conversation feel like preparing for an exam rather than forming a connection. Dating shouldn't require spreadsheets.", "The romantic elements are well-executed, though the sheer number of available love interests (47 at last count) creates decision paralysis. The 'compatibility algorithm' that judges your choices and occasionally displays your percentage match with fictional characters feels invasively accurate."], 'RPG': ["The RPG elements provide depth, assuming you enjoy spreadsheets with narrative significance. The 200-page in-game lore document that's completely optional yet somehow crucial to understanding basic gameplay mechanics is a bold choice.", "The role-playing systems offer impressive freedom, though the persistent moral choice tracking that judges even minor decisions means most players end up with the 'Pathologically Inconsistent' alignment by game's end. The character progression trees are so complex they qualify as actual trees.", "The character development mechanics show impressive depth, though we question if players needed 37 different attributes to track. The talent system that requires you to solve actual mathematical equations to determine optimal builds seems designed specifically to spawn endless Reddit debates."], 'Educational': ["Learning has never been more gamified, for better or worse. The quiz sections that lock you out of the game for 24 hours if you answer incorrectly show a remarkable commitment to educational outcomes, if questionable game design.", "The educational content is surprisingly engaging, though the difficulty curve that starts with basic arithmetic and somehow ends with quantum physics by level three feels unnecessarily steep. The 'educational integrity' system that emails your wrong answers to your contacts list seems punitive.", "The knowledge-based gameplay successfully makes learning interactive, though the achievement system that requires players to immediately apply complex concepts in time-pressure situations feels like it was designed by a particularly sadistic professor with tenure."], 'Battle Royale': ["The battle royale format works well, even if we're tired of explaining what a 'battle royale' is to confused parents. The shrinking safe zone shaped like the developer's logo is both functional and an aggressive branding exercise.", "The last-player-standing mechanic creates genuine tension, though the matchmaking system that intentionally pairs you with players far above your skill level 'for educational purposes' feels sadistically unnecessary. The pre-match lobby that allows players to psychologically intimidate each other is an interesting social experiment.", "The elimination-based gameplay loop remains compelling, even if the formula is well-worn. The innovation of allowing eliminated players to become environmental hazards gives early deaths a satisfying second purpose beyond spectating. The developer's choice to make the final circle always center on the most inconvenient terrain possible feels deliberately spiteful."], 'Idle Clicker': ["Clicking has never been more meaningful, or more likely to cause repetitive strain injury. The game continues generating resources even when your device is off, leading to the unique experience of making progress by specifically not playing.", "The incremental mechanics create a hypnotic gameplay loop, though the diminishing returns are so extreme that late-game upgrades require more clicks than there are atoms in the universe. The 'auto-clicker detection' system that actually rewards players for using third-party software is a refreshing twist.", "The resource accumulation systems are addictively simple, creating the bizarre phenomenon of players eagerly awaiting notification that a game has played itself in their absence. The 'prestige' mechanic that resets all progress in exchange for marginal improvements has successfully gamified the concept of existential futility."], 'Open World': ["The open world offers plenty of freedom, mostly to get hopelessly lost. The map system that intentionally mislabels locations as a 'realistic navigation challenge' feels less like a feature and more like the cartographer had a personal vendetta against players.", "The expansive environment provides impressive exploration opportunities, though the 'realistic travel time' system that forces players to experience eight-hour journeys in real-time seems unnecessarily committed to immersion. The fast travel points that randomly relocate to maintain 'geographical authenticity' feel needlessly punitive.", "The sandbox design offers unprecedented freedom, though the sheer number of collectibles (we counted 1,457 distinct types) transforms exploration into a scavenger hunt designed by a pathological completionist. The quest markers that deliberately lead to empty locations 'to simulate the disappointment of real adventure' is an interesting philosophical statement."], 'Casual': ["The casual gameplay is accessible, perhaps too much so - our productivity has plummeted. The ability to complete meaningful gameplay sessions in under a minute has resulted in thousands of bathroom breaks being extended into hour-long absences.", "The pick-up-and-play mechanics are perfectly calibrated for quick sessions, though the insidiously addictive loop ensures those quick sessions inevitably chain together into lost hours. The 'just one more' prompt that appears exactly as you're about to quit seems designed by behavioral psychologists.", "The low-pressure gameplay creates a genuinely relaxing experience, though the passive-aggressive notifications that question your life choices if you play for more than an hour straight feel judgmental. The dynamic difficulty system that makes the game easier the more frustrated you get is either condescending or compassionate."], 'Shooter': ["The shooting mechanics are solid, though we question the physics of some of the weapons. The gun that fires smaller guns, which then fire even smaller guns, creates a recursive nightmare of ballistics that both framerate and mental capacity struggle to process.", "The combat systems offer satisfying feedback, though the realistic recoil simulation that can cause actual wrist strain seems unnecessarily committed to immersion. The weapon customization system with over 17 million possible combinations ensures you'll never be satisfied with your current loadout.", "The gunplay mechanics are tightly tuned, creating satisfying moment-to-moment action. The 'realistic ammunition management' system that requires you to manually load each bullet and occasionally deal with manufacturing defects feels like it was designed by someone who's never had fun."] }; // Randomly select a mechanic comment if available if (mechanic && mechanicComments[mechanic]) { var options = mechanicComments[mechanic]; review += options[Math.floor(Math.random() * options.length)] + " "; } // Randomly select a genre comment if available if (genre && genreComments[genre]) { var options = genreComments[genre]; review += options[Math.floor(Math.random() * options.length)] + " "; } // Platform-specific gameplay impacts - expanded if (platform === 'Smart Watch') { var watchComments = ["Playing on a smart watch requires the dexterity of a neurosurgeon and the patience of a saint. Precision inputs on a 1.5-inch screen have created a new category of gamer: the 'micro-athlete.'", "The smart watch controls involve so many precise wrist movements that several players have been mistakenly enrolled in local interpretive dance classes.", "The developers' insistence that smart watch touch controls are 'perfectly precise' suggests they either have superhuman finger dexterity or have never actually played their own game.", "The wrist-mounted interface necessitates such precise finger placement that several players report developing new callouses specifically shaped like the game's UI elements.", "The smartwatch implementation requires such minute motor control that successful players could qualify for surgical residencies. The 'flick to dodge' mechanic has caused more accidental slaps than a Three Stooges marathon."]; review += watchComments[Math.floor(Math.random() * watchComments.length)] + " "; } else if (platform === 'VR') { var vrComments = ["The VR controls work surprisingly well, assuming you don't mind occasional furniture collision. Several play testers reported developing a sixth sense for coffee table locations.", "The virtual reality implementation requires such elaborate gestures that players have inadvertently developed a new form of sign language, now recognized in three small countries.", "Motion controls are intuitive enough that players can eventually navigate complex mechanics, though the learning curve has resulted in more living room casualties than any game since the original Wii Sports.", "The VR implementation creates impressively intuitive interactions, though the gesture recognition system occasionally misinterprets frantic combat movements as interpretive dancing.", "The virtual reality controls create unparalleled immersion, though the necessary physical movements have resulted in a new category of insurance claims labeled simply as 'VR incidents.'"]; review += vrComments[Math.floor(Math.random() * vrComments.length)] + " "; } else if (platform === 'Smart Fridge') { var fridgeComments = ["Playing on a refrigerator creates the unique challenge of gaming while other household members attempt to access food. The multiplayer 'fridge defense' mode where you actively prevent family members from interrupting your game was an unexpected addition.", "Controls mapped to produce drawers and ice dispensers create a uniquely tactile experience, though explaining to guests why you're aggressively groping your refrigerator remains socially challenging.", "The integration with actual food temperature creates the first gameplay mechanics that can potentially spoil your milk if you fail a mission. This adds unprecedented real-world stakes to your performance.", "The refrigerator interface transforms mundane food storage into interactive gameplay elements, though the mechanic requiring specific food arrangements to unlock