oneshotlm
Compare all models on this prompt →

Mario-style platformer · gpt-6.1-sol

Output generated Cost / run $0.2746 Runtime 505.4s

Prompt for this run

Using the pre-provided phaser.min.js (global Phaser), build a playable side-scrolling platformer in the classic Mario style: run and jump across scrolling platforms, stomp enemies, collect coins, and reach a goal flag. Use ONLY procedurally generated graphics, no external image or audio assets.

⛨ sandboxed Open in new tab ↗

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

modelgpt-6.1-sol
vendorOpenAI
harnesspi 0.87.1 · browser iteration
generated2026-10-05

METRICS

runtime505.4s
tokens in409k
tokens out16k
cached378k
cost / run$0.2746
Transcript · 41 messages
system

user

Using the pre-provided phaser.min.js (global Phaser), build a playable side-scrolling platformer in the classic Mario style: run and jump across scrolling platforms, stomp enemies, collect coins, and reach a goal flag. Use ONLY procedurally generated graphics, no external image or audio assets.

assistant
thinking
**Planning graphics implementation**

I need to implement polished, playable graphics using Phaser with generated textures. I've got a good amount of tokens and time to work with. First, I think I should inspect the directory where I'll be storing these assets to ensure everything is organized. This way, I can keep track of the textures and make sure they fit together nicely in the game. Let's see how I can efficiently set everything up!

I’ll build a self-contained platformer with procedural pixel art, scrolling terrain, stompable enemies, coins, and a goal flag, then test it in the browser.

→ bash {"command":"ls -la","timeout":10}
toolResult

total 1168 drwx------ 3 node node 4096 Oct 5 00:40 . drwxrwxrwt 6 root root 4096 Oct 5 00:40 .. drwxr-xr-x 3 node node 4096 Oct 5 00:40 .home -rw-r--r-- 1 node node 1181917 Oct 5 00:40 phaser.min.js

assistant
thinking
**Designing a game interface**

I'm thinking about designing a bright pixel adventure game set in a clean dark forest, with a visually appealing UI that features warm cream tones. I want a 1200x800 viewport with the main game branding at the top, titled "PIP & THE SUNLIT VALLEY," possibly in an arcade-style font. The background would be ivory, with a little pixel flower logo saying "POCKET ARCADE." I want a clean HUD for level tags, coins, and lives while ensuring the canvas displays vibrant pixel graphics and a charming fox character, Pip, in an original outfit!**Refining the game layout**

I'm improving the header with the brand "PIP'S ADVENTURE" featuring a pixel sprout icon, and adding buttons for "HOW TO PLAY" and "SOUND OFF" at the top right. The hero area will showcase "THE POCKET ARCADE • NO. 001" along with the subheading "Sunlit Valley: A pocket-sized adventure. One giant leap." I want a dark forest-themed frame and a canvas size of 1088x440. The visuals should feature a warm pale mint sky with jagged pixel clouds for a vibrant atmosphere without being harsh!**Creating the game environment**

I'm visualizing a game environment with far mountains in peach and pale forest hills, layered with rich greens and decorative trees that have forest canopies. The terrain will feature dark teal moss and dirt outlined in terracotta, sprinkled with tiny rocks. I want the player character to be noticeably larger at 40 pixels high. The world scale will be 1088x440, with the starting scene including three tiers of ground, staggered blocks, coin trails, and two enemies, ensuring reliable gameplay. The length of the world will be around 4400 pixels.
→ write index.html (24383 bytes)
toolResult

Successfully wrote to index.html

assistant
→ browser {"action":"reload","x":0,"y":0,"toX":0,"toY":0,"text":"","delta":0}
toolResult

Frame 1, +0ms

[Browser image supplied to model]

{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","log: %c %c %c %c %c Phaser v3.80.1 (WebGL | Web Audio) %c https://phaser.io background: #ff0000 background: #ffff00 background: #00ff00 background: #00ffff color: #ffffff; background: #000000 background: transparent","warning: [.WebGL-0x2dac00186600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x2dac00186600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x2dac00186600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x2dac00186600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"PIP’S ADVENTURE\nSMALL GAME. BIG ADVENTURE.\nHOW TO PLAY ↗\n♫ SOUND OFF\nTHE POCKET ARCADE / WORLD 01\nSunlit Valley\n\nFollow the sunshine. Find your way to the flag.\n\n01\nYOUR NEXT ADVENTURE\nMeadows & little mischief\n1—1\nSUNLIT VALLEY\n00\n♥ ♥ ♥\n◷\n000\nⅡ\n↻\nTHE VALLEY IS YOURS TO EXPLORE\nSTART ▱▱▱▱▱▱▱▱▱▱ FLAG ⚑\n← →\nor\nA D\nMove\nSPACE\nJump\nSHIFT\nRun\nP\nPause\n✦\nA little tip: land on the grumpy ones.\nMADE OF PIXELS. POWERED BY YOU.\nCOLLECT · EXPLORE · KEEP GOING →","images":"attached"}

