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Game Coding Rampage 1
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Game Coding Rampage 1

Prompt

Build me a complete, playable browser survival game in a single HTML file (all CSS/JS inline) called "Giraffe Rampage." Add any features that you think would make the game better. CORE GAMEPLAY: - Top-down 2D arena. I control a giraffe with WASD/arrows. The giraffe's primary attack is a KICK: it swings its neck/legs in the direction of the mouse cursor (or facing direction) with a short cooldown. Make the kick feel great — knockback, screen shake, impact particles, and a satisfying sound (synthesize audio with Web Audio API, no external files). - Enemies spawn in waves and get more numerous and tougher each wave. At least 4 distinct enemy types with different behaviors (chaser, dasher, tank, swarm-splitter). Show a wave counter and a brief "WAVE X" banner between waves. - Killing enemies awards points. Points fill an XP bar. When the bar fills, the player levels up and the game pauses to offer a choice of 3 random upgrade cards. CARD SYSTEM (this is the heart of the game — implement it exactly): - Each card is a new weapon/passive (e.g., "Neck Whip" — a rotating attack around the giraffe; "Hoof Quake" — stomp AoE on a timer; "Spit Barrage" — ranged projectiles; "Long Neck" — extended kick range; "Savanna Speed" — movement speed). Design at least 10 distinct cards. - If I pick a card I already own, it upgrades: +power (damage/size/cooldown improvements, vary per card). Track upgrade level per card with visible level pips on the card. - At upgrade level 5, the card TRANSFORMS: new name, new visual effect, and a new or dramatically enhanced ability (e.g., Neck Whip → "Tornado Mane": wider, pulls enemies in, adds damage-over-time). At level 10 it transforms AGAIN into an even stronger final form (e.g., "Cyclone King"). Show the transformation with a flashy animation and banner. DEATH & META-PROGRESSION: - When I die, convert 1% of my final score into GOLD (rounded down, minimum 1). Persist gold and purchased upgrades in localStorage. - Build a main-menu meta-upgrade shop where I spend gold on permanent upgrades: +kick damage, +starting HP, +move speed, +gold gain %, +starting card rarity, etc. At least 6 permanent upgrades with escalating costs and visible levels. - After death, show a run summary (wave reached, kills, points, gold earned) and buttons to retry or visit the shop. QUALITY BAR: - No placeholders, no dead buttons. Juice everything: particles, hit flashes, floating damage numbers, kill sounds, wave transitions. - Balance it so wave 1-3 are easy, and difficulty ramps meaningfully by wave 8+. Weapon DPS must scale to roughly keep pace with enemy HP scaling. - Works at both desktop and mobile widths. Mobile gets touch joystick + auto-aim kick. - Clean object-oriented code with a CARD registry (data-driven: each card defined as an object with name, description, baseStats, per-level scaling, and transform definitions at levels 5 and 10). BEFORE YOU FINISH: open the game in a browser, actually play several waves in your head/at both widths, verify the card upgrade and transformation logic works (including the level 5 and 10 transforms), verify gold persists across a simulated refresh, and fix anything broken. Then give me the final file.

A system prompt was added to support web rendering

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