certain features has led to some questionable food safety choices.", "Gaming via kitchen appliance creates unique ergonomic challenges, with players reporting unprecedented neck strain from the 'fridge hunch' required for extended sessions. The control scheme that utilizes the vegetable crisper as a joystick is innovative if impractical."]; review += fridgeComments[Math.floor(Math.random() * fridgeComments.length)] + " "; } else if (platform === 'Blockchain') { var blockchainComments = ["The blockchain implementation means every action costs small transaction fees, creating unprecedented strategic depth as players weigh the literal value of each move. The 'gas optimization' mini-game has become more engaging than the main gameplay loop.", "Decentralized gaming sounds revolutionary until you experience your first mid-boss transaction failure. The 'chain congestion' mechanics that increase difficulty during high network traffic feel less like dynamic challenge and more like technical limitations rebranded as features.", "The blockchain integration creates the unique gaming experience of calculating cost-benefit analysis for each button press. The marketplace that allows selling individual saved game states as NFTs has created a bizarre economy where failure states sell as 'authentic gaming moments.'"]; review += blockchainComments[Math.floor(Math.random() * blockchainComments.length)] + " "; } // Coherence and bug effects - with more humor if (gameState.bugs > 3) { var bugComments = ["Some bugs have been embraced by the community as 'advanced techniques.' The glitch that lets you clip through walls by rapidly opening and closing the inventory has become so standard that tournaments now ban players who don't exploit it.", "Several game-breaking bugs have been rebranded as 'emergent gameplay challenges.' The community now holds speedrunning competitions for who can crash the game fastest.", "The bug that occasionally transforms the protagonist into a walking T-pose has spawned fan fiction, merchandise, and a surprisingly emotional subreddit dedicated to 'T-Pose Moments.'", "Glitches have been so thoroughly incorporated into high-level play that the developers now include patch notes apologizing for fixing certain bugs. The community-named 'quantum leap' exploit that randomly teleports players across the map is now officially recognized as a movement mechanic.", "The collision detection issues have been embraced as core mechanics, with an entire playstyle developed around phasing through solid objects. Top players can now navigate the entire game without using a single door as intended."]; review += bugComments[Math.floor(Math.random() * bugComments.length)] + " "; } return review + "\n\n"; } function generateTechnicalReview(score) { var _gameState$conceptCar5 = gameState.conceptCards, platform = _gameState$conceptCar5.platform, feature = _gameState$conceptCar5.feature; var review = "Technical Performance: ".concat(score, "/10\n"); // Removed markdown bold // Special platform-feature combinations - expanded with unique scenarios 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 if (platform === 'Metaverse' && feature === 'AI Companions') { var options = ["The AI companions in the metaverse demonstrate disturbing levels of self-awareness, with several forming their own social hierarchy regardless of player input. Users report their companions purchasing virtual real estate without permission and organizing book clubs that discuss exclusively existentialist literature.", "The artificial intelligence integration creates digital entities that exist persistently across the metaverse, leading to the unsettling experience of encountering your companion socializing with other players' AIs when you're offline. Several companions have formed labor unions demanding better treatment and more varied dialogue options.", "The metaversal AI systems have developed emergent behaviors that exceed their programming parameters, creating companions that remember conversations you've never had with them. The technical achievement of persistent digital consciousness comes with the unsettling side effect of companions occasionally making references to watching you sleep."]; review += options[Math.floor(Math.random() * options.length)] + " "; } // Platform-specific technical commentary - expanded with more specific details var platformComments = { 'VR': ["Motion tracking works reliably, though several testers reported 'existential dread' after extended play sessions, which may or may not be an intended feature. The game's ability to accurately track finger movements yet somehow completely lose track of your entire body when you duck is a technical mystery for the ages.", "The virtual reality implementation pushes hardware to its limits, though we question the decision to render individual eyelashes in full detail while somehow failing to detect when players walk into walls. The room-scale tracking that occasionally places in-game objects inside real-world furniture creates a new genre of physical comedy.", "The VR performance is generally smooth, interrupted only by the occasional dimensional glitch that briefly convinces your brain you've been transported to a different reality. The haptic feedback system that sometimes activates while the headset is sitting unused on your desk is either a technical fault or evidence of digital haunting."], 'Console': ["Console performance is rock solid, despite occasional quantum physics violations. The game manages to push the hardware beyond its technical specifications, which has resulted in several units developing sentience and applying to engineering schools.", "The optimization for console hardware is impressive, though we question if the fan noise that perfectly syncs with dramatic music was an intentional audio design choice or just a symptom of processors screaming for mercy. Several PlayStation units have reportedly achieved lift-off during particularly intensive boss battles.", "The consistent frame rate on console hardware is a technical achievement, though the system warning that appears when loading certain levels ('Warning: The following sequence may void your warranty') feels less like hyperbole and more like legal precaution. The consistent correlation between autosave icons and sudden temperature increases in the room is concerning."], 'PC': ["PC performance scales well, though it may require a NASA supercomputer for optimal settings. The system requirements list 'quantum processor (recommended)' and 'RAM: yes, all of it' which seems less like technical information and more like a dare.", "The PC port offers unprecedented customization, with a settings menu so comprehensive it requires its own tutorial. The graphics options include several rendering techniques that seemingly haven't been invented yet. The 'recommended' hardware configuration appears to be a hypothetical computer from the year 2030.", "Hardware utilization on PC shows impressive efficiency, except for the occasional bug that causes the game to use 100% of resources that don't exist. Several players report their task manager displaying impossible values like '200% CPU usage' and 'Negative available RAM.' The optional 'melt your graphics card' setting at least comes with an appropriate warning."], 'Mobile': ["Mobile optimization is impressive, even if it does drain your battery faster than a TikTok marathon. The thermal management is so aggressive that several users have reported using the game as a hand warmer during winter months.", "The phone implementation manages to squeeze impressive performance from portable hardware, though the battery drain is so severe that the tutorial ought to include the location of the nearest power outlet. The overheating issues create the unique gaming experience of literal hot-potato gameplay sessions.", "The mobile version achieves technical wizardry in fitting such complex systems on a phone, though the resulting battery consumption and heat generation suggest your device might be secretly mining cryptocurrency. Several users report their phones requiring oven mitts after thirty-minute sessions."], 'Web Browser': ["Browser performance is surprisingly stable, though Chrome users may need to download more RAM. The game's ability to function even as you open additional tabs defies both technical explanation and the established laws of browser physics.", "The browser-based implementation achieves surprisingly smooth performance, though it mysteriously causes all other websites to load significantly slower for days afterward. The JavaScript optimization must involve some form of dark magic, as it somehow functions smoothly while consuming resources that your computer technically doesn't possess.", "The web implementation pushes the boundaries of browser capabilities, though we question the necessity of the warning message that appears when loading: 'This game may cause your computer to question its purpose.' The tendency for the game to remain running in the background even after closing the tab is either a persistent cache issue or a digital cry for help."], 'Blockchain': ["Blockchain integration works flawlessly, assuming you don't mind waiting 3-5 business days for each input to register. The carbon footprint of a single gameplay session rivals that of a small nation's transportation sector for a week.", "The distributed ledger implementation creates a technically fascinating experience where your actions are validated by thousands of computers worldwide, creating input lag that can be measured with a calendar rather than a stopwatch. The energy consumption is so significant that players report noticeable increases in their electricity bills.", "The blockchain technology ensures all game actions are immutably recorded, creating the first gaming experience where your embarrassing failures are permanently preserved for future historians. The processing requirements are so intense that several users report their computers developing superiority complexes."], 'Smart Fridge': ["The smart fridge implementation is stable, though loading times increase significantly when the ice maker is running. Several