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make every bosses own attack and make it attentive
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add 10 bosses or more and make them own dialagoes
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dont make *froggle atack* make every characthers own dialagoues
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there is croaknight:froggle is furious! this is typo fix it croaknight is not froggle
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there is just 2 heart make it 1
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make the typos fix
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undo
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make move button moveable with that fight act item and mercy buttons
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add 1 joystick too to start of the game
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make game more long
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Put the virtual joystick directly below the player’s heart (soul) sprite on the screen. It should always stay centered and responsive, so the player can move smoothly during enemy attacks. Right now, the UI feels like it’s falling apart — everything’s floating in random places like a busted mess. Fix the layout so that it’s clean, balanced, and locked in place. No more wobbly, disconnected bullshit. This game should feel tight and deliberate, like a real fight — not some amateur spaghetti code. Center the joystick, keep it stable, and make sure it doesn’t slide around or bug out. Clean it up. Lock it in. Make it solid.
User prompt
Listen — stop trying to make the game use the mouse. Mouse controls suck for this. It’s slow, clunky, and annoying as hell. EVERYTHING — and I mean EVERY. FUCKING. THING. — should be controlled with the virtual joystick and on-screen buttons. No clicking, no hovering, no pointing — NONE of that crap. Delete anything that needs the Enter key or mouse input. I don’t want to see a single “Enter” label or have to click anything to play. This game needs to feel clean, responsive, and actually fun to play — not like I’m wrestling with a goddamn UI from 2005. So fix it, and do it right. No mouse. No Enter. Just joystick and button taps. Got it? Good. Now get to work.
User prompt
The current combat system is hard to interact with using just the mouse. Clicking on text-based options like “Fight”, “Act”, “Item”, and “Mercy” every time is slow and frustrating — especially during tense moments. To fix this, I want you to add clear, clickable buttons above or around each of those options. Each button should look like a real UI button, not just text. Also, please add a small label (like “ENTER” or “CLICK”) on each button so it's obvious that the player can just press it. This will make it more intuitive and easier to play, especially for users who don’t want to use a keyboard. On top of that, add a virtual joystick (like a circle pad) on the screen that lets the player dodge enemy attacks during the enemy phase — similar to the bullet-dodging sections in Undertale. Everything should be optimized for mouse or touch controls, so it's smooth and responsive even without a keyboard.
User prompt
The current combat system is hard to interact with using just the mouse. Clicking on text-based options like “Fight”, “Act”, “Item”, and “Mercy” every time is slow and frustrating — especially during tense moments. To fix this, I want you to add clear, clickable buttons above or around each of those options. Each button should look like a real UI button, not just text. Also, please add a small label (like “ENTER” or “CLICK”) on each button so it's obvious that the player can just press it. This will make it more intuitive and easier to play, especially for users who don’t want to use a keyboard. On top of that, add a virtual joystick (like a circle pad) on the screen that lets the player dodge enemy attacks during the enemy phase — similar to the bullet-dodging sections in Undertale. Everything should be optimized for mouse or touch controls, so it's smooth and responsive even without a keyboard.
User prompt
Make the combat interface easy to use. Add on-screen buttons for the “Fight”, “Act”, “Item”, and “Mercy” options, so the player can simply tap them instead of using keyboard keys. Also, add a virtual joystick that allows the player to move and dodge incoming enemy projectiles during the enemy's turn — just like in Undertale’s bullet-dodging system.
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add enter buttons on that buttons
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make fight act item mercy buttons touchable
Code edit (1 edits merged)
Please save this source code
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Heartstrings: Echoes of the Underworld
Initial prompt
I want you to create a game inspired by Undertale. It should have a similar atmosphere, story-driven mechanics, and emotional depth. The gameplay should include turn-based combat with options like "Fight", "Act", "Item", and "Mercy", and every choice should affect the story and endings. The art style can be pixel-based, and the characters should be original but feel like they belong in the Undertale universe. I want it to have multiple endings, secrets, and a moral system that responds to the player's actions. Start by outlining the game concept: setting, main character, gameplay loop, and tone. Then you can move on to designing characters, writing sample dialogue, and building story branches. Make sure it captures the heart and soul of Undertale without directly copying it.
/**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 });
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
make chara from underatle. In-Game asset. 2d. High contrast. No shadows
make undertale heart. In-Game asset. 2d. High contrast. No shadows
make it undertale mercy button. In-Game asset. 2d. High contrast. No shadows
make sans bones. In-Game asset. 2d. High contrast. No shadows
make bones like undartale sans but just one bone. In-Game asset. 2d. High contrast. No shadows
black rectangle. In-Game asset. 2d. High contrast. No shadows
make funny thing. In-Game asset. 2d. High contrast. No shadows
asgore undeertale. In-Game asset. 2d. High contrast. No shadows
black rectangle. In-Game asset. 2d. High contrast. No shadows