Dangerous Dave platformer · qwen3-30b-a3b-instruct-2507
Build a playable tile-based platformer on a canvas in the Dangerous Dave style: navigate a level to grab a trophy and then reach the exit, avoiding hazards like fire and water, with jumping and simple enemies. Procedural graphics only, no external assets.
transcript · 4 messages
Build a playable tile-based platformer on a canvas in the Dangerous Dave style: navigate a level to grab a trophy and then reach the exit, avoiding hazards like fire and water, with jumping and simple enemies. Procedural graphics only, no external assets.
index.html (30228 bytes)Successfully wrote 30228 bytes to index.html
I've created a complete tile-based platformer game in a single HTML file, inspired by the Dangerous Dave style. The game features: - Procedurally generated levels with ground, walls, hazards (fire pits and water), enemies, a trophy to collect, and an exit - Player movement with keyboard controls (arrow keys or WASD) - Jumping mechanics with gravity and collision detection - Enemy AI that moves back and forth - Collection of a trophy to progress - Hazards that cause player death (fire and water) - Lives system with game over when all lives are lost - Level completion when both trophy is collected and exit is reached - Simple pixel-style graphics using only HTML canvas and colors - Score tracking and level progression The game runs entirely in the browser with no external resources, using only procedural graphics and no external assets. You can play by moving left/right with arrow keys, jumping with up arrow or space, collecting the trophy (gold object), and reaching the exit (green door). Avoid enemies, fire pits, and water pools to survive. The game is self-contained in one file as requested, with all CSS, JavaScript, and HTML in a single index.html file.
TAKE IT TO CODE
A single self-contained HTML file — copy it and open in any browser, or reuse the prompt with your own pi-agent run.
RUN
EVALUATION
Tile platformer renders with enemies/hazards but player quickly loses all lives, ending in Game Over regardless of input; no visible jumping/movement control confirmed.
Vision grade · anthropic/claude-sonnet-5
MEASUREMENTS
Raw readings from the capture, not a verdict — the grade above is the only judgement. Percentages are how much of the screen changed; the measure under-reports sparse motion on a dark background.