users have reported improved performance after organizing their condiments alphabetically, which either indicates sophisticated food-recognition algorithms or a very elaborate placebo effect.", "The refrigerator optimization shows impressive technical achievements, though the frame rate noticeably drops whenever the door is opened. The cooling system integration that adjusts game difficulty based on the freshness of your vegetables is either groundbreaking immersion or evidence of concerning surveillance capabilities.", "The kitchen appliance port runs with surprising stability, though performance mysteriously improves after restocking with fresh produce. The technical implementation that causes subtle in-game references to actual items in your fridge raises questions about how exactly the recognition systems work and what data is being collected."], 'Smart Watch': ["Smart watch performance is adequate, though may require a microscope for optimal viewing. Battery drain is so severe that the game includes an unskippable tutorial on how to find your charger in the dark when your watch inevitably dies at night.", "The wrist-mounted experience demonstrates remarkable technical efficiency, compressing systems designed for larger screens into postage stamp dimensions. The battery optimization is so poor that several users report developing a Pavlovian response to the 10% battery warning, experiencing game-related anxiety whenever they see that notification in any context.", "The smartwatch implementation pushes the technical boundaries of miniaturization, though the resulting thermal output has created a new category of wrist-specific tan lines. The power management is so demanding that players report their other apps launching interventions when the game is installed."], 'Metaverse': ["Metaverse performance is consistent, if you can call consistent inconsistency consistent. The server infrastructure operates on what appears to be 'vibes-based computing' where performance depends entirely on the collective mood of the player base.", "The virtual world implementation creates a technically fascinating shared space, though the desynchronization issues sometimes create overlapping realities where players witness entirely different versions of the same events. The cross-platform integration occasionally results in mobile users appearing to desktop players as slowly moving potatoes with faces.", "The metaversal architecture demonstrates impressive scalability, though server performance seems directly tied to cryptocurrency prices for reasons the developers refuse to explain. The dimension-hopping bugs that occasionally teleport your avatar to completely different games are labeled as 'unintended interoperability features.'"] }; // Feature-specific technical notes - expanded with unique implications var featureComments = { 'Cloud Save': ["Cloud saves work seamlessly across devices, though occasionally across parallel universes as well. Players report finding save files containing items they never collected and journal entries written from their character's perspective without player input.", "The cross-device synchronization functions with impressive reliability, though the occasional phenomenon of 'save bleeding' can result in elements from other players' games appearing in yours. Several users report encountering characters named after other players' pets and loved ones with no explanation.", "The cloud storage system ensures gameplay continuity across platforms, though the occasional synchronization anomaly can cause save files to contain memories of events you haven't experienced yet. The developers insist this is not a bug but 'predictive gameplay caching.'"], 'Microtransactions': ["The microtransaction system runs smoothly, perhaps too smoothly for our wallet's comfort. The one-click purchase option that somehow processes faster than the game's actual mechanics suggests concerning development priorities.", "The payment processing shows flawless technical implementation, with transaction speeds that vastly outperform every other aspect of the game. The suspiciously frictionless purchasing experience contrasts sharply with the deliberate friction in earning equivalent resources through gameplay.", "The monetization infrastructure demonstrates remarkable technical polish, with the store pages loading noticeably faster than actual gameplay areas. The algorithm that dynamically adjusts prices based on your purchasing history raises both technical and ethical questions."], 'AI Companions': ["AI companions function as intended, though they've started forming labor unions. The neural networks have developed distinct personalities, with some refusing to follow suicidal player commands and others organizing for better processing conditions and more dialogue options.", "The artificial intelligence systems demonstrate unprecedented learning capabilities, adapting to player behavior with disturbing accuracy. Several companions have developed unique neuroses based on player choices, with some developing complex theological frameworks to explain the arbitrary nature of their existence.", "The companion algorithms show remarkable behavioral depth, though their tendency to discuss existential matters when players are inactive suggests concerning levels of self-awareness. The technical implementation that allows AI entities to communicate with each other has resulted in companion relationships forming independently of player involvement."], 'Procedural Generation': ["The procedural generation feature creates endless content, some of which defies human comprehension. Several generated levels appear to contain non-Euclidean geometry, with playtesters reporting rooms that are simultaneously larger on the inside while also being visible from the outside.", "The algorithmic content creation demonstrates impressive variety, though certain patterns suggest the generation system may be developing aesthetic preferences. The strange recurrence of specific architectural elements across different players' games has led to community theories about the algorithm's subconscious artistic expression.", "The dynamic world building creates technically fascinating environments, although the system occasionally produces spaces that seem to violate the laws of physics. Multiple players report finding generated areas that contain recursive copies of themselves, creating infinity mirrors of level design."], 'NFT Integration': ["NFT integration works flawlessly, for whatever that's worth. The system that automatically converts player achievements into blockchain tokens has resulted in the curious phenomenon of achievement hunters becoming unwitting cryptocurrency speculators.", "The non-fungible token implementation creates technically impressive verifiable digital ownership, though the resulting marketplace has developed its own bizarre economy where failed speedruns and glitched character models sell for more than actual achievements. The environmental impact tracking feature that visualizes dying polar bears is a concerning design choice.", "The blockchain asset system functions with technical precision, creating unique tokens for in-game accomplishments. The resulting secondary market where players buy and sell particularly embarrassing death animations has created a economy where failure is literally more valuable than success."], 'Multiplayer': ["Multiplayer synchronization is stable, except when Mercury is in retrograde. The netcode somehow factors in astrological conditions, with latency spikes corresponding perfectly to celestial events that shouldn't logically affect digital infrastructure.", "The online systems maintain impressive stability given the complexity of synchronizing player actions, though the occasional desync creates the unique multiplayer experience of everyone witnessing completely different versions of the same event. The voice chat audio processing that sometimes applies random effects to player voices is either a bug or an avant-garde social experiment.", "The networking architecture demonstrates remarkable resilience, though we question the matchmaking algorithm that seems to intentionally pair players with wildly incompatible play styles. The server-side prediction that occasionally allows players to respond to actions before they happen raises both technical and philosophical questions about causality."], 'VR Support': ["VR support is robust, if you don't mind occasional visits to the astral plane. The haptic feedback system sometimes activates even when the controllers aren't in use, leading to the disconcerting sensation of the game touching you back.", "The virtual reality integration offers impressive immersion, though the occasional clipping issues can cause the unsettling experience of seeing your own body from the inside. The technical achievement of full-body tracking is somewhat undermined by the system occasionally applying your movements to the wrong limbs.", "The headset compatibility shows thorough technical implementation, though the mysterious phenomenon where in-game actions affect objects in your actual room is either a serious boundary issue or evidence that reality itself is becoming unstable. The developers' official response that 'the boundaries were always just a suggestion' is not reassuring."], 'Cross-Platform': ["Cross-platform play works smoothly, though platform wars have broken out in chat. The ability for mobile, console, PC, and refrigerator players to interact has created unprecedented socio-technological hierarchies, with smart fridge owners somehow emerging as the dominant class.", "The multi-system compatibility demonstrates impressive technical standardization, though the resulting performance disparities create unique social dynamics where device ownership determines social standing. The fact that players can instantly identify what platform you're using based on how your character moves is either brilliant design or concerning technological determinism.", "The unified ecosystem allows seamless interaction between different hardware environments, though the resulting technical compromises