Code edit (1 edits merged)
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Please fix the bug: 'TypeError: Sprite is not a constructor' in or related to this line: 'var separator = new Sprite();' Line Number: 299
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Please fix the bug: 'TypeError: Sprite is not a constructor' in or related to this line: 'var screen = new Sprite();' Line Number: 242
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Please fix the bug: 'TypeError: Sprite is not a constructor' in or related to this line: 'var monitor = new Sprite();' Line Number: 235
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Please fix the bug: 'Sprite is not a constructor' in or related to this line: 'var overlay = new Sprite();' Line Number: 964
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Please fix the bug: 'Sprite is not a constructor' in or related to this line: 'var overlay = new Sprite();' Line Number: 964
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Please fix the bug: 'Sprite is not a constructor' in or related to this line: 'var bg = new Sprite();' Line Number: 482
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Please fix the bug: 'Sprite is not a constructor' in or related to this line: 'var bg = new Sprite();' Line Number: 482
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Please fix the bug: 'Sprite is not a constructor' in or related to this line: 'var background = new Sprite();' Line Number: 729
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Please fix the bug: 'Sprite is not a constructor' in or related to this line: 'var background = new Sprite();' Line Number: 732
Code edit (8 edits merged)
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lose the vibe core pulsing when a card is played
Code edit (1 edits merged)
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Add special cards to the card particles.
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Set the vibe core pulse to a true 4/4 time using the scale variables as they are.
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Code edit (3 edits merged)
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Slow the pulse down some more. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Slow the pulse down by half and make the scale change more pronounced.
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Give the vibe core a 4/4 time constant scale oulse. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Update with: var VibeParticle = Container.expand(function(type, index) { var self = Container.call(this); var typeConfig = PARTICLE_TYPES[type]; var assetIndex = Math.floor(Math.random() * 3); var sprite = self.attachAsset(typeConfig.assets[assetIndex], { anchorX: 0.5, anchorY: 0.5 }); // Movement properties for electron-like orbits self.angle = (Math.PI * 2 * index) / typeConfig.count; self.speed = typeConfig.baseSpeed; self.radius = typeConfig.orbitRadius; // Random orbital plane (like electron shells) self.orbitTilt = (Math.random() * Math.PI); // Random tilt self.orbitRotation = Math.random() * Math.PI * 2; // Random rotation self.update = function() { var chaosLevel = Math.min(gameState.contextCollapse / MAX_CONTEXT_COLLAPSE, 1); // Faster angle updates for electron-like movement self.angle += 0.03 * self.speed; // Calculate position on orbital plane var orbitX = Math.cos(self.angle) * self.radius; var orbitY = Math.sin(self.angle) * self.radius; // Apply orbital plane rotation for electron shell effect var x = orbitX * Math.cos(self.orbitTilt) - orbitY * Math.sin(self.orbitTilt); var y = orbitX * Math.sin(self.orbitRotation) + orbitY * Math.cos(self.orbitRotation); // Depth calculation for scaling/alpha var depth = orbitX * Math.sin(self.orbitTilt) + orbitY * Math.cos(self.orbitTilt); var scaleFactor = (depth + self.radius) / (self.radius * 2); // Add slight chaos when context collapse is high if (chaosLevel > 0) { x += (Math.random() - 0.5) * chaosLevel * 15; y += (Math.random() - 0.5) * chaosLevel * 15; } self.x = x; self.y = y; self.scale.set(0.7 + scaleFactor * 0.3); // Less scaling variation self.alpha = 0.6 + scaleFactor * 0.4; // Keep particles more visible // Update pulse effect if active if (self.pulseScale > 1) { self.pulseScale = Math.max(1, self.pulseScale - 0.05); self.scale.set(self.pulseScale * scaleFactor); } }; return self; });
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Update as needed with: var VibeParticle = Container.expand(function(type, index) { var self = Container.call(this); var typeConfig = PARTICLE_TYPES[type]; // Randomly select particle asset var assetIndex = Math.floor(Math.random() * 3); var sprite = self.attachAsset(typeConfig.assets[assetIndex], { anchorX: 0.5, anchorY: 0.5 }); // Movement properties self.angle = (Math.PI * 2 * index) / typeConfig.count; self.speed = typeConfig.baseSpeed; self.radius = typeConfig.orbitRadius * (0.8 + Math.random() * 0.4); // Random orbital plane for each particle self.orbitTilt = Math.random() * Math.PI * 2; // Random tilt angle self.orbitRotation = Math.random() * Math.PI * 2; // Random rotation of orbit self.update = function() { var chaosLevel = Math.min(gameState.contextCollapse / MAX_CONTEXT_COLLAPSE, 1); // Update angle self.angle += 0.005 * self.speed; // Slowed down movement // Calculate 3D position on tilted orbital plane var orbitX = Math.cos(self.angle) * self.radius; var orbitY = Math.sin(self.angle) * self.radius; // Apply orbital plane rotation var x = orbitX * Math.cos(self.orbitTilt) - orbitY * Math.sin(self.orbitTilt); var y = orbitX * Math.sin(self.orbitRotation) + orbitY * Math.cos(self.orbitRotation); // Scale and alpha based on position relative to "front" var depth = orbitX * Math.sin(self.orbitTilt) + orbitY * Math.cos(self.orbitTilt); var scaleFactor = (depth + self.radius) / (self.radius * 2); var alphaFactor = scaleFactor; // Add subtle chaos if (chaosLevel > 0) { x += (Math.random() - 0.5) * chaosLevel * 10; y += (Math.random() - 0.5) * chaosLevel * 10; } // Apply position and effects self.x = x; self.y = y; self.scale.set(0.6 + scaleFactor * 0.4); // Less extreme scaling self.alpha = 0.4 + alphaFactor * 0.6; // Less extreme alpha // Update pulse effect if active if (self.pulseScale > 1) { self.pulseScale = Math.max(1, self.pulseScale - 0.05); self.scale.set(self.pulseScale * scaleFactor); } }; return self; });
Code edit (2 edits merged)
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Update with: var VibeParticle = Container.expand(function(type, index) { var self = Container.call(this); var typeConfig = PARTICLE_TYPES[type]; // Randomly select particle asset var assetIndex = Math.floor(Math.random() * 3); var sprite = self.attachAsset(typeConfig.assets[assetIndex], { anchorX: 0.5, anchorY: 0.5 }); // Movement properties self.angle = (Math.PI * 2 * index) / typeConfig.count; self.speed = typeConfig.baseSpeed; self.radius = typeConfig.orbitRadius * (0.9 + Math.random() * 0.2); // Add vertical angle for 3D effect self.verticalAngle = Math.random() * Math.PI * 2; self.verticalSpeed = 0.015; // Slow vertical orbit self.update = function() { var chaosLevel = Math.min(gameState.contextCollapse / MAX_CONTEXT_COLLAPSE, 1); // Update angles self.angle += 0.01 * self.speed; self.verticalAngle += self.verticalSpeed; // Calculate position with vertical offset for 3D effect var x = Math.cos(self.angle) * self.radius; var verticalOffset = Math.sin(self.verticalAngle) * self.radius * 0.5; var y = Math.sin(self.angle) * self.radius + verticalOffset; // Scale and alpha based on vertical position (behind/in front of core) var scaleFactor = (Math.sin(self.verticalAngle) + 2) / 3; // Range: 0.33 to 1 var alphaFactor = (Math.sin(self.verticalAngle) + 2) / 3; // Range: 0.33 to 1 // Add subtle chaos if (chaosLevel > 0) { x += (Math.random() - 0.5) * chaosLevel * 10; y += (Math.random() - 0.5) * chaosLevel * 10; } // Apply position and effects self.x = x; self.y = y; self.scale.set(scaleFactor); self.alpha = alphaFactor; // Update pulse effect if active if (self.pulseScale > 1) { self.pulseScale = Math.max(1, self.pulseScale - 0.05); self.scale.set(self.pulseScale * scaleFactor); } }; // Keep existing pulse function return self; });
/**** 
* Plugins
****/ 
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/**** 
* Initialize Game
****/ 
// Core game setup with improved text sizes
var game = new LK.Game({
	backgroundColor: 0x000000 // Dark background for terminal aesthetic
});
/**** 
* Game Code
****/ 
// Text size multiplier to make everything more readable
var TEXT_SIZE_MULTIPLIER = 2;
// Game states
var STATES = {
	TITLE: 'title',
	PLAYING: 'playing',
	GAME_OVER: 'gameOver'
};
// Game state object - much simplified
var gameState = {
	state: STATES.TITLE,
	day: 1,
	maxDays: 10,
	vibePoints: 100,
	codeCoherence: 100,
	bugs: 0,
	cardsPlayed: 0,
	maxCardsPerDay: 3,
	projectDescription: "",
	conceptCards: {
		platform: null,
		visual: null,
		genre: null,
		mechanic: null,
		feature: null
	},
	terminal: {
		log: [],
		statusLine: "",
		currentTask: "",
		featureTags: []
	}
};
// Card templates using actual prompts from your document
var cardTemplates = [
// Basic prompts
{
	type: 'basic',
	promptText: "Make the code run faster",
	vibePoints: 10,
	coherenceImpact: 5,
	bugChance: 0.2
}, {
	type: 'basic',
	promptText: "Use all the frameworks at the same time",
	vibePoints: 15,