assistant
thinking
**Analyzing game visuals and controls**

I’m looking at the game visuals and controls to troubleshoot some details. The initial player screenshot looks nice but has muted visuals, and the trees seem a bit flat and uniform. I’m thinking the player should feel more grounded in the game and have a sense of motion. A main issue is that when collecting or destroying items, the x and y coordinates may be impacted. I’m curious about the physics and whether hidden textures are affecting visibility. I'll also check if the key testing tool supports a key hold feature.
→ browser {"action":"key","x":0,"y":0,"toX":0,"toY":0,"text":"ArrowRight","delta":0}
toolResult

Frame 1, +0ms

[Browser image supplied to model]

{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","log: %c %c %c %c %c Phaser v3.80.1 (WebGL | Web Audio) %c https://phaser.io background: #ff0000 background: #ffff00 background: #00ff00 background: #00ffff color: #ffffff; background: #000000 background: transparent","warning: [.WebGL-0x2dac00186600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x2dac00186600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x2dac00186600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x2dac00186600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"PIP’S ADVENTURE\nSMALL GAME. BIG ADVENTURE.\nHOW TO PLAY ↗\n♫ SOUND OFF\nTHE POCKET ARCADE / WORLD 01\nSunlit Valley\n\nFollow the sunshine. Find your way to the flag.\n\n01\nYOUR NEXT ADVENTURE\nMeadows & little mischief\n1—1\nSUNLIT VALLEY\n00\n♥ ♥ ♥\n◷\n000\nⅡ\n↻\nTHE VALLEY IS YOURS TO EXPLORE\nSTART ▱▱▱▱▱▱▱▱▱▱ FLAG ⚑\n← →\nor\nA D\nMove\nSPACE\nJump\nSHIFT\nRun\nP\nPause\n✦\nA little tip: land on the grumpy ones.\nMADE OF PIXELS. POWERED BY YOU.\nCOLLECT · EXPLORE · KEEP GOING →","images":"attached"}

assistant
thinking
**Considering browser interaction**

I’m trying to understand how browser controls work with key inputs. Is the "ArrowRight" key typically triggered with a hold or just a single tap? I wonder if the input delay is around 100ms. Also, when taking a screenshot, does the player’s movement get blurred, or is it stable? I think I need to figure out a way to send commands for motion advancement effectively, without any confusing input lag.
→ browser {"action":"motion","x":0,"y":0,"toX":0,"toY":0,"text":"","delta":0}
toolResult

Frame 1, +0ms

[Browser image supplied to model]

Frame 2, +969ms

[Browser image supplied to model]

Frame 3, +1825ms

[Browser image supplied to model]

Frame 4, +2795ms

[Browser image supplied to model]

{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","log: %c %c %c %c %c Phaser v3.80.1 (WebGL | Web Audio) %c https://phaser.io background: #ff0000 background: #ffff00 background: #00ff00 background: #00ffff color: #ffffff; background: #000000 background: transparent","warning: [.WebGL-0x2dac00186600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x2dac00186600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x2dac00186600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x2dac00186600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"PIP’S ADVENTURE\nSMALL GAME. BIG ADVENTURE.\nHOW TO PLAY ↗\n♫ SOUND OFF\nTHE POCKET ARCADE / WORLD 01\nSunlit Valley\n\nFollow the sunshine. Find your way to the flag.\n\n01\nYOUR NEXT ADVENTURE\nMeadows & little mischief\n1—1\nSUNLIT VALLEY\n00\n♥ ♥ ♥\n◷\n000\nⅡ\n↻\nTHE VALLEY IS YOURS TO EXPLORE\nSTART ▱▱▱▱▱▱▱▱▱▱ FLAG ⚑\n← →\nor\nA D\nMove\nSPACE\nJump\nSHIFT\nRun\nP\nPause\n✦\nA little tip: land on the grumpy ones.\nMADE OF PIXELS. POWERED BY YOU.\nCOLLECT · EXPLORE · KEEP GOING →","images":"attached"}