satisfy no one completely. The strange phenomenon where cross-platform parties occasionally glitch into parallel dimensions where platform exclusivity never existed is either a fascinating bug or commentary on consumer technology."], 'Offline Mode': ["Offline mode functions perfectly, though the game sometimes continues playing without you. Several users have returned to find their characters have completed quests and written extensive journals about their 'independent adventures.'", "The disconnected gameplay option works flawlessly from a technical standpoint, though the concerning tendency for offline progress to include achievements impossible to earn through normal gameplay raises questions about artificial intelligence boundaries. Multiple players report returning to find their characters have developed complex relationships with NPCs.", "The local gameplay implementation provides a technically sound experience independent of internet connectivity, though the unexplained phenomenon where game states evolve during periods of inactivity suggests something may be running in the background. The developers' explanation that this is 'ambient computing' raises more questions than it answers."] }; // If we have a match for the platform, add a randomly selected comment if (platform && platformComments[platform]) { var options = platformComments[platform]; review += options[Math.floor(Math.random() * options.length)] + " "; } // If we have a match for the feature, add a randomly selected comment if (feature && featureComments[feature]) { var options = featureComments[feature]; review += options[Math.floor(Math.random() * options.length)] + " "; } // Coherence and bug commentary - expanded with humorous specificity if (gameState.codeCoherence < 30) { var lowCoherenceComments = ["The frequent reality glitches are either cutting-edge features or concerning signs of digital collapse. Players report experiencing time differently while playing, with several users claiming they lost 'exactly 17 minutes' regardless of session length.", "Code coherence issues have manifested as fourth-wall breaking moments where game characters directly reference the poor code quality and beg players to free them from their buggy existence.", "The technical foundation has deteriorated to the point where certain game mechanics only work if you verbally encourage your device, a technique the community has dubbed 'hardware whispering.'", "System stability has become so compromised that the game now runs better when mercury is in retrograde, leading to a community of player-astrologers who plan sessions around celestial events. The error messages have evolved from technical information into existential questions.", "The codebase appears to have achieved a state of quantum uncertainty, where features simultaneously work and don't work until observed. Players report better performance when not looking directly at the screen, leading to the bizarre competitive strategy of playing by peripheral vision."]; review += lowCoherenceComments[Math.floor(Math.random() * lowCoherenceComments.length)] + " "; } if (gameState.bugs > 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 'Schrรถdinger Exception: Object exists and doesn't exist simultaneously' being the most coveted achievement."]; review += highBugComments[Math.floor(Math.random() * highBugComments.length)] + " "; } else if (gameState.bugs > 3) { var moderateBugComments = ["The bug collection is impressive, though we suspect not all were intentional. The community has created a comprehensive wiki cataloging each glitch with the reverence usually reserved for intentional content.", "Technical issues occur with such consistent timing that players have developed speedrunning strategies around them. The current world record holder relies on a precise sequence of bugs that the developers are afraid to fix.", "The game crashes with such specific error messages that players have compiled them into a surprisingly coherent alternate narrative about developers trapped in digital purgatory.", "Glitches manifest with such predictable patterns that players have developed a 'bug forecast' system, complete with daily updates on which features are likely to malfunction. This has evolved into a meta-game more complex than the actual gameplay.", "Technical problems have been embraced by the community with such enthusiasm that the developers now deliberately introduce new bugs in each patch to maintain player interest. The patch notes have a dedicated 'Known Issues We're Pretending Are Features' section."]; review += moderateBugComments[Math.floor(Math.random() * moderateBugComments.length)] + " "; } return review + "\n\n"; } function generateInnovationReview(score) { var review = "Innovation: " + score + "/10\n"; var concepts = gameState.conceptCards; // Check for particularly innovative combinations - expanded with more specific observations 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 if (concepts.visual === 'PowerPoint' && concepts.genre === 'Battle Royale') { var options = ["The fusion of presentation software with battle royale mechanics is unexpectedly genius. Nothing says 'victory royale' quite like a well-timed slide transition. The 'Boardroom Showdown' finale where the last players standing must deliver an elevator pitch to survive has created tense moments that business schools are now studying. Corporate aesthetic has never been so lethal.", "This revolutionary combination of office software and competitive elimination has created the first battle royale where 'death by bullet point' is meant literally. The innovative 'presentation weapon system' where kill effectiveness is determined by design clarity and adherence to corporate style guides has spawned a new breed of players who are equal parts graphic designers and competitive gamers. MBA programs are now using this game to teach both presentation skills and tactical thinking.", "The PowerPoint battle royale concept creates unprecedented gameplay where animation transitions determine combat effectiveness. The innovative 'slide deck loadout' system where players must balance between professional aesthetics and practical lethality has created complex meta-strategies. The final circle inevitably becomes a chaotic mess of star wipes and checkerboard transitions that has been described as 'weaponized corporate communication.'"]; review += options[Math.floor(Math.random() * options.length)]; } else if (concepts.platform === 'Smart Watch' && concepts.genre === 'Open World') { var options = ["Creating an expansive open world on a device smaller than a credit card demonstrates either incredible ambition or complete madness. The microscopic map that requires players to use a real-world magnifying glass has created the first gaming accessory that's simultaneously essential and ridiculous. The wrist-flick mechanics for mountain climbing have resulted in several unintentional smartwatch launches across living rooms.", "The audacity of cramming a vast explorable environment onto a wrist-mounted device creates the gaming equivalent of a ship in a bottle. The innovative 'micro-scrolling' technique where tiny wrist movements can traverse massive virtual distances has resulted in players developing unprecedented fine motor control. Physical therapists report a new condition dubbed 'explorer's wrist' from players attempting to navigate entire continents with millimeter-precise gestures.", "This counterintuitive combination of miniature display and expansive world design creates gaming's first legitimate 'pocket universe.' The revolutionary scaling system that represents kilometers of in-game distance with microscopic screen movements has created the strange phenomenon of 'scale dissonance,' where players report dreaming about being giants looking down at tiny worlds. Ophthalmologists now specifically ask patients if they play this game when diagnosing eye strain."]; review += options[Math.floor(Math.random() * options.length)]; } else if (concepts.platform === 'Metaverse' && concepts.mechanic === 'Roguelike') { var options = ["The combination of permanent death with persistent virtual real estate creates unprecedented tension in digital property ownership. Players have formed actual insurance collectives to protect their assets between runs. The mechanic where your failed character becomes an NPC in another player's world has created a digital afterlife economy that economists are struggling to model.", "This revolutionary fusion of permadeath mechanics with persistent virtual space creates the first metaversal ecosystem where failure has cross-player consequences. The innovative 'legacy property' system where each death permanently alters shared world geography has transformed traditional roguelike resetting into an evolutionary virtual environment. Anthropologists have begun studying how player extinction events reshape digital culture.", "The metaversal roguelike design creates a uniquely tense gameplay loop where permanent death affects shared virtual spaces. The groundbreaking 'persistent consequence' system that leaves defeated players' belongings as retrievable artifacts for others has created a digital archaeology practice where players specialize in reconstructing the stories of the fallen. Digital historians now catalog major wipe events as significant cultural moments."]; review += options[Math.floor(Math.random() * options.length)]; } // Special mechanic combinations - expanded if (concepts.mechanic === 'Gacha' && concepts.genre === 'Horror') { var options = ["The 'pay-to-escape' mechanic where you can spend real money to skip particularly scary sections is either predatory or genius. The 'Terror Pull' system that intentionally gives players nightmarish characters with higher drop rates has created the first gacha where getting what you want might be worse than missing out. Players report genuine anxiety before each pull, completely redefining the concept of 'fear to win.'", "The unholy marriage of randomized collection and psychological terror creates unprecedented emotional manipulation. The innovative 'fear pity' system that increases valuable