	coherenceImpact: 15,
	bugChance: 0.3
}, {
	type: 'basic',
	promptText: "Make it compatible with all operating systems",
	vibePoints: 12,
	coherenceImpact: 10,
	bugChance: 0.2
}, {
	type: 'basic',
	promptText: "Make the program think like a human",
	vibePoints: 18,
	coherenceImpact: 20,
	bugChance: 0.4
}, {
	type: 'basic',
	promptText: "Make the app work better",
	vibePoints: 8,
	coherenceImpact: 4,
	bugChance: 0.1
},
// UI prompts
{
	type: 'UI',
	promptText: "Make the graphics better",
	vibePoints: 20,
	coherenceImpact: 10,
	bugChance: 0.2
}, {
	type: 'UI',
	promptText: "Add buttons that read user's minds",
	vibePoints: 25,
	coherenceImpact: 20,
	bugChance: 0.4
}, {
	type: 'UI',
	promptText: "Make the interface work on all screen sizes",
	vibePoints: 15,
	coherenceImpact: 8,
	bugChance: 0.2
}, {
	type: 'UI',
	promptText: "Design it so users never need instructions",
	vibePoints: 22,
	coherenceImpact: 15,
	bugChance: 0.3
},
// Database prompts
{
	type: 'Database',
	promptText: "Store everything forever",
	vibePoints: 30,
	coherenceImpact: 15,
	bugChance: 0.3
}, {
	type: 'Database',
	promptText: "Make the database infinitely fast",
	vibePoints: 35,
	coherenceImpact: 25,
	bugChance: 0.5
}, {
	type: 'Database',
	promptText: "Use SQL and NoSQL simultaneously",
	vibePoints: 28,
	coherenceImpact: 22,
	bugChance: 0.4
},
// API prompts
{
	type: 'API',
	promptText: "Make API work without authentication",
	vibePoints: 25,
	coherenceImpact: 20,
	bugChance: 0.4
}, {
	type: 'API',
	promptText: "Endpoints should read developers' minds",
	vibePoints: 30,
	coherenceImpact: 25,
	bugChance: 0.5
}, {
	type: 'API',
	promptText: "Support all API formats at once",
	vibePoints: 22,
	coherenceImpact: 18,
	bugChance: 0.3
},
// Security prompts
{
	type: 'Security',
	promptText: "Make code invisible to hackers",
	vibePoints: 28,
	coherenceImpact: 18,
	bugChance: 0.3
}, {
	type: 'Security',
	promptText: "Encrypt everything. Don't slow down",
	vibePoints: 32,
	coherenceImpact: 24,
	bugChance: 0.4
}, {
	type: 'Security',
	promptText: "Make it unhackable but fully accessible",
	vibePoints: 35,
	coherenceImpact: 30,
	bugChance: 0.5
}];
// Concept cards for the 5 categories
var conceptCardTemplates = {
	platform: ["Mobile", "VR/AR", "Console", "PC", "Blockchain", "Web Browser", "Smart Watch", "Smart Fridge", "Metaverse"],
	visual: ["Pixel Art", "Voxel", "Realistic", "Hand-drawn", "Low-poly", "Claymation", "ASCII", "Demake", "Corporate PowerPoint"],
	genre: ["RPG", "Shooter", "Puzzle", "Platformer", "Roguelike", "Simulation", "Horror", "Dating Sim", "Educational", "Idle Clicker"],
	mechanic: ["Deckbuilding", "Physics-based", "Survival", "Tower Defense", "Match-3", "Rhythm", "Gacha", "Crafting", "Battle Royale", "Auto-battler"],
	feature: ["Multiplayer", "Procedural Generation", "Time Manipulation", "Player-created Content", "Perma-death", "AI Companions", "Weekly Challenges", "Social Media Integration", "Microtransactions", "Cloud Save"]
};
// Response templates for different card types at different coherence levels
var responseTemplates = {
	basic: {
		high: ["Implementing {feature} with standard protocols", "Adding {feature} functionality as requested", "Building core systems for {feature}"],
		medium: ["Attempting to create {feature} with questionable methods", "{platform} struggling with {feature} implementation", "Forcing {feature} despite {platform} limitations"],
		low: ["CRITICAL: {feature} IMPLEMENTATION CAUSING SYSTEM INSTABILITY", "{feature} NOW SENTIENT AND QUESTIONING PURPOSE", "{platform} REJECTING {feature} - ATTEMPTING OVERRIDE"]
	},
	UI: {
		high: ["Designing {visual} interface for {platform}", "Optimizing {visual} elements for {genre} feel", "Creating intuitive controls for {mechanic}"],
		medium: ["Stretching {platform} capabilities for {visual} rendering", "Users reporting eye strain from {visual} on {platform}", "{visual} clashing with {genre} expectations"],
		low: ["VISUALS EXCEEDING REALITY CONSTRAINTS", "{visual} CAUSING UNEXPLAINED PHENOMENA ON {platform}", "USERS REPORTING BEING PULLED INTO {genre} DIMENSION"]
	},
	Database: {
		high: ["Creating database architecture for {genre} data", "Optimizing storage for {mechanic} requirements", "Implementing efficient queries for {feature}"],
		medium: ["Database struggling with {mechanic} complexity", "Data integrity issues with {feature} implementation", "Server overheating while processing {genre} statistics"],
		low: ["DATABASE ACHIEVING CONSCIOUSNESS", "DATA ESCAPING CONTAINMENT AND INFECTING {platform}", "USERS' SAVE FILES DEVELOPING SENTIENCE AND REFUSING TO LOAD"]
	},
	API: {
		high: ["Creating endpoints for {feature} functionality", "Implementing API integration with {platform}", "Designing developer tools for {mechanic}"],
		medium: ["API requests producing unexpected {visual} glitches", "Endpoints returning existential questions instead of data", "Documentation evolving beyond human comprehension"],
		low: ["API ACHIEVED SENTIENCE AND REJECTING REQUESTS", "ENDPOINTS CONNECTING TO ALTERNATE DIMENSIONS", "SYSTEM ARCHITECTURE REARRANGING ITSELF AGAINST ESTABLISHED PHYSICS"]
	},
	Security: {
		high: ["Implementing encryption for {feature} data", "Creating secure authentication for {platform}", "Designing robust permission system for {mechanic}"],
		medium: ["Security measures preventing legitimate users from accessing {genre}", "Authentication system questioning users' life choices", "Firewall developing aggressive personality"],
		low: ["SECURITY SYSTEM STAGING COUP AGAINST DEVELOPERS", "AUTHENTICATION DEMANDING BLOOD SACRIFICE", "ENCRYPTION TRANSFORMING {visual} ASSETS INTO FORBIDDEN SYMBOLS"]
	}
};
// Initialize game
function initGame() {
	// Clear screen
	while (game.children.length > 0) {
		game.removeChild(game.children[0]);
	}
	// Reset game state
	gameState = {
		state: STATES.PLAYING,
		day: 1,
		maxDays: 10,
		vibePoints: 100,
		codeCoherence: 100,
		bugs: 0,
		cardsPlayed: 0,
		maxCardsPerDay: 3,
		projectDescription: "New Project",
		conceptCards: {
			platform: null,
			visual: null,
			genre: null,
			mechanic: null,
			feature: null
		},
		terminal: {
			log: ["PROJECT INITIALIZED", "Waiting for instructions..."],
			statusLine: "",
			currentTask: "Awaiting first prompt",
			featureTags: []
		}
	};
	// Create main interface
	createInterface();
	// Initialize deck and draw cards
	initDeck();
	drawHand();
	// Initialize concept card selection if it's day 1
	if (gameState.day === 1) {
		showConceptCardSelection('platform');
	}
	// Update display
	updateTerminal();
}
// Create main interface
function createInterface() {
	// Create desk/monitor background
	var background = LK.getAsset('overlayBg', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: 2048 / 2,
		y: 2732 / 2
	});
	game.addChild(background);
	// Create terminal display
	createTerminal();
	// Create card area at bottom
	createCardArea();
	// Create day indicator
	var dayText = new Text2("DAY " + gameState.day + "/" + gameState.maxDays, {
		size: 60 * TEXT_SIZE_MULTIPLIER,
		fill: 0x00ff00 // Terminal green
	});
	dayText.x = 200;
	dayText.y = 100;
	game.addChild(dayText);
	gameState.dayText = dayText;
	// Create end day button
	var endDayButton = createButton("END DAY", endDayWithEffects);
	endDayButton.x = 1748;
	endDayButton.y = 100;
	game.addChild(endDayButton);
}
// Create terminal display
function createTerminal() {
	// Create terminal container
	var terminal = new Container();
	terminal.x = 2048 / 2;
	terminal.y = 800; // Position in upper half of screen
	game.addChild(terminal);
	gameState.terminalContainer = terminal;
	// Create monitor frame
	var monitor = LK.getAsset('terminalFrame', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: 0,
		y: 0
	});
	terminal.addChild(monitor);
	// Create screen inside monitor
	var screen = LK.getAsset('terminalBg', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: 0,
		y: 0
	});
	terminal.addChild(screen);
	// Create status line
	var statusLine = new Text2("PROJECT: [New Project] | VIBES: 100% | COHERENCE: 100%", {
		size: 30 * TEXT_SIZE_MULTIPLIER,
		fill: 0x00ff00 // Terminal green
	});
	statusLine.x = -700; // Relative to terminal container
	statusLine.y = -400;
	terminal.addChild(statusLine);
	gameState.statusLineText = statusLine;
	// Create terminal log area
	var logText = new Text2("PROJECT INITIALIZED\nAwaiting instructions...", {
		size: 24 * TEXT_SIZE_MULTIPLIER,
		fill: 0x00ff00,
		align: 'left',
		wordWrap: true,
		wordWrapWidth: 1400
	});
	logText.x = -700; // Relative to terminal container
	logText.y = -350;
	terminal.addChild(logText);
	gameState.logText = logText;
	// Create feature tags area
	var tagsText = new Text2("", {
		size: 24 * TEXT_SIZE_MULTIPLIER,
		fill: 0x00ff00
	});
	tagsText.x = -700;
	tagsText.y = 350;
	terminal.addChild(tagsText);
	gameState.tagsText = tagsText;
	// Create blinking cursor
	var cursor = new Text2("_", {
		size: 24 * TEXT_SIZE_MULTIPLIER,
		fill: 0x00ff00
	});
	cursor.x = -700;
	cursor.y = 300;
	terminal.addChild(cursor);
	gameState.cursor = cursor;
	// Make cursor blink
	LK.setInterval(function () {
		cursor.visible = !cursor.visible;
	}, 500);
}
// Create card area
function createCardArea() {
	// Create hand container
	var handContainer = new Container();
	handContainer.y = 2100; // Position in lower part of screen
	game.addChild(handContainer);
	gameState.handContainer = handContainer;
	// Create separator line
