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Orb O'Malley: Energy Absorption
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Orb O'Malley: A New Arcade Icon Orb O'Malley is a spherical, sentient energy being, glowing with a soft, ethereal light. Rather than chomping, Orb O'Malley absorbs energy. Its movement is less about a mouth and more about a gentle, frictionless glide. Here's how Orb O'Malley changes the game: Appearance: Imagine a smooth, perfectly round orb with a subtle, pulsating inner glow. It doesn't have eyes or a mouth in the traditional sense, but its glow intensifies or flickers slightly to convey a sense of "alertness" or "satisfaction" when absorbing energy. When "powered up," its glow becomes vibrant and emits small, shimmering particles. Gameplay Interaction: Instead of "eating dots," Orb O'Malley "absorbs energy particles." When it touches a particle, the particle dissolves into Orb O'Malley, causing a brief, satisfying ripple effect across its surface. "Power Pellet" Equivalent: These would be "Resonance Cores." When Orb O'Malley absorbs a Resonance Core, its energy field temporarily expands and intensifies. This allows it to "disperse" the spectral entities (our new "ghosts") upon contact. When dispersed, the spectral entities don't get "eaten"; they temporarily destabilize and return to their containment unit, re-coalescing after a short period. Movement & Sound: Orb O'Malley would have a smooth, almost fluid movement, accompanied by a soft, consistent hum. When absorbing particles, you'd hear a gentle, resonant chime, and a more powerful, escalating hum and whoosh when a Resonance Core is activated. Dispersing spectral entities would be marked by a distinct, ethereal shimmer and a soft, fading chime. The New Antagonists: Spectral Entities Replacing the ghosts, we now have Spectral Entities. These are less about being spooky and more about being abstract, ethereal beings that are drawn to and want to re-absorb the loose energy particles. Appearance: They could be wispy, translucent figures, perhaps with a faint outline and a central, glowing "core." Each of the four entities could have a distinct color and slightly different visual distortions or movement patterns to hint at their unique AI (e.g., one might have sharper, more erratic movements, another smoother and more flowing). Behavior: Their goal is to "re-collect" the energy particles before Orb O'Malley. They aren't trying to "eat" Orb O'Malley; rather, if they collide with it when Orb O'Malley isn't empowered, they disrupt its energy field, causing it to temporarily destabilize and lose a "charge" (our equivalent of a life). When Orb O'Malley is empowered by a Resonance Core, its expanded energy field disperses them. Names (examples): "Flicker" (The direct chaser) "Shade" (The ambusher) "Drift" (The unpredictable one) "Wisp" (The elusive one)
/**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 });
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
8bit energyParticle. In-Game asset. 2d. High contrast. No shadows
8bit orb. In-Game asset. 2d. High contrast. No shadows
8bit wisp. In-Game asset. 2d. High contrast. No shadows
8bit flicker. In-Game asset. 2d. High contrast. No shadows
8bit wall. In-Game asset. 2d. High contrast. No shadows
8bit shade. In-Game asset. 2d. High contrast. No shadows
8bit resonanceCore. In-Game asset. 2d. High contrast. No shadows