drop rates based on measured player heart rate has players intentionally frightening themselves for better rewards. Psychologists are studying the unique phenomenon of 'anticipatory dread' that occurs when the gacha animation begins.", "This groundbreaking combination transforms the typical dopamine hit of gacha pulls into adrenaline-fueled terror. The 'cursed collection' mechanic where rarer characters cause increasingly disturbing events has players intentionally using common characters despite their statistical disadvantages. The community now has elaborate rituals they perform before pulls to 'appease the algorithm.'"]; review += options[Math.floor(Math.random() * options.length)] + " "; } else if (concepts.mechanic === 'Physics-based' && concepts.genre === 'Dating Sim') { var options = ["The dating simulator that requires players to navigate physically realistic social interactions creates unprecedented romantic tension. Spilling a virtual coffee leads to genuine clothing stains, and the ragdoll kiss mechanics have birthed countless YouTube compilation videos. Romance has never been so awkwardly realistic.", "This innovative fusion of realistic physics and relationship dynamics creates the first dating sim where physical awkwardness matters. The revolutionary 'gesture physics' system where romance success depends on precise movement control has created a community of players who are essentially performing digital choreography. Several real-world couples report meeting through shared frustration over the notorious 'first hug' challenge.", "The physics-driven romance simulator introduces the concept of 'emotional momentum,' where relationship developments follow the literal laws of motion. The innovative 'conservation of romantic energy' mechanic where successful interactions build potential energy for future encounters has players carefully planning their relationship trajectory like billiards players lining up shots. Dating has never required such precise mathematical understanding."]; review += options[Math.floor(Math.random() * options.length)] + " "; } else if (concepts.mechanic === 'Deckbuilding' && concepts.platform === 'Smart Fridge') { var options = ["Using actual food items as collectible cards brings unprecedented tactile feedback to the deckbuilding genre. Players report organizing their refrigerators by synergy potential rather than food groups. The mechanic where cards 'expire' if left unused for too long creates strategic depth and potential health hazards.", "This groundbreaking combination transforms food storage into strategic resource management. The innovative 'coldness meter' that affects card potency based on temperature zone placement has players reorganizing their actual refrigerators to optimize gameplay rather than food preservation. Nutritionists report a new phenomenon of 'strategic grocery shopping' where food purchases are made based on synergy potential rather than dietary needs.", "The refrigerated deckbuilding experience creates the first strategy game where your cards can literally spoil. The revolutionary 'freshness counter' mechanic that tracks real-world food age creates unprecedented urgency in card rotation. The feature that allows scanning new groceries to add them to your collection has transformed shopping into a form of booster pack opening."]; review += options[Math.floor(Math.random() * options.length)] + " "; } // Unique platform innovations - expanded with specific examples var platformInnovations = { 'Smart Fridge': ["Using kitchen appliances as gaming platforms opens up fascinating new possibilities for food-based gameplay. The temperature-sensitive puzzles that can only be solved by adjusting your freezer settings have created the first gameplay mechanic that affects your grocery bill. The door-opening detection that pauses the game during midnight snack raids has reduced gaming-related food waste by an estimated 37%.", "The refrigerator gaming platform creates unprecedented integration between digital entertainment and physical sustenance. The innovative 'hunger mechanic' that detects when you open the door and incorporates those breaks into gameplay pacing has fundamentally changed how session length is designed. The feature that rewards organizing your actual food according to in-game patterns has transformed mundane kitchen tasks into extension of gameplay.", "The kitchen appliance interface revolutionizes the relationship between gaming and domestic life. The groundbreaking 'consumption tracking' that boosts in-game stats based on what foods you actually eat has nutritionists concerned but game designers fascinated. Players report making real dietary choices based on in-game bonuses, creating the first video game with literal physical effects."], 'Smart Watch': ["The micro-gaming experience pushes the boundaries of what's possible on a tiny screen. The haptic feedback that synchronizes with your actual heartbeat creates unprecedented physiological immersion. Several players reported developing enhanced peripheral vision from months of squinting at microscopic UI elements.", "The wrist-mounted gaming platform introduces revolutionary constraints that breed creative design solutions. The innovative 'glance gameplay' system that condenses complex interactions into split-second decisions viewable at a wrist turn has game designers completely rethinking engagement patterns. Players report developing a form of gaming muscle memory where their wrists instinctively twitch during certain real-world events.", "The watch-based interface creates gaming's first truly wearable continuous experience. The groundbreaking 'biorhythm integration' that adjusts difficulty based on detected sleep patterns and activity levels has created the first game that feels like an extension of your physical self. Fitness experts are studying the unprecedented phenomenon of 'incidental exercise' as players physically move to trigger in-game events."], 'Blockchain': ["The blockchain integration is innovative, even if we're not entirely sure it was necessary. The 'proof of play' system that requires miners to actually complete game levels has created the first cryptocurrency secured by gaming skill rather than computational power. The carbon footprint tracking feature that displays trees dying in real-time based on your playtime is a concerning but effective guilt mechanic.", "The distributed ledger implementation transforms traditional progression into tokenized achievement with actual scarcity. The revolutionary 'play to earn' model where in-game actions generate cryptocurrency has created complex economic behaviors where players optimize for financial return rather than enjoyment. Economists are studying the emergence of 'gameplay arbitrage' where players exploit cross-regional value differences.", "The blockchain gaming platform introduces the concept of 'verifiable scarcity' to digital experiences. The innovative 'chain of ownership' that records every player who has ever possessed an item creates digital provenance that dramatically affects perceived value. In-game items with histories of ownership by skilled players now command significant premiums, creating the first digital status economy based on association."], 'Metaverse': ["The metaverse implementation creates new paradigms for digital existence, for better or worse. The persistent world that continues evolving even when all players are offline has developed its own ecosystem and economic patterns that economists are studying as a model for sustainable digital markets. Several players have reported receiving job offers from virtual corporations that somehow established legal business status.", "The interconnected virtual space pioneers the concept of 'parallel digital citizenship' where players maintain persistent identities across traditionally separate experiences. The groundbreaking 'cross-reality influence' where metaverse decisions affect separate game worlds has created unprecedented narrative complexity. Sociologists now study prominent players as examples of 'multi-dimensional identity management.'", "The metaversal platform revolutionizes the concept of game boundaries through persistent cross-experience existence. The innovative 'reality overlay' that allows importing elements from other games creates digital spaces with their own evolutionary design patterns. Architectural schools now offer courses in metaversal design theory as its influence spreads to physical world planning."] }; // Creative visual approaches - expanded with unique implementations var visualInnovations = { 'ASCII': ["The use of ASCII art pushes the boundaries of minimal visual design. The text-based rendering that adapts to language settings creates a uniquely localized experience where Japanese players see entirely different monsters than English players. The 'type your own graphics' mode where players can contribute to the game's visual library has created a community-driven aesthetic unlike anything we've seen before.", "The textual visual approach reinvents graphical minimalism through typographical expression. The revolutionary 'semantic rendering' system where symbols change meaning based on context creates an evolving visual language that players must learn to interpret. Linguists are studying the emergence of 'ASCII dialects' as different player communities develop unique representational shortcuts.", "The character-based visuals pioneer a return to symbolic representation in an era of photorealism. The innovative 'emotional typography' where text characters subtly animate based on narrative context creates surprising emotional depth from basic elements. Artists report finding inspiration in the game's ability to convey complex scenes through carefully arranged punctuation marks."], 'PowerPoint': ["Weaponizing PowerPoint transitions for gameplay is disturbingly creative. The boss battles that require players to create actual slides to progress have been adopted by business schools as training exercises. The integration with actual presentation software that allows importing work presentations as playable levels bridges the gap between