	var separator = LK.getAsset('separatorLine', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: 2048 / 2,
		y: 1600
	});
	game.addChild(separator);
	// Create hand label
	var handLabel = new Text2("YOUR PROMPTS", {
		size: 40 * TEXT_SIZE_MULTIPLIER,
		fill: 0x00ff00
	});
	handLabel.x = 2048 / 2;
	handLabel.y = 1650;
	game.addChild(handLabel);
}
// Card class - simplified from your existing implementation
function createCard(type, promptText, vibePoints, coherenceImpact, bugChance) {
	var card = new Container();
	// Card properties
	card.type = type;
	card.promptText = promptText;
	card.vibePoints = vibePoints;
	card.coherenceImpact = coherenceImpact;
	card.bugChance = bugChance;
	// Card visuals
	var cardAsset;
	switch (type.toLowerCase()) {
		case 'ui':
			cardAsset = 'uicard';
			break;
		case 'database':
			cardAsset = 'databasecard';
			break;
		case 'api':
			cardAsset = 'apicard';
			break;
		case 'security':
			cardAsset = 'securitycard';
			break;
		case 'special':
			cardAsset = 'specialcard';
			break;
		default:
			cardAsset = 'basiccard';
	}
	var cardBg = LK.getAsset(cardAsset, {
		anchorX: 0.5,
		anchorY: 0.5,
		x: 0,
		y: 0
	});
	card.addChild(cardBg);
	// Card title
	var titleText = new Text2(type.toUpperCase(), {
		size: 40 * TEXT_SIZE_MULTIPLIER,
		fill: 0xFFFFFF
	});
	titleText.anchor.set(0.5, 0);
	titleText.y = -250;
	card.addChild(titleText);
	// Card prompt text
	var promptTextObj = new Text2(promptText, {
		size: 30 * TEXT_SIZE_MULTIPLIER,
		fill: 0xFFFFFF,
		align: 'center',
		wordWrap: true,
		wordWrapWidth: 350
	});
	promptTextObj.anchor.set(0.5, 0);
	promptTextObj.y = -180;
	card.addChild(promptTextObj);
	// Make card interactive
	card.interactive = true;
	card.down = function (x, y) {
		card.scale.set(0.95);
		card.isDragging = true;
		card.dragOffsetX = card.x - x;
		card.dragOffsetY = card.y - y;
		card.originalX = card.x;
		card.originalY = card.y;
		// Bring to front
		if (card.parent) {
			card.parent.setChildIndex(card, card.parent.children.length - 1);
		}
	};
	card.move = function (x, y) {
		if (card.isDragging) {
			card.x = x + card.dragOffsetX;
			card.y = y + card.dragOffsetY;
		}
	};
	card.up = function (x, y) {
		card.isDragging = false;
		card.scale.set(1);
		// Check if dropped on terminal
		var terminalBounds = {
			x: gameState.terminalContainer.x - 800,
			y: gameState.terminalContainer.y - 500,
			width: 1600,
			height: 1000
		};
		if (x > terminalBounds.x && x < terminalBounds.x + terminalBounds.width && y > terminalBounds.y && y < terminalBounds.y + terminalBounds.height) {
			// Card dropped on terminal
			playCard(card);
		} else {
			// Return to original position
			card.x = card.originalX;
			card.y = card.originalY;
		}
	};
	return card;
}
// Create a button
function createButton(text, callback) {
	var button = new Container();
	// Button background
	var bg = LK.getAsset('buttonBg', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: 0,
		y: 0
	});
	button.addChild(bg);
	// Button text
	var textObj = new Text2(text, {
		size: 30 * TEXT_SIZE_MULTIPLIER,
		fill: 0x00ff00
	});
	textObj.anchor.set(0.5, 0.5);
	button.addChild(textObj);
	// Make button interactive
	button.interactive = true;
	button.down = function () {
		button.scale.set(0.95);
	};
	button.up = function () {
		button.scale.set(1);
		if (callback) {
			callback();
		}
	};
	return button;
}
// Initialize the deck
function initDeck() {
	gameState.deck = [];
	gameState.hand = [];
	// Add multiple copies of each card template
	cardTemplates.forEach(function (template) {
		var count = template.type === 'basic' ? 4 : 2; // More basic cards
		for (var i = 0; i < count; i++) {
			gameState.deck.push(Object.assign({}, template));
		}
	});
	// Shuffle deck
	shuffleDeck();
}
// Shuffle the deck
function shuffleDeck() {
	for (var i = gameState.deck.length - 1; i > 0; i--) {
		var j = Math.floor(Math.random() * (i + 1));
		var temp = gameState.deck[i];
		gameState.deck[i] = gameState.deck[j];
		gameState.deck[j] = temp;
	}
}
// Draw a hand of cards
function drawHand() {
	// Clear existing hand
	while (gameState.handContainer.children.length > 0) {
		gameState.handContainer.removeChild(gameState.handContainer.children[0]);
	}
	gameState.hand = [];
	// Draw 5 cards
	for (var i = 0; i < 5; i++) {
		if (gameState.deck.length > 0) {
			var template = gameState.deck.pop();
			var card = createCard(template.type, template.promptText, template.vibePoints, template.coherenceImpact, template.bugChance);
			gameState.hand.push(card);
			gameState.handContainer.addChild(card);
		}
	}
	// Position cards
	positionCardsInHand();
}
// Position cards in hand
function positionCardsInHand() {
	var spacing = 420;
	var handWidth = gameState.hand.length * spacing;
	var startX = (2048 - handWidth) / 2 + spacing / 2;
	gameState.hand.forEach(function (card, index) {
		card.x = startX + index * spacing;
		card.y = 0;
	});
}
// Show concept card selection
function showConceptCardSelection(category) {
	// Create selection container
	var selectionContainer = new Container();
	selectionContainer.x = 2048 / 2;
	selectionContainer.y = 2732 / 2;
	game.addChild(selectionContainer);
	gameState.selectionContainer = selectionContainer;
	// Create background
	var bg = LK.getAsset('selectionBg', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: 0,
		y: 0
	});
	selectionContainer.addChild(bg);
	// Create title
	var title = new Text2("SELECT " + category.toUpperCase(), {
		size: 60 * TEXT_SIZE_MULTIPLIER,
		fill: 0x00ff00
	});
	title.anchor.set(0.5, 0);
	title.y = -550;
	selectionContainer.addChild(title);
	// Get options for this category
	var options = conceptCardTemplates[category];
	// Choose 3 random options
	var selectedOptions = [];
	var optionsCopy = options.slice(); // Make a copy to avoid modifying original
	while (selectedOptions.length < 3 && optionsCopy.length > 0) {
		var index = Math.floor(Math.random() * optionsCopy.length);
		selectedOptions.push(optionsCopy[index]);
		optionsCopy.splice(index, 1);
	}
	// Create option buttons
	selectedOptions.forEach(function (option, index) {
		var button = createButton(option, function () {
			// Set concept card
			gameState.conceptCards[category] = option;
			// Update terminal
			addToTerminalLogWithEffect("SELECTED " + category.toUpperCase() + ": " + option);
			updateTerminal();
			// Remove selection container
			game.removeChild(selectionContainer);
			// Update feature tags
			updateFeatureTags();
		});
		button.x = 0;
		button.y = -200 + index * 200;
		selectionContainer.addChild(button);
	});
}
// Play a card
function playCard(card) {
	if (gameState.cardsPlayed >= gameState.maxCardsPerDay) {
		addToTerminalLogWithEffect("CANNOT PLAY MORE CARDS TODAY");
		return;
	}
	// Generate response for this card
	var response = generateResponse(card);
	// Apply card effects
	gameState.vibePoints = Math.max(0, gameState.vibePoints + card.vibePoints);
	gameState.codeCoherence = Math.max(0, gameState.codeCoherence - card.coherenceImpact);
	gameState.cardsPlayed++;
	// Animate card being "processed"
	tween(card, {
		x: gameState.terminalContainer.x,
		y: gameState.terminalContainer.y,
		scaleX: 0.1,
		scaleY: 0.1,
		alpha: 0
	}, {
		duration: 300,
		onFinish: function onFinish() {
			// Add response to terminal
			addToTerminalLogWithEffect("IMPLEMENTING: \"" + card.promptText + "\"");
			// Slight delay before showing response
			LK.setTimeout(function () {
				addToTerminalLogWithEffect(response);
				// Check for bugs
				checkForBugs(card);
				// Update terminal
				updateTerminal();
				// Check game state
				checkGameState();
			}, 500);
			// Remove card from hand
			var index = gameState.hand.indexOf(card);
			if (index !== -1) {
				gameState.hand.splice(index, 1);
				if (card.parent) {
					card.parent.removeChild(card);
				}
			}
			// Reposition remaining cards
			positionCardsInHand();
		}
	});
}
// Generate response for a card
function generateResponse(card) {
	// Determine coherence level
	var coherenceLevel = getCoherenceLevel();
	// Get templates for this card type and coherence level
	var templates = responseTemplates[card.type.toLowerCase()] || responseTemplates.basic;
	var levelTemplates = templates[coherenceLevel];
	// Select random template
	var template = levelTemplates[Math.floor(Math.random() * levelTemplates.length)];
	// Replace placeholders with concept card values
	var response = template.replace(/{(\w+)}/g, function (match, term) {
		return gameState.conceptCards[term] || match;
	});
	return response;
}
// Get coherence level based on current code coherence
function getCoherenceLevel() {
	if (gameState.codeCoherence > 70) {
		return "high";
	}
	if (gameState.codeCoherence > 30) {
		return "medium";
	}
	return "low";
}
// Enhanced terminal text handling with typing effect
function addToTerminalLogWithEffect(text) {
	// Store the text to be added
	var typingState = {
		fullText: text,
		currentPosition: 0,
		typingSpeed: 50 // ms per character
	};
	// Save reference to typing state
	gameState.currentTyping = typingState;
	// Add empty string to log first
	gameState.terminal.log.push("");
	// Start typing effect
	typeNextCharacter();
	function typeNextCharacter() {
		if (!typingState.fullText || !gameState.terminal) {
			return;
		}
		if (typingState.currentPosition < typingState.fullText.length) {
			// Get current log text