assistant
thinking
**Evaluating token limits and tools**

Okay, I just noticed I only have 8k tokens remaining, which is a bit nerve-wracking! I need to budget my time wisely. Maybe I should check if the browser key text, "RIGHT," is unsupported, and if "ArrowRight" should work instead. I'm also wondering if the tool key auto key press isn't enough for updates. Should I consider using Bash and Playwright if I have it installed?
→ bash {"command":"node -e \"try{console.log(require.resolve('playwright'))}catch(e){console.log('no playwright')}\"; printenv | grep -E 'PORT|BROW
toolResult

no playwright PLAYWRIGHT_BROWSERS_PATH=/opt/playwright

assistant
→ bash {"command":"ls /app/pipeline/node_modules | grep -E 'playwright|puppeteer'; ls /opt/playwright; ps -eo args | grep -E 'chrom|http' | head","
toolResult

playwright playwright-core chromium-1234 chromium_headless_shell-1234 ffmpeg-1011 /bin/bash: line 1: ps: command not found

assistant
thinking

The valley is built, with variable-height jumps, bonus blocks, patrol enemies, and checkpoints after each gap. I’m testing movement, collisions, and the finish sequence now.

→ edit {"path":"index.html","edits":[{"oldText":"padding:25px 16px 14px","newText":"padding:20px 16px 14px"},{"oldText":"padding-bottom:19px","newT
toolResult

Successfully replaced 9 block(s) in index.html.

assistant
→ bash {"command":"node <<'NODE'\nconst { chromium } = require('/app/pipeline/node_modules/playwright');\n(async()=>{const b=await chromium.launch(
toolResult

initial { x: 90, y: 303.3333333333333, vy: 80, ground: false, coins: 0, hearts: 3, paused: false, ended: false } move/coins { x: 97.5, y: 322, vy: 220, ground: false, coins: 0, hearts: 3, paused: false, ended: false } jump { x: 102, y: 335, vy: 280, ground: false, coins: 0, hearts: 3, paused: false, ended: false } pause { x: 102.5, y: 322.3333333333333, vy: -250, ground: false, coins: 0, hearts: 3, paused: true, ended: false } resume { x: 102.5, y: 312.8333333333333, vy: -160, ground: false, coins: 0, hearts: 3, paused: false, ended: false } stomp { enemies: 9, vy: 340, hearts: 3 } fall { x: 90, y: 286.33333333333337, vy: 0, ground: false, coins: 0, hearts: 2, paused: false, ended: false } goal { x: 4330, y: 330.6666666666667, vy: 0, ground: false, coins: 0, hearts: 2, paused: false, ended: true } You found the sunshine! restart { x: 90, y: 303.3333333333333, vy: 80, ground: false, coins: 0, hearts: 3, paused: false, ended: false } errors []

assistant
thinking
**Considering browser tools**

I'm thinking about using specific launch options like '--use-gl=angle' and '--use-angle=swiftshader' to set Phaser to AUTO webgl. There seems to be an issue with the browser tool; the enemies move correctly but there might be a problem with the headless screenshot since there's no visible page focus. I wonder if the CPU speed in headless mode is causing the weak performance at around 5fps. I might need a more focused loop to resolve this.
→ bash {"command":"node <<'NODE'\nconst {chromium}=require('/app/pipeline/node_modules/playwright');(async()=>{let b=await chromium.launch({headles
toolResult

Command timed out after 20 seconds

assistant
thinking
→ bash {"command":"node <<'NODE'\nconst {chromium}=require('/app/pipeline/node_modules/playwright');(async()=>{let b=await chromium.launch({headles
toolResult

{ grounded: { x: 90, y: 1248, ground: true }, move: { x: 90, coins: 0 }, jump: { y: 4196, vy: 0 }, stomp: { activeEnemies: 9, hearts: 0, vy: 0 } }

assistant
thinking
**Examining physics and updates**

I'm trying to figure out the world postUpdate issue where the cumulative delta is applied because body.preUpdate wasn't called. I should check if using physics.world.update involves preUpdating bodies. Also, does the world.step need body.preUpdate to call updateMotion? It seems I need to evaluate how Phaser integrates this. I realize I'll want to ensure that game.loop.step calls yield correct delta and time adjustments for updating body motion.
→ bash {"command":"node <<'NODE'\nconst {chromium}=require('/app/pipeline/node_modules/playwright');(async()=>{let b=await chromium.launch({headles
toolResult