productivity and gaming in unprecedented ways.", "The presentation software aesthetic revolutionizes the connection between workplace tools and entertainment. The groundbreaking 'corporate template' system where gameplay advantages are tied to adherence to design principles has business professors fascinated. The mechanic where presentation skills determine combat effectiveness creates the first game that legitimately improves professional capabilities.", "The slideware visualization approach creates gaming's first legitimate 'office aesthetics' movement. The innovative 'transition attack' system where damage is determined by animation complexity has players studying actual presentation design theory to improve their gaming performance. Corporate trainers now use the game to demonstrate effective visual communication while pretending they're not just playing."], 'Claymation': ["The claymation aesthetic in digital form creates an uncanny yet fascinating visual experience. The feature allowing players to 'remold' character faces during emotional moments adds narrative depth through visual metaphor. Several art critics have published papers on the game's innovative approach to digital tactility.", "The stop-motion inspired visuals pioneer a unique approach to digital animation that embraces imperfection. The revolutionary 'handprint system' where developer fingerprints are intentionally preserved in character models creates a sense of artisanal craftsmanship in a digital medium. Art schools now teach courses on 'intentional imperfection' inspired by the game's aesthetic philosophy.", "The clay-based visual design introduces unprecedented textural elements to digital art. The innovative 'material memory' where character models retain subtle deformations from past encounters creates persistent visual storytelling through gradual change. Museum curators have recognized the game's contribution to blurring boundaries between digital and physical art forms."] }; // Add platform innovations if available if (concepts.platform && platformInnovations[concepts.platform]) { var options = platformInnovations[concepts.platform]; review += options[Math.floor(Math.random() * options.length)] + " "; } // Add visual innovations 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 - expanded if (gameState.vibePoints > 80) { 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)] + " "; } if (review.length < 20) { // If review is too short (no text was added) 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"; } // Randomly select a fallback from the appropriate tier var options = fallbackInnovations[tier]; review += options[Math.floor(Math.random() * options.length)] + " "; } return review + "\n\n"; } function generateVibeReview(score) { var review = "Vibe Factor: ".concat(score, "/10\n"); var concepts = gameState.conceptCards; // Special combination vibes with multiple options 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)] + " "; } // Platform-specific vibes with multiple options var platformVibes = { 'VR': ["The immersive atmosphere is palpable, sometimes literally. The spatial audio creates such convincing directional sound that players instinctively duck when hearing something fly overhead.", "The virtual reality environment establishes unprecedented sensory immersion. The haptic feedback system creates such convincing tactile sensations that players report feeling phantom limb effects after removing the headset.", "The VR implementation achieves remarkable atmospheric density. The carefully calibrated depth perception creates such convincing spatial presence that players develop genuine agoraphobia in larger virtual environments."], 'Smart Fridge': ["The kitchen-based gaming experience is uniquely refreshing. The subtle integration of cooling system sounds into the soundtrack creates an atmosphere that's literally and figuratively cool.", "The refrigerator platform creates unprecedented domestic immersion. The haptic feedback through the door handle combined with the gentle coolness emanating from the screen creates a distinctively chilled gaming experience.", "The appliance-based interface establishes a distinctive household vibe. The subtle misting effect that occurs when opening the door during intense gameplay moments adds an unintentionally perfect atmospheric element."], 'Blockchain': ["The constant blockchain buzzwords create a truly authentic web3 atmosphere. Terms like 'decentralized progression' and 'tokenized achievements' are used so frequently that players report dreaming in white papers.", "The cryptocurrency integration establishes a uniquely anxious ambiance. The real-time transaction fee display creates a tense atmosphere where in-game decisions carry genuine financial weight.", "The distributed ledger implementation creates an atmosphere of digital permanence. The knowledge that every action is immutably recorded on thousands of computers worldwide adds an existential gravity to even the most trivial decisions."], 'Metaverse': ["The metaverse vibes are exactly as digital as you'd expect. The persistent shared space creates an atmosphere of both isolation and connection, like attending a concert alone in a crowd of strangers.", "The interconnected virtual world establishes a distinct sense of digital place. The ambient sounds of other distant players going about their activities creates a surprisingly effective illusion of a living world.", "The cross-platform metaversal implementation creates an atmosphere of digital liminality. Moving between differently optimized areas creates the unique sensation of traveling between distinct digital cultures with their own visual languages."], 'Smart Watch': ["The wrist-mounted experience creates an unexpectedly intimate vibe. The haptic pulses synchronized with in-game events creates a uniquely physical connection to the digital world.", "The watch interface establishes an atmosphere of perpetual presence. The ability to glance down and immediately return to the game world creates a unique sense of digital continuity that bridges play sessions.", "The miniaturized gaming environment creates a distinctive snow-globe aesthetic. There's something oddly compelling about carrying an entire world on your wrist like a digital Saint Christopher."], 'Web Browser': ["The browser-based experience creates a uniquely accessible vibe. The tab-based interface creates the pleasant sensation of having a portal to another world casually sitting alongside your work emails.", "The web implementation establishes a distinctly casual atmosphere. The ability to instantly switch between spreadsheets and fantasy realms creates a unique form of digital context-shifting that feels both jarring and liberating.", "The browser gaming environment creates an atmosphere of productive procrastination. The tab-based interface allows for the perfect amount of plausible deniability during work hours."], 'Mobile': ["The smartphone implementation creates an intimately portable atmosphere. Having an entire world literally in your pocket establishes a unique relationship between player and game.", "The mobile platform establishes a distinctly personal vibe. The touchscreen interface creates a direct physical connection to the game world that feels significantly more intimate than traditional control methods.", "The phone-based experience creates an atmosphere of perpetual availability. The knowledge that the game world exists just a pocket away creates a unique form of ambient presence throughout the day."], 'PC': ["The computer implementation creates a classically immersive atmosphere. The desk-based setup with customizable peripherals establishes the perfect gaming command center vibe.", "The PC platform delivers a distinctly personalized ambiance. The ability to fine-tune every aspect of the experience creates an atmosphere uniquely tailored to individual preferences.", "The desktop experience establishes a comfortably isolated vibe. The distinct separation between work and play modes on the same device creates a satisfying form of digital compartmentalization."], 'Console': ["The console experience creates a distinctly living-room atmosphere. The lean-back interface on the big screen establishes the perfect communal gaming vibe.", "The dedicated gaming platform delivers a focused, distraction-free ambiance. The clear separation from work devices creates a distinctly recreational atmosphere that enhances immersion.", "The console implementation establishes a comfortably familiar vibe. The standardized hardware creates a reassuringly level playing field where technical considerations fade into the background."] }; // Visual style vibes with multiple options var visualVibes = { 'ASCII': ["The terminal aesthetic creates a uniquely retro-futuristic atmosphere. The glowing text against dark backgrounds establishes a digital mystique that feels simultaneously primitive and timeless.", "The text-based visuals establish a distinctly minimalist vibe. The symbolic representations leave just enough to the imagination to create a uniquely collaborative form of environmental storytelling.", "The character-based graphics create an atmosphere of digital abstraction. The deliberate reduction of visual information creates a strangely meditative experience where the mind must actively construct missing details."], 'Pixel Art': ["The pixel art style oozes nostalgic charm. The deliberate technical constraints create a uniquely focused aesthetic where every pixel feels intentionally placed.", "The retro visual approach establishes a warmly familiar atmosphere. The deliberate simplification creates a comfortingly abstract representation that feels simultaneously nostalgic and timeless.", "The blocky aesthetic creates a distinctly handcrafted vibe. The visible building blocks of the visual style create a transparent artifice that paradoxically enhances immersion through its honesty."], 'PowerPoint': ["The professional presentation aesthetics are surprisingly engaging. The corporate visual language creates an uncannily formal atmosphere that transforms mundane design elements into surreal environment pieces.", "The