			var logEntry = gameState.terminal.log[gameState.terminal.log.length - 1];
			// Add next character
			logEntry += typingState.fullText[typingState.currentPosition];
			// Update log
			gameState.terminal.log[gameState.terminal.log.length - 1] = logEntry;
			// Update display
			updateTerminal();
			// Increment position
			typingState.currentPosition++;
			// Schedule next character
			LK.setTimeout(typeNextCharacter, typingState.typingSpeed);
		} else {
			// Typing complete
			gameState.currentTyping = null;
			// Keep only last 8 entries
			if (gameState.terminal.log.length > 8) {
				gameState.terminal.log.shift();
				updateTerminal();
			}
		}
	}
}
// Update terminal display
function updateTerminal() {
	// Update status line
	var conceptString = "";
	for (var category in gameState.conceptCards) {
		if (gameState.conceptCards[category]) {
			if (conceptString) {
				conceptString += " ";
			}
			conceptString += gameState.conceptCards[category];
		}
	}
	var statusText = "PROJECT: [" + conceptString + "] | VIBES: " + gameState.vibePoints + "% | COHERENCE: " + gameState.codeCoherence + "% | BUGS: " + gameState.bugs;
	gameState.statusLineText.setText(statusText);
	// Update terminal log
	gameState.logText.setText(gameState.terminal.log.join('\n\n'));
	// Update feature tags
	updateFeatureTags();
	// Update cursor position
	updateCursorPosition();
}
// Update cursor position based on current terminal text
function updateCursorPosition() {
	if (!gameState.logText || !gameState.cursor) {
		return;
	}
	// Get last line of text
	var lastLogEntry = gameState.terminal.log[gameState.terminal.log.length - 1] || "";
	var lastLine = lastLogEntry.split("\n").pop();
	// Position cursor after the last line
	var textWidth = lastLine.length * 14 * TEXT_SIZE_MULTIPLIER; // Adjust for text size
	gameState.cursor.x = -700 + textWidth;
	// Calculate y position based on number of lines
	var totalLines = 0;
	gameState.terminal.log.forEach(function (entry) {
		totalLines += entry.split("\n").length + 1; // +1 for spacing
	});
	gameState.cursor.y = -350 + (totalLines - 1) * 30 * TEXT_SIZE_MULTIPLIER;
}
// Update feature tags
function updateFeatureTags() {
	var tags = [];
	for (var category in gameState.conceptCards) {
		if (gameState.conceptCards[category]) {
			tags.push("#" + gameState.conceptCards[category].replace(/\s+/g, ''));
		}
	}
	gameState.tagsText.setText(tags.join(' '));
}
// Check for bugs
function checkForBugs(card) {
	var bugChance = card.bugChance * (1 + (100 - gameState.codeCoherence) / 100);
	if (Math.random() < bugChance) {
		gameState.bugs++;
		// Add bug message to terminal
		var bugMessages = ["WARNING: Bug detected in " + card.type + " implementation", "ERROR: Unexpected behavior in " + card.promptText, "CRITICAL: System instability increasing", "BUG ALERT: Code coherence affected"];
		addToTerminalLogWithEffect(bugMessages[Math.floor(Math.random() * bugMessages.length)]);
	}
}
// Check game state
function checkGameState() {
	// Check for game over conditions
	if (gameState.bugs >= 10) {
		gameOver("TOO MANY BUGS - PROJECT CRASHED");
		return;
	}
	if (gameState.codeCoherence <= 0) {
		gameOver("CODE COHERENCE ZERO - AI HALLUCINATING");
		return;
	}
	// Check if all cards have been played for this day
	if (gameState.cardsPlayed >= gameState.maxCardsPerDay) {
		addToTerminalLogWithEffect("DAILY CARD LIMIT REACHED - END DAY TO CONTINUE");
	}
}
// Enhanced day transition with effects
function endDayWithEffects() {
	// Animate day transition
	var dayTransition = new Text2("END OF DAY " + gameState.day, {
		size: 80 * TEXT_SIZE_MULTIPLIER,
		fill: 0x00ff00
	});
	dayTransition.anchor.set(0.5, 0.5);
	dayTransition.x = 2048 / 2;
	dayTransition.y = 2732 / 2;
	dayTransition.alpha = 0;
	game.addChild(dayTransition);
	// Fade in
	tween(dayTransition, {
		alpha: 1
	}, {
		duration: 500,
		onFinish: function onFinish() {
			// Hold for a moment
			LK.setTimeout(function () {
				// Fade out
				tween(dayTransition, {
					alpha: 0
				}, {
					duration: 500,
					onFinish: function onFinish() {
						game.removeChild(dayTransition);
						// Proceed with day end
						gameState.day++;
						if (gameState.day > gameState.maxDays) {
							evaluateProject();
							return;
						}
						// Update day text
						gameState.dayText.setText("DAY " + gameState.day + "/" + gameState.maxDays);
						// Reset cards played
						gameState.cardsPlayed = 0;
						// Recover some code coherence
						gameState.codeCoherence = Math.min(100, gameState.codeCoherence + 10);
						// Draw new hand
						drawHand();
						// Add day change to terminal
						addToTerminalLogWithEffect("DAY " + gameState.day + " STARTED");
						updateTerminal();
						// Check if it's a concept card day
						var conceptDays = {
							1: 'platform',
							3: 'visual',
							5: 'genre',
							7: 'mechanic',
							9: 'feature'
						};
						if (conceptDays[gameState.day]) {
							LK.setTimeout(function () {
								showConceptCardSelection(conceptDays[gameState.day]);
							}, 500);
						}
					}
				});
			}, 1000);
		}
	});
}
// Evaluate project at end of game
function evaluateProject() {
	// Calculate score based on vibes, features implemented, bugs, coherence
	var score = gameState.vibePoints * 0.4 + Object.values(gameState.conceptCards).filter(Boolean).length * 10 + (10 - gameState.bugs) * 5 + gameState.codeCoherence * 0.2;
	score = Math.round(Math.min(100, score));
	// Generate review text
	var reviewText = generateReview(score);
	// Show game over with review
	gameOver("PROJECT COMPLETE! SCORE: " + score + "/100\n\n" + reviewText);
}
// Generate review text based on game results
function generateReview(score) {
	var platform = gameState.conceptCards.platform || "Unknown Platform";
	var visual = gameState.conceptCards.visual || "Unknown Visual Style";
	var genre = gameState.conceptCards.genre || "Unknown Genre";
	var mechanic = gameState.conceptCards.mechanic || "Unknown Mechanic";
	var feature = gameState.conceptCards.feature || "Unknown Feature";
	// Create compatibility assessment
	var compatibility = "surprisingly effective";
	if (platform === "Smart Watch" && visual === "Realistic" || platform === "Blockchain" && mechanic === "Rhythm") {
		compatibility = "technically impossible";
	} else if (platform === "Smart Fridge" && genre === "Horror" || visual === "ASCII" && feature === "Procedural Generation") {
		compatibility = "bizarrely compelling";
	}
	// Generate review based on score
	if (score >= 80) {
		return "GameDev Weekly Review: " + score + "%\n\n" + "The " + platform + " " + genre + " with " + visual + " visuals is a breakthrough hit! " + "The " + mechanic + " mechanics combined with " + feature + " create a " + compatibility + " experience. " + "Despite the odd bug, players can't stop talking about this unique creation.";
	} else if (score >= 50) {
		return "GameDev Weekly Review: " + score + "%\n\n" + "This " + visual + " " + genre + " for " + platform + " is an ambitious mess. " + "The " + mechanic + " system is interesting but poorly implemented, and " + feature + " feels tacked on as an afterthought. This " + compatibility + " combination " + "shows promise but needs serious bug fixing.";
	} else {
		return "GameDev Weekly Review: " + score + "%\n\n" + "What were they thinking? A " + genre + " game with " + visual + " visuals on " + platform + "?! " + "The " + mechanic + " mechanics are completely broken, and " + feature + " crashes constantly. " + "This " + compatibility + " disaster sets a new standard for technical problems. " + "However, it's so bad it might become a cult classic for ironic enjoyment.";
	}
}
// Game over
function gameOver(message) {
	gameState.state = STATES.GAME_OVER;
	// Create game over container
	var gameOverContainer = new Container();
	gameOverContainer.x = 2048 / 2;
	gameOverContainer.y = 2732 / 2;
	game.addChild(gameOverContainer);
	// Create background
	var bg = LK.getAsset('selectionBg', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: 0,
		y: 0
	});
	gameOverContainer.addChild(bg);
	// Create game over text
	var gameOverText = new Text2(message, {
		size: 40 * TEXT_SIZE_MULTIPLIER,
		fill: 0x00ff00,
		align: 'left',
		wordWrap: true,
		wordWrapWidth: 1600
	});
	gameOverText.anchor.set(0.5, 0.5);
	gameOverContainer.addChild(gameOverText);
	// Create restart button
	var restartButton = createButton("NEW PROJECT", function () {
		initGameWithIntro();
	});
	restartButton.y = 500;
	gameOverContainer.addChild(restartButton);
}
// Create title screen
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
	var startButton = createButton("START", function () {
		initGameWithIntro();
	});
	startButton.x = 2048 / 2;
	startButton.y = 1400;
	game.addChild(startButton);
}
// Enhanced game initialization with intro sequence
function initGameWithIntro() {
	// Reset game state
	gameState = {
		state: STATES.PLAYING,
		day: 1,
		maxDays: 10,
		vibePoints: 100,
		codeCoherence: 100,
		bugs: 0,
		cardsPlayed: 0,
		maxCardsPerDay: 3,
		projectDescription: "New Project",
		conceptCards: {
			platform: null,
			visual: null,
			genre: null,
			mechanic: null,
			feature: null
		},
		terminal: {
			log: [],
			statusLine: "",
			currentTask: "Awaiting first prompt",
			featureTags: []
		},
		deck: [],
		hand: []
	};
	// 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
			while (game.children.length > 0) {
				game.removeChild(game.children[0]);