{ grounded: { x: 90, y: 346, ground: true }, move: { x: 276.3333333333331, coins: 3 }, jump: { y: 331.3333333333333, vy: 140 }, stomp: { activeEnemies: 8, hearts: 3, vy: -174.98799999999997 } }

assistant
thinking
**Figuring out player positioning**

I want to improve the starting position of player x132 away from the tree, as there seems to be an overlap. I moved the tip to y198, but the tree top at y200 conflicts with the text at y198, which is at the boundary of the tree. The background tree has a canopy at y35 and the top at y225. I might need a screenshot for better clarity on this!
→ browser {"action":"reload","x":0,"y":0,"toX":0,"toY":0,"text":"","delta":0}
toolResult

Frame 1, +0ms

[Browser image supplied to model]

{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","log: %c %c %c %c %c Phaser v3.80.1 (WebGL | Web Audio) %c https://phaser.io background: #ff0000 background: #ffff00 background: #00ff00 background: #00ffff color: #ffffff; background: #000000 background: transparent","warning: [.WebGL-0x332c0017e600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x332c0017e600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x332c0017e600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x332c0017e600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"PIP’S ADVENTURE\nSMALL GAME. BIG ADVENTURE.\nHOW TO PLAY ↗\n♫ SOUND OFF\nTHE POCKET ARCADE / WORLD 01\nSunlit Valley\n\nFollow the sunshine. Find your way to the flag.\n\n01\nYOUR NEXT ADVENTURE\nMeadows & little mischief\n1—1\nSUNLIT VALLEY\n00\n♥ ♥ ♥\n◷\n000\nⅡ\n↻\nTHE VALLEY IS YOURS TO EXPLORE\nSTART ▱▱▱▱▱▱▱▱▱▱ FLAG ⚑\n← →\nor\nA D\nMove\nSPACE\nJump\nSHIFT\nRun\nP\nPause\n✦\nA little tip: land on the grumpy ones.\nMADE OF PIXELS. POWERED BY YOU.\nCOLLECT · EXPLORE · KEEP GOING →","images":"attached"}

assistant
thinking
**Improving visuals and instructions**

I see the visual is okay, but the overlapping text with the tree isn't ideal. Maybe I could remove the floating text and instead place a wooden sign near the player, around coordinates x130 y330. It could have an arrow pointing right and replace the text "LET'S GO" at x154 y246 to make it clearer in the sky. I’m considering showing a "GO →" sign at x95 y295 and ensuring it’s visible for player guidance. I want to enhance the scene while not making jumps overly complicated.
→ browser {"action":"click","x":1056,"y":210,"toX":0,"toY":0,"text":"","delta":0}
toolResult

Frame 1, +0ms

[Browser image supplied to model]

{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","log: %c %c %c %c %c Phaser v3.80.1 (WebGL | Web Audio) %c https://phaser.io background: #ff0000 background: #ffff00 background: #00ff00 background: #00ffff color: #ffffff; background: #000000 background: transparent","warning: [.WebGL-0x332c0017e600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x332c0017e600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x332c0017e600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x332c0017e600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"PIP’S ADVENTURE\nSMALL GAME. BIG ADVENTURE.\nHOW TO PLAY ↗\n♫ SOUND OFF\nTHE POCKET ARCADE / WORLD 01\nSunlit Valley\n\nFollow the sunshine. Find your way to the flag.\n\n01\nYOUR NEXT ADVENTURE\nMeadows & little mischief\n1—1\nSUNLIT VALLEY\n00\n♥ ♥ ♥\n◷\n000\n▶\n↻\nTHE VALLEY IS YOURS TO EXPLORE\nSTART ▱▱▱▱▱▱▱▱▱▱ FLAG ⚑\nTAKE A LITTLE BREATHER\nAdventure paused\n\nThe sunshine isn’t going anywhere.\n\nKEEP EXPLORING →\n← →\nor\nA D\nMove\nSPACE\nJump\nSHIFT\nRun\nP\nPause\n✦\nA little tip: land on the grumpy ones.\nMADE OF PIXELS. POWERED BY YOU.\nCOLLECT · EXPLORE · KEEP GOING →","images":"attached"}

assistant
thinking
→ edit {"path":"index.html","edits":[{"oldText":"this.physics.add.sprite(90,300,'pip0')","newText":"this.physics.add.sprite(90,346,'pip0')"},{"oldT
toolResult