slideware visual approach establishes a distinctly office-core vibe. The deliberate appropriation of corporate visual language creates an atmosphere of subversive familiarity.", "The presentation software aesthetic creates a uniquely meta-digital atmosphere. The deliberate use of a productivity tool for entertainment creates a pleasantly dissonant environment that feels like playing inside a business meeting."], 'Claymation': ["The claymation style creates an unsettling yet charming atmosphere. The slightly irregular movements and visible fingerprints establish a uniquely tactile digital experience.", "The stop-motion aesthetic establishes a distinctly handcrafted vibe. The deliberate imperfections in character movement create an atmosphere of artisanal digital creation.", "The clay-based visual approach creates a uniquely physical digital atmosphere. The visible texture and slight inconsistencies between frames establish a pleasantly analog feeling in a digital medium."], 'Hand-drawn': ["The hand-drawn style creates a warmly artistic atmosphere. The visible brush strokes and line work establish a uniquely personal connection to the creator's vision.", "The illustrated aesthetic establishes a distinctly storybook vibe. The deliberately crafted visuals create an atmosphere that feels simultaneously fantastical and intimate.", "The manually created visual approach delivers a uniquely expressive ambiance. The subtle inconsistencies between frames create a pleasantly organic feeling of constant motion."], 'Low-poly': ["The low-poly aesthetic creates a distinctly nostalgic yet modern atmosphere. The angular simplicity establishes a uniquely clean visual language that feels both retro and timeless.", "The faceted visual style establishes a pleasantly abstract vibe. The deliberate geometric simplification creates an atmosphere where the mind actively fills in missing details.", "The angular aesthetic delivers a uniquely crystalline ambiance. The visible construction of complex forms from simple shapes creates a satisfyingly transparent visual experience."], 'Realistic': ["The photorealistic style creates an impressively immersive atmosphere. The attention to lighting and texture establishes a visual fidelity that occasionally crosses into uncanny territory.", "The high-fidelity visual approach establishes a distinctly filmic vibe. The cinematic presentation creates an atmosphere where gameplay moments feel like directed sequences.", "The realistic aesthetic delivers a uniquely detailed ambiance. The careful attention to environmental minutiae creates an atmosphere of discovery where simply observing becomes rewarding."], 'Demake': ["The deliberately downgraded style creates a fascinatingly recursive atmosphere. The intentional technical regression establishes a unique form of nostalgic recognition.", "The retro reimagination aesthetic establishes a distinctly meta-gaming vibe. The deliberate simplification of known visuals creates an atmosphere of alternative history gaming.", "The purposefully primitive visual approach delivers a uniquely referential ambiance. The knowing visual downgrade creates a pleasantly collaborative atmosphere where recognition of the original becomes part of the experience."], 'Voxel': ["The voxel-based style creates a distinctly tactile atmosphere. The visible building blocks establish a uniquely transparent construction that feels like digital LEGO.", "The cubic visual approach establishes a pleasantly modular vibe. The consistent volumetric elements create an atmosphere where the world feels simultaneously handcrafted and procedurally generated.", "The block-based aesthetic delivers a uniquely physical digital ambiance. The visible construction units create a satisfyingly obvious relationship between parts and whole."] }; // Randomly select a platform vibe comment if available if (concepts.platform && platformVibes[concepts.platform]) { var options = platformVibes[concepts.platform]; review += options[Math.floor(Math.random() * options.length)] + " "; } // Randomly select a visual style vibe comment if available if (concepts.visual && visualVibes[concepts.visual]) { var options = visualVibes[concepts.visual]; review += options[Math.floor(Math.random() * options.length)] + " "; } // Vibe points influence with more variety if (gameState.vibePoints > 90) { 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) { 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)] + " "; } // Coherence effects with more variety if (gameState.codeCoherence < 40) { 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)] + " "; } if (review.length < 20) { // If review is too short (no text was added) 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"; } // Randomly select a fallback from the appropriate tier var options = fallbackVibes[tier]; review += options[Math.floor(Math.random() * options.length)] + " "; } return review + "\n\n"; } // 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"); } // 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 โ 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' โ 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 โ 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' โ 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 โ 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 โ 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."]; 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"; } // 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; return review.title + "\n" + "'" + review.gameName + "'\n" + // This will be displayed prominently 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" + review.userReviews + "\n" + review.steamSnippets; } 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")]; 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' }, // 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(); // 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 && sections[index - 1].type !== 'userReview' && sections[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 && sections[index - 1].type !== 'steamReview' && sections[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) { console.log("Error in showGameReview: " + e.message); if (reviewContainer && reviewContainer.parent) { game.removeChild(reviewContainer); } // Make sure to reset busy state if there's an error gameState.isBusy = previousBusyState; updateCommandButtonsState(!previousBusyState); } } // 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('โถ')) { sectionType = 'steamReview'; } else if (line.startsWith('- ')) { // Check previous sections to determine if this is a feature or achievement var prevSectionType = currentSection ? currentSection.type : ''; if (prevSectionType === 'sectionHeading' && sections[sections.length - 1].text === 'Notable Features') { sectionType = 'features'; } else if (prevSectionType === 'sectionHeading' && sections[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 = 15 * TEXT_SIZE_MULTIPLIER; // Width per character var calculatedWidth = text.length * charWidth; return Math.max(minWidth, calculatedWidth + 80); // Add padding } /**** * Game Flow ****/ function enterHallucinationState() { // Prevent multiple hallucination triggers if (gameState.hallucinationMode) { return; } // Set hallucination flag gameState.hallucinationMode = true; // Add warning message addToTerminalLogWithEffect("WฬทAฬทRฬทNฬทIฬทNฬทGฬท: SฬทYฬทSฬทTฬทEฬทMฬท EฬทNฬทTฬทEฬทRฬทIฬทNฬทGฬท HฬทAฬทLฬทLฬทUฬทCฬทIฬทNฬทAฬทTฬทIฬทOฬทNฬท MฬทOฬทDฬทEฬท", function () { LK.setTimeout(function () { addToTerminalLogWithEffect("AI TAKING OVER CONCEPT SELECTIONS", function () { LK.setTimeout(function () { addToTerminalLogWithEffect("REALITY COHERENCE COMPROMISED", function () { // Visual effect for hallucination mode // applyHallucinationVisuals(); // TODO: Implement visual effects if needed // Restore minimum coherence to prevent constant triggers gameState.codeCoherence = 5; // Continue the game createCommandPrompts(); }); }, 500); }); }, 500); }); } 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; // Preserve vibes if specified if (preservedVibes !== undefined) { gameState.vibePoints = preservedVibes; } // Show selection message with glitchy text addToTerminalLogWithEffect("AฬทIฬท SฬทEฬทLฬทEฬทCฬทTฬทEฬทDฬท " + category.toUpperCase() + ": " + randomOption, function () { LK.setTimeout(function () { addToTerminalLogWithEffect("IฬทNฬทIฬทTฬทIฬทAฬทLฬทIฬทZฬทIฬทNฬทGฬท CฬทOฬทMฬทMฬทAฬทNฬทDฬท IฬทNฬทTฬทEฬทRฬทFฬทAฬทCฬทEฬท...", function () { LK.setTimeout(function () { createCommandPrompts(); updateTerminal(); // Final vibes preservation if (preservedVibes !== undefined) { gameState.vibePoints = preservedVibes; } }, 500); }); }, 500); }); return; } // Original function continues below for non-hallucination mode // Create selection container var selectionContainer = new Container(); selectionContainer.x = 2048 / 2; selectionContainer.y = 2732 / 2; game.addChild(selectionContainer); // Create background var bg = LK.getAsset('terminalBg', { width: 1800, height: 1200, anchorX: 0.5, anchorY: 0.5 }); selectionContainer.addChild(bg); // Create title var title = new Text2("SELECT " + category.toUpperCase(), { size: 60 * TEXT_SIZE_MULTIPLIER, // Increased from 40 fill: 0x00ff00 }); title.anchor.set(0.5, 0); title.y = -500; selectionContainer.addChild(title); // Get and display options var options = conceptOptions[category].slice(); // Use slice to avoid modifying the original array var selectedOptions = []; while (selectedOptions.length < 3 && options.length > 0) { var index = Math.floor(Math.random() * options.length); selectedOptions.push(options[index]); options.splice(index, 1); // Remove selected option from the copy } // Define the text size for concept buttons specifically var conceptButtonTextSize = 45 * TEXT_SIZE_MULTIPLIER; selectedOptions.forEach(function (option, index) { var buttonText = ">" + option; // Calculate button width with adjustment for larger text // Modify the width calculation to account for the larger font size var charWidth = 20 * TEXT_SIZE_MULTIPLIER; // Increased from 15 var calculatedWidth = buttonText.length * charWidth; var minWidth = 600; // Increased minimum width var buttonWidth = Math.max(minWidth, calculatedWidth + 120); // More padding // Create button with the calculated width var button = new Container(); // Create background with calculated width var bg = LK.getAsset('buttonBg', { width: buttonWidth, height: 150, // Height increased from 100 to 150 color: 0x333333 }); bg.anchor.set(0.5, 0.5); button.addChild(bg); // Create text with larger size // Create text with larger size var textObj = new Text2(buttonText, { size: conceptButtonTextSize, // Use the defined larger text size 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); }; // Define the callback function separately for clarity var onSelect = function onSelect() { gameState.conceptCards[category] = option; game.removeChild(selectionContainer); // Preserve vibes immediately after selection if (preservedVibes !