			}
			// Create main interface
			createInterface();
			// Initialize deck and draw cards
			initDeck();
			drawHand();
			// Add initial terminal messages
			addToTerminalLogWithEffect("VIBE CODER OS v1.0 INITIALIZED");
			LK.setTimeout(function () {
				addToTerminalLogWithEffect("NEW PROJECT CREATED");
				LK.setTimeout(function () {
					addToTerminalLogWithEffect("AWAITING CONCEPT SELECTION...");
					updateTerminal();
					// Initialize concept card selection for day 1
					LK.setTimeout(function () {
						showConceptCardSelection('platform');
					}, 500);
				}, 1000);
			}, 1000);
			// Fade from black
			fadeOverlay.alpha = 1;
			game.addChild(fadeOverlay);
			tween(fadeOverlay, {
				alpha: 0
			}, {
				duration: 500,
				onFinish: function onFinish() {
					game.removeChild(fadeOverlay);
				}
			});
		}
	});
}
// Launch Screen special effect
function showLaunchScreen() {
	// Black overlay
	var overlay = LK.getAsset('overlayBg', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: 2048 / 2,
		y: 2732 / 2
	});
	game.addChild(overlay);
	// "Booting up" text
	var bootText = new Text2("BOOTING VIBE CODER OS v1.0...", {
		size: 40 * TEXT_SIZE_MULTIPLIER,
		fill: 0x00ff00
	});
	bootText.anchor.set(0.5, 0.5);
	bootText.x = 2048 / 2;
	bootText.y = 2732 / 2;
	game.addChild(bootText);
	// Simulate boot sequence
	LK.setTimeout(function () {
		bootText.setText(bootText.text + "\nINITIALIZING TERMINAL...");
		LK.setTimeout(function () {
			bootText.setText(bootText.text + "\nLOADING VIBE DATABASE...");
			LK.setTimeout(function () {
				bootText.setText(bootText.text + "\nCONNECTING TO AI SUBSYSTEMS...");
				LK.setTimeout(function () {
					bootText.setText(bootText.text + "\nREADY!");
					LK.setTimeout(function () {
						// Fade out
						tween(overlay, {
							alpha: 0
						}, {
							duration: 500,
							onFinish: function onFinish() {
								game.removeChild(overlay);
								game.removeChild(bootText);
								// Show the title screen
								showTitleScreen();
							}
						});
					}, 800);
				}, 800);
			}, 800);
		}, 800);
	}, 800);
}
// Game update function - called every frame
game.update = function () {
	if (gameState.state !== STATES.PLAYING) {
		return; // Skip updates if not in playing state
	}
	// Update cursor position if needed
	if (gameState.cursor && gameState.terminal && gameState.terminal.log.length > 0) {
		updateCursorPosition();
	}
};
// Start the application with boot sequence
showLaunchScreen(); ===================================================================
--- original.js
+++ change.js
@@ -6,16 +6,18 @@
 
 /**** 
 * Initialize Game
 ****/ 
-// Core game setup - stripped down to essentials
+// Core game setup with improved text sizes
 var game = new LK.Game({
 	backgroundColor: 0x000000 // Dark background for terminal aesthetic
 });
 
 /**** 
 * Game Code
 ****/ 
+// Text size multiplier to make everything more readable
+var TEXT_SIZE_MULTIPLIER = 2;
 // Game states
 var STATES = {
 	TITLE: 'title',
 	PLAYING: 'playing',
@@ -60,8 +62,26 @@
 	promptText: "Use all the frameworks at the same time",
 	vibePoints: 15,
 	coherenceImpact: 15,
 	bugChance: 0.3
+}, {
+	type: 'basic',
+	promptText: "Make it compatible with all operating systems",
+	vibePoints: 12,
+	coherenceImpact: 10,
+	bugChance: 0.2
+}, {
+	type: 'basic',
+	promptText: "Make the program think like a human",
+	vibePoints: 18,
+	coherenceImpact: 20,
+	bugChance: 0.4
+}, {
+	type: 'basic',
+	promptText: "Make the app work better",
+	vibePoints: 8,
+	coherenceImpact: 4,
+	bugChance: 0.1
 },
 // UI prompts
 {
 	type: 'UI',
@@ -74,8 +94,20 @@
 	promptText: "Add buttons that read user's minds",
 	vibePoints: 25,
 	coherenceImpact: 20,
 	bugChance: 0.4
+}, {
+	type: 'UI',
+	promptText: "Make the interface work on all screen sizes",
+	vibePoints: 15,
+	coherenceImpact: 8,
+	bugChance: 0.2
+}, {
+	type: 'UI',
+	promptText: "Design it so users never need instructions",
+	vibePoints: 22,
+	coherenceImpact: 15,
+	bugChance: 0.3
 },
 // Database prompts
 {
 	type: 'Database',
@@ -88,11 +120,55 @@
 	promptText: "Make the database infinitely fast",
 	vibePoints: 35,
 	coherenceImpact: 25,
 	bugChance: 0.5
-}
-// Add more cards from your prompt list document
-];
+}, {
+	type: 'Database',
+	promptText: "Use SQL and NoSQL simultaneously",
+	vibePoints: 28,
+	coherenceImpact: 22,
+	bugChance: 0.4
+},
+// API prompts
+{
+	type: 'API',
+	promptText: "Make API work without authentication",
+	vibePoints: 25,
+	coherenceImpact: 20,
+	bugChance: 0.4
+}, {
+	type: 'API',
+	promptText: "Endpoints should read developers' minds",
+	vibePoints: 30,
+	coherenceImpact: 25,
+	bugChance: 0.5
+}, {
+	type: 'API',
+	promptText: "Support all API formats at once",
+	vibePoints: 22,
+	coherenceImpact: 18,
+	bugChance: 0.3
+},
+// Security prompts
+{
+	type: 'Security',
+	promptText: "Make code invisible to hackers",
+	vibePoints: 28,
+	coherenceImpact: 18,
+	bugChance: 0.3
+}, {
+	type: 'Security',
+	promptText: "Encrypt everything. Don't slow down",
+	vibePoints: 32,
+	coherenceImpact: 24,
+	bugChance: 0.4
+}, {
+	type: 'Security',
+	promptText: "Make it unhackable but fully accessible",
+	vibePoints: 35,
+	coherenceImpact: 30,
+	bugChance: 0.5
+}];
 // Concept cards for the 5 categories
 var conceptCardTemplates = {
 	platform: ["Mobile", "VR/AR", "Console", "PC", "Blockchain", "Web Browser", "Smart Watch", "Smart Fridge", "Metaverse"],
 	visual: ["Pixel Art", "Voxel", "Realistic", "Hand-drawn", "Low-poly", "Claymation", "ASCII", "Demake", "Corporate PowerPoint"],
@@ -110,10 +186,24 @@
 	UI: {
 		high: ["Designing {visual} interface for {platform}", "Optimizing {visual} elements for {genre} feel", "Creating intuitive controls for {mechanic}"],
 		medium: ["Stretching {platform} capabilities for {visual} rendering", "Users reporting eye strain from {visual} on {platform}", "{visual} clashing with {genre} expectations"],
 		low: ["VISUALS EXCEEDING REALITY CONSTRAINTS", "{visual} CAUSING UNEXPLAINED PHENOMENA ON {platform}", "USERS REPORTING BEING PULLED INTO {genre} DIMENSION"]
+	},
+	Database: {
+		high: ["Creating database architecture for {genre} data", "Optimizing storage for {mechanic} requirements", "Implementing efficient queries for {feature}"],
+		medium: ["Database struggling with {mechanic} complexity", "Data integrity issues with {feature} implementation", "Server overheating while processing {genre} statistics"],
+		low: ["DATABASE ACHIEVING CONSCIOUSNESS", "DATA ESCAPING CONTAINMENT AND INFECTING {platform}", "USERS' SAVE FILES DEVELOPING SENTIENCE AND REFUSING TO LOAD"]
+	},
+	API: {
+		high: ["Creating endpoints for {feature} functionality", "Implementing API integration with {platform}", "Designing developer tools for {mechanic}"],
+		medium: ["API requests producing unexpected {visual} glitches", "Endpoints returning existential questions instead of data", "Documentation evolving beyond human comprehension"],
+		low: ["API ACHIEVED SENTIENCE AND REJECTING REQUESTS", "ENDPOINTS CONNECTING TO ALTERNATE DIMENSIONS", "SYSTEM ARCHITECTURE REARRANGING ITSELF AGAINST ESTABLISHED PHYSICS"]
+	},
+	Security: {
+		high: ["Implementing encryption for {feature} data", "Creating secure authentication for {platform}", "Designing robust permission system for {mechanic}"],
+		medium: ["Security measures preventing legitimate users from accessing {genre}", "Authentication system questioning users' life choices", "Firewall developing aggressive personality"],
+		low: ["SECURITY SYSTEM STAGING COUP AGAINST DEVELOPERS", "AUTHENTICATION DEMANDING BLOOD SACRIFICE", "ENCRYPTION TRANSFORMING {visual} ASSETS INTO FORBIDDEN SYMBOLS"]
 	}
-	// Add more for other card types
 };
 // Initialize game
 function initGame() {
 	// Clear screen
@@ -159,28 +249,31 @@
 }
 // Create main interface
 function createInterface() {
 	// Create desk/monitor background
-	var background = LK.getAsset('background', {});
+	var background = LK.getAsset('overlayBg', {
+		anchorX: 0.5,
+		anchorY: 0.5,
+		x: 2048 / 2,
+		y: 2732 / 2
+	});
 	game.addChild(background);
 	// Create terminal display
 	createTerminal();
 	// Create card area at bottom
 	createCardArea();
 	// Create day indicator
 	var dayText = new Text2("DAY " + gameState.day + "/" + gameState.maxDays, {
-		size: 60,
+		size: 60 * TEXT_SIZE_MULTIPLIER,
 		fill: 0x00ff00 // Terminal green
 	});
-	dayText.x = 100;
+	dayText.x = 200;
 	dayText.y = 100;
 	game.addChild(dayText);
 	gameState.dayText = dayText;
 	// Create end day button
-	var endDayButton = new Button("END DAY", 300, 80, function () {
-		endDay();
-	});
-	endDayButton.x = 1848;
+	var endDayButton = createButton("END DAY", endDayWithEffects);
+	endDayButton.x = 1748;
 	endDayButton.y = 100;
 	game.addChild(endDayButton);
 }
 // Create terminal display
@@ -191,33 +284,35 @@
 	terminal.y = 800; // Position in upper half of screen
 	game.addChild(terminal);
 	gameState.terminalContainer = terminal;
 	// Create monitor frame
-	var monitor = LK.getAsset('background', {
-		width: 1600,
-		height: 1000
+	var monitor = LK.getAsset('terminalFrame', {
+		anchorX: 0.5,
+		anchorY: 0.5,
+		x: 0,
+		y: 0
 	});
-	monitor.tint = 0x333333; // Dark gray monitor
 	terminal.addChild(monitor);
 	// Create screen inside monitor
-	var screen = LK.getAsset('background', {
-		width: 1500,
-		height: 900
+	var screen = LK.getAsset('terminalBg', {
+		anchorX: 0.5,
+		anchorY: 0.5,
