Platformer
A side-scrolling platformer from one manifest: run, jump, stomp, collect and reach the goal flag. Write the level as rows of characters (# ground, B bricks, ? item blocks, = one-way bridges, / and \ slopes, H ladders, ^ spikes, ~ lava, P the hero, o coins, e walkers, F the goal, and the rest of a legend you can extend), pick one of fourteen themes (meadow, forest, desert, snow, cave, castle, city, harbor...) and a look (pixel, painted or flat), and the plate does the rest. Every tile, backdrop and character is painted in code and animated: parallax hills, clouds and skylines behind the action, grass and railings in front of it, liquids that flicker, and a cast that walks, runs, jumps, climbs, crouches and celebrates. The rules are all there: enemies with their own behaviour (walkers, ledge-turners, kickable shells, hoppers, flyers, chasers, turrets that shoot, spiked ones you must not stomp, a boss that takes several hits), stomp combos, item blocks that give coins or power-ups, bricks a big hero breaks, a grow power-up, a fireball blaster and a star, checkpoints, lives and extra lives, a clock whose time left is a bonus, pits, moving platforms that carry you, ice, wall jumps and double jumps if you want them. The hero feels right out of the box: coyote time, a jump buffer, a tap hops and a hold jumps high. The HUD shows score, coins, lives and the clock, with a title card, a pause card, a game over and a stage clear. Arrow keys or WASD move, Space or Z jumps, X runs and throws, P pauses. Three layouts: classic, kiosk and clean. Ships empty on purpose.
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