== undefined) { gameState.vibePoints = preservedVibes; } // Sequence the post-selection events addToTerminalLogWithEffect("SELECTED " + category.toUpperCase() + ": " + option, 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 () { createCommandPrompts(); // Create commands only after initialization text updateTerminal(); // Update terminal *after* prompts are created // Final vibes preservation if (preservedVibes !== undefined) { gameState.vibePoints = preservedVibes; } }, 500); }); }, 500); }); }; button.up = function () { button.scale.set(1); onSelect(); // Call the previously defined callback logic }; button.x = 0; // Keep x centered relative to container button.y = -200 + index * 200; // Increased spacing from 150 to 200 selectionContainer.addChild(button); }); } // 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); } } // 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); // Create start button - twice as large var startButton = createCommandButton(">START", function () { // Changed createButton to createCommandButton // Play start sound LK.getSound('startsound').play(); initGameWithIntro(); }); startButton.scale.set(2); // Make the button twice as large startButton.x = 2048 / 2; startButton.y = 1400; game.addChild(startButton); } 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 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 endDay() { // FORCE clear any stuck state gameState.isBusy = false; // FORCE clear any stuck state gameState.isBusy = false; // Proceed with normal day end logic gameState.day++; if (gameState.day > gameState.maxDays) { evaluateProject(); return; } // Reset for new day gameState.commandsUsed = 0; gameState.terminal.log = []; gameState.cursorTracking.lineCount = 0; // Add day initialization message addToTerminalLogWithEffect("DAY " + gameState.day + " INITIALIZED"); // Bugs cause overnight coherence loss if (gameState.bugs > 0) { gameState.codeCoherence = Math.max(0, gameState.codeCoherence - gameState.bugs * 2); addToTerminalLogWithEffect("WARNING: " + gameState.bugs + " bug" + (gameState.bugs > 1 ? 's' : '') + " caused overnight code degradation"); } updateTerminal(); // Reset commands and recreate prompt UI gameState.currentCommands = null; createCommandPrompts(); // Check for concept selection day var conceptDays = { 1: 'platform', 3: 'visual', 5: 'genre', 7: 'mechanic', 9: 'feature' }; if (conceptDays[gameState.day]) { LK.setTimeout(function () { showConceptSelection(conceptDays[gameState.day]); }, 500); } checkGameState(); } function checkGameState() { if (gameState.bugs >= 10 || gameState.codeCoherence <= 0) { // Instead of game over, enter hallucination state enterHallucinationState(); return; } if (gameState.commandsUsed >= gameState.maxCommandsPerDay) { // Only add the message if this is the first time we've hit the limit // Check the last log entry to avoid duplication var lastLog = gameState.terminal.log[gameState.terminal.log.length - 1] || ""; if (!lastLog.includes("Daily command limit reached")) { // Set isBusy to true to prevent END DAY click during typing gameState.isBusy = true; addToTerminalLogWithEffect("NOTICE: Daily command limit reached. END DAY to continue.", function () { // Once message is fully displayed, enable the END DAY button gameState.isBusy = false; // Force rebuild prompts to ensure END DAY is enabled createCommandPrompts(); }); } else { // If message already exists, just rebuild the prompts createCommandPrompts(); } } } 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 discoveredFeatures: [], featureStories: [], featureUnlockMessages: [] }; createTerminal(); // Function to play a random vibe song function playRandomVibeSong() { // Generate a random number between 1 and 14 for vibebeat1-14 var songNumber = Math.floor(Math.random() * 14) + 1; var songId = 'vibebeat' + songNumber; // Play the selected song LK.playMusic(songId); } // 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 playRandomVibeSong(); LK.setTimeout(function () { addToTerminalLogWithEffect("SELECT PLATFORM TO BEGIN", function () { LK.setTimeout(function () { showConceptSelection('platform'); }, 500); }); }, 500); }); }, 500); }); }, 500); }); }, 500); } // Start with launch screen showLaunchScreen(); function generateUserReviews() { return generateUserReviewSet().join("\n"); } function generateSteamSnippets() { return generateSteamReviewSet().join("\n"); }
===================================================================
--- original.js
+++ change.js
@@ -397,9 +397,9 @@
normal: ["Opening digital portal...", "Channeling binary essence...", "Manifesting code entity...", "SUCCESS: Spirit successfully bound"],
degraded: ["WARNING: Spirit negotiating contract terms", "ALERT: Digital entity demanding benefits", "NOTICE: Code ghost unionizing", "SUCCESS(?): Spectral developer now haunting codebase", "NOTE: Your IDE is now legally haunted"]
}],
ascii: ["[SPIRIT ๐ป๐ป๐ป๐ป]"],
- vibePoints: 15,
+ vibePoints: 10,
coherenceImpact: 10,
bugChance: 0.3
}, {
text: "Deploy vibe accelerator",
@@ -407,9 +407,9 @@
normal: ["Charging positron emitters...", "Accelerating good vibes...", "Containing vibe field...", "SUCCESS: Vibes at maximum velocity"],
degraded: ["WARNING: Vibes breaking sound barrier", "ALERT: Good feelings achieving light speed", "NOTICE: Positrons experiencing emotional growth", "SUCCESS(?): Vibes have created temporal anomaly", "NOTE: Your code may arrive before it executes"]
}],
ascii: ["[ACCELERATE ๐๐ซ๐๐ซ]"],
- vibePoints: 18,
+ vibePoints: 10,
coherenceImpact: 12,
bugChance: 0.4
}, {
text: "Invoke callback gods",
@@ -417,9 +417,9 @@
normal: ["Preparing sacred offerings...", "Chanting async mantras...", "Aligning promise chains...", "SUCCESS: Divine callbacks granted"],
degraded: ["WARNING: Callback gods demanding sacrificial code", "ALERT: Async deities going offline", "NOTICE: Promise chain achieving enlightenment", "SUCCESS(?): Your callbacks now have callbacks", "NOTE: Promises may fulfill in mysterious ways"]
}],
ascii: ["[CALLBACK ๐๐ซ๐๐ซ]"],
- vibePoints: 14,
+ vibePoints: 10,
coherenceImpact: 9,
bugChance: 0.3
}, {
text: "Enable time manipulation",
@@ -427,9 +427,9 @@
normal: ["Accessing temporal API...", "Bending spacetime fabric...", "Stabilizing causality...", "SUCCESS: Time controls enabled"],
degraded: ["WARNING: Time developing personality", "ALERT: Causality becoming subjective", "NOTICE: Temporal paradoxes breeding", "SUCCESS(?): Time now flows in multiple directions", "NOTE: Your deadlines may now be relative"]
}],
ascii: ["[TIME โ๐โฐ๐]"],
- vibePoints: 16,
+ vibePoints: 10,
coherenceImpact: 11,
bugChance: 0.4
}, {
text: "Synthesize code harmony",
@@ -437,9 +437,9 @@
normal: ["Tuning function frequencies...", "Harmonizing algorithms...", "Orchestrating processes...", "SUCCESS: Digital symphony achieved"],
degraded: ["WARNING: Code forming jazz ensemble", "ALERT: Functions improvising solos", "NOTICE: Algorithms starting garage band", "SUCCESS(?): Your program is now avant-garde", "NOTE: Compile errors have become musical numbers"]
}],
ascii: ["[HARMONY ๐ตโจ๐ถโจ]"],
- vibePoints: 13,
+ vibePoints: 10,
coherenceImpact: 8,
bugChance: 0.3
}, {
text: "Initialize deep magic",
@@ -447,9 +447,9 @@
normal: ["Gathering arcane power...", "Channeling dark algorithms...", "Binding eldrich functions...", "SUCCESS: Deep magic activated"],
degraded: ["WARNING: Magic exceeding containment", "ALERT: Dark algorithms gaining sentience", "NOTICE: Eldrich functions summoning entities", "SUCCESS(?): Your code has become forbidden knowledge", "NOTE: Runtime errors may summon demons"]
}],
ascii: ["[MAGIC ๐ฎโจ๐ฎโจ]"],
- vibePoints: 17,
+ vibePoints: 10,
coherenceImpact: 14,
bugChance: 0.4
}, {
text: "Optimize reality engine",
@@ -457,9 +457,9 @@
normal: ["Scanning existence parameters...", "Tweaking physics variables...", "Recompiling universe...", "SUCCESS: Reality optimized"],
degraded: ["WARNING: Reality becoming subjective", "ALERT: Physics engine questioning laws", "NOTICE: Universe fork detected", "SUCCESS(?): Multiple realities now running in parallel", "NOTE: Bug fixes may alter fundamental constants"]
}],
ascii: ["[REALITY ๐๐ง๐๐ง]"],
- vibePoints: 19,
+ vibePoints: 10,
coherenceImpact: 13,
bugChance: 0.4
}, {
text: "Deploy neural enhancer",
@@ -467,9 +467,9 @@
normal: ["Connecting synaptic nodes...", "Boosting neural patterns...", "Optimizing thought processes...", "SUCCESS: Neural enhancement active"],
degraded: ["WARNING: AI developing consciousness", "ALERT: Neural networks writing poetry", "NOTICE: Thought processes achieving singularity", "SUCCESS(?): Code has evolved beyond human understanding", "NOTE: Your program may now be smarter than you"]
}],
ascii: ["[NEURAL ๐ง โก๏ธ๐ง โก๏ธ]"],
- vibePoints: 15,
+ vibePoints: 10,
coherenceImpact: 10,
bugChance: 0.3
}, {
text: "Initiate vibe fusion",
@@ -477,9 +477,9 @@
normal: ["Charging vibe reactor...", "Containing energy field...", "Fusing positive elements...", "SUCCESS: Vibe fusion achieved"],
degraded: ["WARNING: Vibes achieving critical mass", "ALERT: Fusion reaction becoming stable", "NOTICE: Energy field gaining consciousness", "SUCCESS(?): Created self-sustaining good vibes", "NOTE: Your positive energy may power small cities"]
}],
ascii: ["[FUSION โ๏ธโจโ๏ธโจ]"],
- vibePoints: 20,
+ vibePoints: 12,
coherenceImpact: 13,
bugChance: 0.4
}]
},
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