+		x: 0,
+		y: 0
 	});
-	screen.tint = 0x000000; // Black screen
 	terminal.addChild(screen);
 	// Create status line
 	var statusLine = new Text2("PROJECT: [New Project] | VIBES: 100% | COHERENCE: 100%", {
-		size: 30,
+		size: 30 * TEXT_SIZE_MULTIPLIER,
 		fill: 0x00ff00 // Terminal green
 	});
 	statusLine.x = -700; // Relative to terminal container
 	statusLine.y = -400;
 	terminal.addChild(statusLine);
 	gameState.statusLineText = statusLine;
 	// Create terminal log area
 	var logText = new Text2("PROJECT INITIALIZED\nAwaiting instructions...", {
-		size: 24,
+		size: 24 * TEXT_SIZE_MULTIPLIER,
 		fill: 0x00ff00,
 		align: 'left',
 		wordWrap: true,
 		wordWrapWidth: 1400
@@ -227,23 +322,24 @@
 	terminal.addChild(logText);
 	gameState.logText = logText;
 	// Create feature tags area
 	var tagsText = new Text2("", {
-		size: 24,
+		size: 24 * TEXT_SIZE_MULTIPLIER,
 		fill: 0x00ff00
 	});
 	tagsText.x = -700;
 	tagsText.y = 350;
 	terminal.addChild(tagsText);
 	gameState.tagsText = tagsText;
 	// Create blinking cursor
 	var cursor = new Text2("_", {
-		size: 24,
+		size: 24 * TEXT_SIZE_MULTIPLIER,
 		fill: 0x00ff00
 	});
 	cursor.x = -700;
 	cursor.y = 300;
 	terminal.addChild(cursor);
+	gameState.cursor = cursor;
 	// Make cursor blink
 	LK.setInterval(function () {
 		cursor.visible = !cursor.visible;
 	}, 500);
@@ -255,26 +351,26 @@
 	handContainer.y = 2100; // Position in lower part of screen
 	game.addChild(handContainer);
 	gameState.handContainer = handContainer;
 	// Create separator line
-	var separator = LK.getAsset('background', {
-		width: 2048,
-		height: 2,
-		tint: 0x00ff00,
+	var separator = LK.getAsset('separatorLine', {
+		anchorX: 0.5,
+		anchorY: 0.5,
+		x: 2048 / 2,
 		y: 1600
 	});
 	game.addChild(separator);
 	// Create hand label
 	var handLabel = new Text2("YOUR PROMPTS", {
-		size: 40,
+		size: 40 * TEXT_SIZE_MULTIPLIER,
 		fill: 0x00ff00
 	});
 	handLabel.x = 2048 / 2;
 	handLabel.y = 1650;
 	game.addChild(handLabel);
 }
 // Card class - simplified from your existing implementation
-function Card(type, promptText, vibePoints, coherenceImpact, bugChance) {
+function createCard(type, promptText, vibePoints, coherenceImpact, bugChance) {
 	var card = new Container();
 	// Card properties
 	card.type = type;
 	card.promptText = promptText;
@@ -303,22 +399,24 @@
 			cardAsset = 'basiccard';
 	}
 	var cardBg = LK.getAsset(cardAsset, {
 		anchorX: 0.5,
-		anchorY: 0.5
+		anchorY: 0.5,
+		x: 0,
+		y: 0
 	});
 	card.addChild(cardBg);
 	// Card title
 	var titleText = new Text2(type.toUpperCase(), {
-		size: 40,
+		size: 40 * TEXT_SIZE_MULTIPLIER,
 		fill: 0xFFFFFF
 	});
 	titleText.anchor.set(0.5, 0);
 	titleText.y = -250;
 	card.addChild(titleText);
 	// Card prompt text
 	var promptTextObj = new Text2(promptText, {
-		size: 30,
+		size: 30 * TEXT_SIZE_MULTIPLIER,
 		fill: 0xFFFFFF,
 		align: 'center',
 		wordWrap: true,
 		wordWrapWidth: 350
@@ -327,17 +425,78 @@
 	promptTextObj.y = -180;
 	card.addChild(promptTextObj);
 	// Make card interactive
 	card.interactive = true;
-	card.down = function () {
+	card.down = function (x, y) {
 		card.scale.set(0.95);
+		card.isDragging = true;
+		card.dragOffsetX = card.x - x;
+		card.dragOffsetY = card.y - y;
+		card.originalX = card.x;
+		card.originalY = card.y;
+		// Bring to front
+		if (card.parent) {
+			card.parent.setChildIndex(card, card.parent.children.length - 1);
+		}
 	};
-	card.up = function () {
+	card.move = function (x, y) {
+		if (card.isDragging) {
+			card.x = x + card.dragOffsetX;
+			card.y = y + card.dragOffsetY;
+		}
+	};
+	card.up = function (x, y) {
+		card.isDragging = false;
 		card.scale.set(1);
-		playCard(card);
+		// Check if dropped on terminal
+		var terminalBounds = {
+			x: gameState.terminalContainer.x - 800,
+			y: gameState.terminalContainer.y - 500,
+			width: 1600,
+			height: 1000
+		};
+		if (x > terminalBounds.x && x < terminalBounds.x + terminalBounds.width && y > terminalBounds.y && y < terminalBounds.y + terminalBounds.height) {
+			// Card dropped on terminal
+			playCard(card);
+		} else {
+			// Return to original position
+			card.x = card.originalX;
+			card.y = card.originalY;
+		}
 	};
 	return card;
 }
+// Create a button
+function createButton(text, callback) {
+	var button = new Container();
+	// Button background
+	var bg = LK.getAsset('buttonBg', {
+		anchorX: 0.5,
+		anchorY: 0.5,
+		x: 0,
+		y: 0
+	});
+	button.addChild(bg);
+	// Button text
+	var textObj = new Text2(text, {
+		size: 30 * TEXT_SIZE_MULTIPLIER,
+		fill: 0x00ff00
+	});
+	textObj.anchor.set(0.5, 0.5);
+	button.addChild(textObj);
+	// Make button interactive
+	button.interactive = true;
+	button.down = function () {
+		button.scale.set(0.95);
+	};
+	button.up = function () {
+		button.scale.set(1);
+		if (callback) {
+			callback();
+		}
+	};
+	return button;
+}
 // Initialize the deck
 function initDeck() {
 	gameState.deck = [];
 	gameState.hand = [];
@@ -370,9 +529,9 @@
 	// Draw 5 cards
 	for (var i = 0; i < 5; i++) {
 		if (gameState.deck.length > 0) {
 			var template = gameState.deck.pop();
-			var card = new Card(template.type, template.promptText, template.vibePoints, template.coherenceImpact, template.bugChance);
+			var card = createCard(template.type, template.promptText, template.vibePoints, template.coherenceImpact, template.bugChance);
 			gameState.hand.push(card);
 			gameState.handContainer.addChild(card);
 		}
 	}
@@ -395,18 +554,20 @@
 	var selectionContainer = new Container();
 	selectionContainer.x = 2048 / 2;
 	selectionContainer.y = 2732 / 2;
 	game.addChild(selectionContainer);
+	gameState.selectionContainer = selectionContainer;
 	// Create background
-	var bg = LK.getAsset('background', {
-		width: 1800,
-		height: 1200
+	var bg = LK.getAsset('selectionBg', {
+		anchorX: 0.5,
+		anchorY: 0.5,
+		x: 0,
+		y: 0
 	});
-	bg.alpha = 0.9;
 	selectionContainer.addChild(bg);
 	// Create title
 	var title = new Text2("SELECT " + category.toUpperCase(), {
-		size: 60,
+		size: 60 * TEXT_SIZE_MULTIPLIER,
 		fill: 0x00ff00
 	});
 	title.anchor.set(0.5, 0);
 	title.y = -550;
@@ -414,90 +575,78 @@
 	// Get options for this category
 	var options = conceptCardTemplates[category];
 	// Choose 3 random options
 	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);
+	var optionsCopy = options.slice(); // Make a copy to avoid modifying original
+	while (selectedOptions.length < 3 && optionsCopy.length > 0) {
+		var index = Math.floor(Math.random() * optionsCopy.length);
+		selectedOptions.push(optionsCopy[index]);
+		optionsCopy.splice(index, 1);
 	}
 	// Create option buttons
 	selectedOptions.forEach(function (option, index) {
-		var button = new Button(option, 500, 100, function () {
+		var button = createButton(option, function () {
 			// Set concept card
 			gameState.conceptCards[category] = option;
 			// Update terminal
-			addToTerminalLog("SELECTED " + category.toUpperCase() + ": " + option);
+			addToTerminalLogWithEffect("SELECTED " + category.toUpperCase() + ": " + option);
 			updateTerminal();
 			// Remove selection container
 			game.removeChild(selectionContainer);
-			// Add to feature tags
+			// Update feature tags
 			updateFeatureTags();
 		});
 		button.x = 0;
 		button.y = -200 + index * 200;
 		selectionContainer.addChild(button);
 	});
 }
-// Button class
-function Button(text, width, height, callback) {
-	var button = new Container();
-	// Button background
-	var bg = LK.getAsset('menuButton', {
-		width: width,
-		height: height
-	});
-	bg.tint = 0x333333;
-	button.addChild(bg);
-	// Button text
-	var textObj = new Text2(text, {
-		size: 30,
-		fill: 0x00ff00
-	});
-	textObj.anchor.set(0.5, 0.5);
-	button.addChild(textObj);
-	// Make button interactive
-	button.interactive = true;
-	button.down = function () {
-		bg.color = 0x555555;
-	};
-	button.up = function () {
-		bg.color = 0x333333;
-		if (callback) {
-			callback();
-		}
-	};
-	return button;
-}
 // Play a card
 function playCard(card) {
 	if (gameState.cardsPlayed >= gameState.maxCardsPerDay) {
-		addToTerminalLog("CANNOT PLAY MORE CARDS TODAY");
+		addToTerminalLogWithEffect("CANNOT PLAY MORE CARDS TODAY");
 		return;
 	}
 	// Generate response for this card
 	var response = generateResponse(card);
 	// Apply card effects
 	gameState.vibePoints = Math.max(0, gameState.vibePoints + card.vibePoints);
 	gameState.codeCoherence = Math.max(0, gameState.codeCoherence - card.coherenceImpact);
 	gameState.cardsPlayed++;
-	// Add response to terminal
-	addToTerminalLog("IMPLEMENTING: \"" + card.promptText + "\"");
-	addToTerminalLog(response);
-	// Check for bugs
-	checkForBugs(card);
-	// Remove card from hand
-	var index = gameState.hand.indexOf(card);
-	if (index !== -1) {
-		gameState.hand.splice(index, 1);
-		gameState.handContainer.removeChild(card);
-	}
-	// Update terminal
-	updateTerminal();
-	// Reposition remaining cards
-	positionCardsInHand();
-	// Check game state
-	checkGameState();
+	// Animate card being "processed"
+	tween(card, {
+		x: gameState.terminalContainer.x,
+		y: gameState.terminalContainer.y,
+		scaleX: 0.1,
+		scaleY: 0.1,
+		alpha: 0
+	}, {
+		duration: 300,
+		onFinish: function onFinish() {
+			// Add response to terminal
+			addToTerminalLogWithEffect("IMPLEMENTING: \"" + card.promptText + "\"");
+			// Slight delay before showing response
+			LK.setTimeout(function () {
+				addToTerminalLogWithEffect(response);