Successfully replaced 2 block(s) in index.html.

assistant
→ bash {"command":"node <<'NODE'\nconst {chromium}=require('/app/pipeline/node_modules/playwright');(async()=>{let b=await chromium.launch({headles
toolResult

{ openJump: { height: 66, velocity: -260 }, bonus: { coins: 2, used: true }, gap: { x: 2640.6666666666665, y: 331, hearts: 3 }, damage: 1, win: 'You found the sunshine!', restart: { hearts: 3, coins: 0, paused: false, ended: false, ground: true } } errors []

assistant
thinking
→ edit {"path":"index.html","edits":[{"oldText":"[2470,285,96]","newText":"[2440,285,96]"},{"oldText":"[3320,280,96]","newText":"[3260,280,96]"},{"
toolResult

Successfully replaced 3 block(s) in index.html.

assistant
→ bash {"command":"node <<'NODE'\nconst {chromium}=require('/app/pipeline/node_modules/playwright');(async()=>{let b=await chromium.launch({headles
toolResult

[ { start: 900, finish: 1064, y: 346, hearts: 3, crossed: true }, { start: 1770, finish: 1935, y: 346, hearts: 3, crossed: true }, { start: 2570, finish: 2735, y: 346, hearts: 3, crossed: true }, { start: 3370, finish: 3535, y: 346, hearts: 3, crossed: true } ]

assistant
thinking

Testing caught a bonus block that made one gap unfair; I moved it and verified that all four gaps can be cleared without sprinting. Coin collection, stomps, damage, pause/resume, the goal flag, and restarting are working.

→ browser {"action":"reload","x":0,"y":0,"toX":0,"toY":0,"text":"","delta":0}
toolResult

Frame 1, +0ms

[Browser image supplied to model]

{"console":["warning: An iframe which has both allow-scripts and allow-same-origin for its sandbox attribute can escape its sandboxing.","log: %c %c %c %c %c Phaser v3.80.1 (WebGL | Web Audio) %c https://phaser.io background: #ff0000 background: #ffff00 background: #00ff00 background: #00ffff color: #ffffff; background: #000000 background: transparent","warning: [.WebGL-0x2d8c00182600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x2d8c00182600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x2d8c00182600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels","warning: [.WebGL-0x2d8c00182600]GL Driver Message (OpenGL, Performance, GL_CLOSE_PATH_NV, High): GPU stall due to ReadPixels (this message will no longer repeat)"],"dom":"PIP’S ADVENTURE\nSMALL GAME. BIG ADVENTURE.\nHOW TO PLAY ↗\n♫ SOUND OFF\nTHE POCKET ARCADE / WORLD 01\nSunlit Valley\n\nFollow the sunshine. Find your way to the flag.\n\n01\nYOUR NEXT ADVENTURE\nMeadows & little mischief\n1—1\nSUNLIT VALLEY\n00\n♥ ♥ ♥\n◷\n000\nⅡ\n↻\nTHE VALLEY IS YOURS TO EXPLORE\nSTART ▱▱▱▱▱▱▱▱▱▱ FLAG ⚑\n← →\nor\nA D\nMove\nSPACE\nJump\nSHIFT\nRun\nP\nPause\n✦\nA little tip: land on the grumpy ones.\nMADE OF PIXELS. POWERED BY YOU.\nCOLLECT · EXPLORE · KEEP GOING →","images":"attached"}

assistant
thinking
**Finalizing response details**

I need to make sure my final output is concise and meets the user's expectations. I should also keep in mind that a mobile-responsive layout might be important, as it could affect user experience. I’ve been timing the process, and it looks like I have about 10 minutes left to finish this up. I'll focus on delivering a correct and concise answer within that timeframe. Let's get to it!

Created **`index.html`** — a playable Phaser platformer featuring: - Procedural pixel art and scrolling scenery - Running, variable-height jumps, and enemy stomping - Coins, bonus blocks, checkpoints, and a goal flag - Pause, restart, touch controls, and optional synthesized sound **Controls:** ←/→ or A/D to move, Space to jump, Shift to run, P to pause. Tested gameplay and UI interactions. No external assets or network requests.