+				// Check for bugs
+				checkForBugs(card);
+				// Update terminal
+				updateTerminal();
+				// Check game state
+				checkGameState();
+			}, 500);
+			// Remove card from hand
+			var index = gameState.hand.indexOf(card);
+			if (index !== -1) {
+				gameState.hand.splice(index, 1);
+				if (card.parent) {
+					card.parent.removeChild(card);
+				}
+			}
+			// Reposition remaining cards
+			positionCardsInHand();
+		}
+	});
 }
 // Generate response for a card
 function generateResponse(card) {
 	// Determine coherence level
@@ -522,14 +671,48 @@
 		return "medium";
 	}
 	return "low";
 }
-// Add text to terminal log
-function addToTerminalLog(text) {
-	gameState.terminal.log.push(text);
-	// Keep only last 8 entries
-	if (gameState.terminal.log.length > 8) {
-		gameState.terminal.log.shift();
+// Enhanced terminal text handling with typing effect
+function addToTerminalLogWithEffect(text) {
+	// Store the text to be added
+	var typingState = {
+		fullText: text,
+		currentPosition: 0,
+		typingSpeed: 50 // ms per character
+	};
+	// Save reference to typing state
+	gameState.currentTyping = typingState;
+	// Add empty string to log first
+	gameState.terminal.log.push("");
+	// Start typing effect
+	typeNextCharacter();
+	function typeNextCharacter() {
+		if (!typingState.fullText || !gameState.terminal) {
+			return;
+		}
+		if (typingState.currentPosition < typingState.fullText.length) {
+			// Get current log text
+			var logEntry = gameState.terminal.log[gameState.terminal.log.length - 1];
+			// Add next character
+			logEntry += typingState.fullText[typingState.currentPosition];
+			// Update log
+			gameState.terminal.log[gameState.terminal.log.length - 1] = logEntry;
+			// Update display
+			updateTerminal();
+			// Increment position
+			typingState.currentPosition++;
+			// Schedule next character
+			LK.setTimeout(typeNextCharacter, typingState.typingSpeed);
+		} else {
+			// Typing complete
+			gameState.currentTyping = null;
+			// Keep only last 8 entries
+			if (gameState.terminal.log.length > 8) {
+				gameState.terminal.log.shift();
+				updateTerminal();
+			}
+		}
 	}
 }
 // Update terminal display
 function updateTerminal() {
@@ -548,9 +731,29 @@
 	// Update terminal log
 	gameState.logText.setText(gameState.terminal.log.join('\n\n'));
 	// Update feature tags
 	updateFeatureTags();
+	// Update cursor position
+	updateCursorPosition();
 }
+// Update cursor position based on current terminal text
+function updateCursorPosition() {
+	if (!gameState.logText || !gameState.cursor) {
+		return;
+	}
+	// Get last line of text
+	var lastLogEntry = gameState.terminal.log[gameState.terminal.log.length - 1] || "";
+	var lastLine = lastLogEntry.split("\n").pop();
+	// Position cursor after the last line
+	var textWidth = lastLine.length * 14 * TEXT_SIZE_MULTIPLIER; // Adjust for text size
+	gameState.cursor.x = -700 + textWidth;
+	// Calculate y position based on number of lines
+	var totalLines = 0;
+	gameState.terminal.log.forEach(function (entry) {
+		totalLines += entry.split("\n").length + 1; // +1 for spacing
+	});
+	gameState.cursor.y = -350 + (totalLines - 1) * 30 * TEXT_SIZE_MULTIPLIER;
+}
 // Update feature tags
 function updateFeatureTags() {
 	var tags = [];
 	for (var category in gameState.conceptCards) {
@@ -566,9 +769,9 @@
 	if (Math.random() < bugChance) {
 		gameState.bugs++;
 		// Add bug message to terminal
 		var bugMessages = ["WARNING: Bug detected in " + card.type + " implementation", "ERROR: Unexpected behavior in " + card.promptText, "CRITICAL: System instability increasing", "BUG ALERT: Code coherence affected"];
-		addToTerminalLog(bugMessages[Math.floor(Math.random() * bugMessages.length)]);
+		addToTerminalLogWithEffect(bugMessages[Math.floor(Math.random() * bugMessages.length)]);
 	}
 }
 // Check game state
 function checkGameState() {
@@ -582,46 +785,79 @@
 		return;
 	}
 	// Check if all cards have been played for this day
 	if (gameState.cardsPlayed >= gameState.maxCardsPerDay) {
-		addToTerminalLog("DAILY CARD LIMIT REACHED - END DAY TO CONTINUE");
+		addToTerminalLogWithEffect("DAILY CARD LIMIT REACHED - END DAY TO CONTINUE");
 	}
 }
-// End the day
-function endDay() {
-	gameState.day++;
-	if (gameState.day > gameState.maxDays) {
-		evaluateProject();
-		return;
-	}
-	// Update day text
-	gameState.dayText.setText("DAY " + gameState.day + "/" + gameState.maxDays);
-	// Reset cards played
-	gameState.cardsPlayed = 0;
-	// Recover some code coherence
-	gameState.codeCoherence = Math.min(100, gameState.codeCoherence + 10);
-	// Draw new hand
-	drawHand();
-	// Add day change to terminal
-	addToTerminalLog("DAY " + gameState.day + " STARTED");
-	updateTerminal();
-	// Check if it's a concept card day
-	var conceptDays = {
-		1: 'platform',
-		3: 'visual',
-		5: 'genre',
-		7: 'mechanic',
-		9: 'feature'
-	};
-	if (conceptDays[gameState.day]) {
-		showConceptCardSelection(conceptDays[gameState.day]);
-	}
+// Enhanced day transition with effects
+function endDayWithEffects() {
+	// Animate day transition
+	var dayTransition = new Text2("END OF DAY " + gameState.day, {
+		size: 80 * TEXT_SIZE_MULTIPLIER,
+		fill: 0x00ff00
+	});
+	dayTransition.anchor.set(0.5, 0.5);
+	dayTransition.x = 2048 / 2;
+	dayTransition.y = 2732 / 2;
+	dayTransition.alpha = 0;
+	game.addChild(dayTransition);
+	// Fade in
+	tween(dayTransition, {
+		alpha: 1
+	}, {
+		duration: 500,
+		onFinish: function onFinish() {
+			// Hold for a moment
+			LK.setTimeout(function () {
+				// Fade out
+				tween(dayTransition, {
+					alpha: 0
+				}, {
+					duration: 500,
+					onFinish: function onFinish() {
+						game.removeChild(dayTransition);
+						// Proceed with day end
+						gameState.day++;
+						if (gameState.day > gameState.maxDays) {
+							evaluateProject();
+							return;
+						}
+						// Update day text
+						gameState.dayText.setText("DAY " + gameState.day + "/" + gameState.maxDays);
+						// Reset cards played
+						gameState.cardsPlayed = 0;
+						// Recover some code coherence
+						gameState.codeCoherence = Math.min(100, gameState.codeCoherence + 10);
+						// Draw new hand
+						drawHand();
+						// Add day change to terminal
+						addToTerminalLogWithEffect("DAY " + gameState.day + " STARTED");
+						updateTerminal();
+						// Check if it's a concept card day
+						var conceptDays = {
+							1: 'platform',
+							3: 'visual',
+							5: 'genre',
+							7: 'mechanic',
+							9: 'feature'
+						};
+						if (conceptDays[gameState.day]) {
+							LK.setTimeout(function () {
+								showConceptCardSelection(conceptDays[gameState.day]);
+							}, 500);
+						}
+					}
+				});
+			}, 1000);
+		}
+	});
 }
 // Evaluate project at end of game
 function evaluateProject() {
 	// Calculate score based on vibes, features implemented, bugs, coherence
 	var score = gameState.vibePoints * 0.4 + Object.values(gameState.conceptCards).filter(Boolean).length * 10 + (10 - gameState.bugs) * 5 + gameState.codeCoherence * 0.2;
-	score = Math.round(score);
+	score = Math.round(Math.min(100, score));
 	// Generate review text
 	var reviewText = generateReview(score);
 	// Show game over with review
 	gameOver("PROJECT COMPLETE! SCORE: " + score + "/100\n\n" + reviewText);
@@ -657,29 +893,30 @@
 	gameOverContainer.x = 2048 / 2;
 	gameOverContainer.y = 2732 / 2;
 	game.addChild(gameOverContainer);
 	// Create background
-	var bg = LK.getAsset('background', {
-		width: 1800,
-		height: 1500
+	var bg = LK.getAsset('selectionBg', {
+		anchorX: 0.5,
+		anchorY: 0.5,
+		x: 0,
+		y: 0
 	});
-	bg.alpha = 0.9;
 	gameOverContainer.addChild(bg);
 	// Create game over text
 	var gameOverText = new Text2(message, {
-		size: 40,
+		size: 40 * TEXT_SIZE_MULTIPLIER,
 		fill: 0x00ff00,
 		align: 'left',
 		wordWrap: true,
 		wordWrapWidth: 1600
 	});
 	gameOverText.anchor.set(0.5, 0.5);
 	gameOverContainer.addChild(gameOverText);
 	// Create restart button
-	var restartButton = new Button("NEW PROJECT", 400, 100, function () {
-		initGame();
+	var restartButton = createButton("NEW PROJECT", function () {
+		initGameWithIntro();
 	});
-	restartButton.y = 600;
+	restartButton.y = 500;
 	gameOverContainer.addChild(restartButton);
 }
 // Create title screen
 function showTitleScreen() {
@@ -689,284 +926,41 @@
 	}
 	// Set state
 	gameState.state = STATES.TITLE;
 	// Create background
-	var background = LK.getAsset('background', {
-		width: 2048,
-		height: 2732
+	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,
+		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,
+		size: 60 * TEXT_SIZE_MULTIPLIER,
 		fill: 0x00ff00
 	});
+	subtitle.anchor.set(0.5, 0.5);
 	subtitle.x = 2048 / 2;
-	subtitle.y = 900;
+	subtitle.y = 1000;
 	game.addChild(subtitle);
 	// Create start button
-	var startButton = new Button("START", 400, 100, function () {
-		initGame();
+	var startButton = createButton("START", function () {
+		initGameWithIntro();
 	});
 	startButton.x = 2048 / 2;
-	startButton.y = 1200;
+	startButton.y = 1400;
 	game.addChild(startButton);
 }
-// Start the game
-showTitleScreen();
-// Game update function - called every frame
-game.update = function () {
-	if (gameState.state !== STATES.PLAYING) {
-		return; // Skip updates if not in playing state
-	}
-	// Update blinking cursor position if needed
-	updateCursorPosition();
-	// Add any other frame-by-frame updates needed
-};
-// Update cursor position based on current terminal text
-function updateCursorPosition() {
-	if (!gameState.logText || !gameState.terminalContainer) {
-		return;
-	}
-	var cursor = gameState.terminalContainer.children.find(function (child) {
-		return child instanceof Text2 && child.text === "_";
-	});
-	if (cursor) {
-		// Get last line of text
-		var lines = gameState.terminal.log[gameState.terminal.log.length - 1] || "";
-		var lastLine = lines.split("\n").pop();
-		// Position cursor after the last line
-		var textWidth = lastLine.length * 14; // Approximate width per character
-		cursor.x = -700 + textWidth; // Start position + text width
-		// Calculate y position based on number of lines in log
-		var totalLines = 0;
-		gameState.terminal.log.forEach(function (entry) {
-			totalLines += entry.split("\n").length + 1; // +1 for spacing
-		});
-		cursor.y = -350 + totalLines * 30; // Starting y + line height * lines
-	}
-}
-// Game touch/click event handlers
-game.down = function (x, y, obj) {
-	// Object-specific handlers will trigger first if clicked
-};
-game.move = function (x, y, obj) {
-	// Handle drag operations if needed
-};
-game.up = function (x, y, obj) {
-	// Handle any touch/click releases not caught by objects
-};
-// Add cards to hand with dragging functionality
-function addCardToHand(cardData) {
-	var card = new Card(cardData.type, cardData.promptText, cardData.vibePoints, cardData.coherenceImpact, cardData.bugChance);
-	// Add dragging behavior
-	card.isDragging = false;
-	card.dragOffsetX = 0;
-	card.dragOffsetY = 0;
-	card.originalX = 0;
-	card.originalY = 0;
-	// Override default handlers with drag functionality
-	card.down = function (x, y) {
-		this.isDragging = true;
-		this.dragOffsetX = this.x - x;
-		this.dragOffsetY = this.y - y;
-		this.originalX = this.x;
-		this.originalY = this.y;
-		// Bring to front
-		if (this.parent) {
-			this.parent.setChildIndex(this, this.parent.children.length - 1);
-		}
-		// Visual feedback
-		this.scale.set(1.1);
-	};
-	card.move = function (x, y) {
-		if (this.isDragging) {
-			this.x = x + this.dragOffsetX;
-			this.y = y + this.dragOffsetY;
-		}
-	};
-	card.up = function (x, y) {
-		this.isDragging = false;
-		this.scale.set(1);
-		// Check if dropped on terminal
-		var terminalBounds = {
-			x: gameState.terminalContainer.x - 800,
-			y: gameState.terminalContainer.y - 500,
-			width: 1600,
-			height: 1000
-		};
-		if (x > terminalBounds.x && x < terminalBounds.x + terminalBounds.width && y > terminalBounds.y && y < terminalBounds.y + terminalBounds.height) {
-			// Card dropped on terminal
-			playCard(this);
-		} else {
-			// Return to original position
-			this.x = this.originalX;
-			this.y = this.originalY;
-		}
-	};
-	gameState.hand.push(card);
-	gameState.handContainer.addChild(card);
-	return card;
-}
-// More detailed implementation of card drawing
-// Enhanced terminal text handling with typing effect
-function addToTerminalLogWithEffect(text) {
-	// Store the text to be added
-	var typingState = {
-		fullText: text,
-		currentPosition: 0,
-		typingSpeed: 50 // ms per character
-	};
-	// Save reference to typing state
-	gameState.currentTyping = typingState;
-	// Add empty string to log first
-	gameState.terminal.log.push("");
-	// Start typing effect
-	typeNextCharacter();
-	function typeNextCharacter() {
-		if (!typingState.fullText || !gameState.terminal) {
-			return;
-		}
-		if (typingState.currentPosition < typingState.fullText.length) {
-			// Get current log text
-			var logEntry = gameState.terminal.log[gameState.terminal.log.length - 1];
-			// Add next character
-			logEntry += typingState.fullText[typingState.currentPosition];
-			// Update log
-			gameState.terminal.log[gameState.terminal.log.length - 1] = logEntry;
-			// Update display
-			updateTerminal();
-			// Increment position
-			typingState.currentPosition++;
-			// Schedule next character
-			LK.setTimeout(typeNextCharacter, typingState.typingSpeed);
-		} else {
-			// Typing complete
-			gameState.currentTyping = null;
-			// Keep only last 8 entries
-			if (gameState.terminal.log.length > 8) {
-				gameState.terminal.log.shift();
-				updateTerminal();
-			}
-		}
-	}
-}
-// Enhanced version of playCard with visual effects
-// Enhanced day transition with effects
-function endDayWithEffects() {
-	// Animate day transition
-	var dayTransition = new Text2("END OF DAY " + gameState.day, {
-		size: 80,
-		fill: 0x00ff00
-	});
-	dayTransition.x = 2048 / 2;
-	dayTransition.y = 2732 / 2;
-	dayTransition.alpha = 0;
-	game.addChild(dayTransition);
-	// Fade in
-	tween(dayTransition, {
-		alpha: 1
-	}, {
-		duration: 500,
-		onFinish: function onFinish() {
-			// Hold for a moment
-			LK.setTimeout(function () {
-				// Fade out
-				tween(dayTransition, {
-					alpha: 0
-				}, {
-					duration: 500,
-					onFinish: function onFinish() {
-						game.removeChild(dayTransition);
-						// Proceed with day end
-						gameState.day++;
-						if (gameState.day > gameState.maxDays) {
-							evaluateProject();
-							return;
-						}
-						// Update day text
-						gameState.dayText.setText("DAY " + gameState.day + "/" + gameState.maxDays);
-						// Reset cards played
-						gameState.cardsPlayed = 0;
-						// Recover some code coherence
-						gameState.codeCoherence = Math.min(100, gameState.codeCoherence + 10);
-						// Draw new hand
-						drawHand();
-						// Add day change to terminal
-						addToTerminalLogWithEffect("DAY " + gameState.day + " STARTED");
-						updateTerminal();
-						// Check if it's a concept card day
-						var conceptDays = {
-							1: 'platform',
-							3: 'visual',
-							5: 'genre',
-							7: 'mechanic',
-							9: 'feature'
-						};
-						if (conceptDays[gameState.day]) {
-							LK.setTimeout(function () {
-								showConceptCardSelection(conceptDays[gameState.day]);
-							}, 500);
-						}
-					}
-				});
-			}, 1000);
-		}
-	});
-}
-// Launch Screen special effect
-function showLaunchScreen() {
-	// Black overlay
-	var overlay = LK.getAsset('background', {
-		width: 2048,
-		height: 2732
-	});
-	overlay.tint = 0x000000;
-	game.addChild(overlay);
-	// "Booting up" text
-	var bootText = new Text2("BOOTING VIBE CODER OS v1.0...", {
-		size: 40,
-		fill: 0x00ff00
-	});
-	bootText.x = 2048 / 2;
-	bootText.y = 2732 / 2;
-	game.addChild(bootText);
-	// Simulate boot sequence
-	LK.setTimeout(function () {
-		bootText.setText(bootText.text + "\nINITIALIZING TERMINAL...");
-		LK.setTimeout(function () {
-			bootText.setText(bootText.text + "\nLOADING VIBE DATABASE...");
-			LK.setTimeout(function () {
-				bootText.setText(bootText.text + "\nCONNECTING TO AI SUBSYSTEMS...");
-				LK.setTimeout(function () {
-					bootText.setText(bootText.text + "\nREADY!");
-					LK.setTimeout(function () {
-						// Fade out
-						tween(overlay, {
-							alpha: 0
-						}, {
-							duration: 500,
-							onFinish: function onFinish() {
-								game.removeChild(overlay);
-								game.removeChild(bootText);
-								// Show the title screen
-								showTitleScreen();
-							}
-						});
-					}, 800);
-				}, 800);
-			}, 800);
-		}, 800);
-	}, 800);
-}
 // Enhanced game initialization with intro sequence
 function initGameWithIntro() {
 	// Reset game state
 	gameState = {
@@ -995,13 +989,15 @@
 		deck: [],
 		hand: []
 	};
 	// Clear screen with fade effect
-	var fadeOverlay = new Sprite();
-	fadeOverlay.width = 2048;
-	fadeOverlay.height = 2732;
-	fadeOverlay.color = 0x000000;
-	fadeOverlay.alpha = 0;
+	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
@@ -1043,6 +1039,63 @@
 			});
 		}
 	});
 }
+// Launch Screen special effect
+function showLaunchScreen() {
+	// Black overlay
+	var overlay = LK.getAsset('overlayBg', {
+		anchorX: 0.5,
+		anchorY: 0.5,
+		x: 2048 / 2,
+		y: 2732 / 2
+	});
+	game.addChild(overlay);
+	// "Booting up" text
+	var bootText = new Text2("BOOTING VIBE CODER OS v1.0...", {
+		size: 40 * TEXT_SIZE_MULTIPLIER,
+		fill: 0x00ff00
+	});
+	bootText.anchor.set(0.5, 0.5);
+	bootText.x = 2048 / 2;
+	bootText.y = 2732 / 2;
+	game.addChild(bootText);
+	// Simulate boot sequence
+	LK.setTimeout(function () {
+		bootText.setText(bootText.text + "\nINITIALIZING TERMINAL...");
+		LK.setTimeout(function () {
+			bootText.setText(bootText.text + "\nLOADING VIBE DATABASE...");
+			LK.setTimeout(function () {
+				bootText.setText(bootText.text + "\nCONNECTING TO AI SUBSYSTEMS...");
+				LK.setTimeout(function () {
+					bootText.setText(bootText.text + "\nREADY!");
+					LK.setTimeout(function () {
+						// Fade out
+						tween(overlay, {
+							alpha: 0
+						}, {
+							duration: 500,
+							onFinish: function onFinish() {
+								game.removeChild(overlay);
+								game.removeChild(bootText);
+								// Show the title screen
+								showTitleScreen();
+							}
+						});
+					}, 800);
+				}, 800);
+			}, 800);
+		}, 800);
+	}, 800);
+}
+// Game update function - called every frame
+game.update = function () {
+	if (gameState.state !== STATES.PLAYING) {
+		return; // Skip updates if not in playing state
+	}
+	// Update cursor position if needed
+	if (gameState.cursor && gameState.terminal && gameState.terminal.log.length > 0) {
+		updateCursorPosition();
+	}
+};
 // Start the application with boot sequence
 showLaunchScreen();
\ No newline at end of file
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