I Fight Monsters
by L Trowbridge
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Features
- Sprite Store: Four uploaded pixel monster and demon animation frames for enemy movement, attack warning, and strike states
- Sprite Store: Your uploaded snake, skull, spider-skull, bat, dragon, and insect minion frames, named for their matching movement and attack states
- Sprite Store: Your two uploaded monsters reserved strictly for large boss encounters: the grotesque crowned creature and the eerie pixel-art monster
- Sprite Store: Collectible glowing rune-stone pickup artwork only, reserved exclusively for the boss-fight resource mechanic. Remove all static arena scenery assets and decorative props.
- Canvas API: Genuinely opaque pure-white game field that fully covers the live camera. Before play, draw a spacious high-contrast title screen with the large pixel-style title “I Fight Monsters,” the hero’s uploaded stance art at lower center, a prominent “TAP TO START” prompt, and only a short, clearly separated objective guide: “TAP MONSTERS TO ATTACK,” “COLLECT RUNES,” and “RUNES HIT BOSSES HARD.” Use generous line spacing, large text, and clear vertical separation so no instructions overlap the hero or each other. During play, retain only essential attack-warning rings, comic hit bursts, three large life hearts, compact high-contrast health bars above active enemies, and the visible rune meter near the upper arena. Draw a bright expanding collection pulse at each rune-stone pickup. When stored runes automatically strike an active boss, draw a brief blue overlay flash directly over that boss; flash both demons together for the twin encounter. Make every boss attack unmistakable with a large, high-contrast warning ring that closes during its telegraph, plus a clear strike line or radial strike marker toward the hero during the completed attack. Make successful hero punches and kicks feel powerful with substantially larger crisp comic impact bursts, a tight expanding shock ring, short hit-stop, and a distinct directional strike trail from the hero toward the tapped enemy. Keep the player-hit effects bright and brief, not red overlays. Add restrained immersive pixel-combat feedback only: crisp enemy spawn pulses, subtle impact rings, short screen shake on heavy boss strikes, and a brief boss entrance emphasis. For each boss minion-summon phase, draw a distinctive expanding purple summoning ring around the boss during its wind-up and short spawn pulses at each summoned minion, then remove these effects immediately. Keep the boss health bar hidden except during a live mini-boss or giant-boss encounter. Remove all static scenery and decorative props, including pillars, bones, pennants, stones, skulls, and torches. Use no arena panels, lane lines, borders, floor shading, or shadows.
- Sprite Store: Five uploaded hero frames in order: stance, guard, wind-up, punch, and kick; plus five uploaded pixel monster and demon frames for enemy idle and movement states. Use the newly uploaded punch frame for the punch slot while preserving the existing kick frame.
- Sprite Manager: Lower-center hero with readable stance, guard, wind-up, punch, and kick animation frames. Keep the hero in the uploaded stance frame on the title screen, with all enemies and combat interactions paused until the player taps to start. Target enemies exclusively by tapping their visible individual sprite. Every tap inside a living enemy’s current visible on-screen bounds must immediately select and damage that exact enemy, regardless of side or distance from the hero; use forgiving but non-overlapping hit padding for small, fast, or animated sprites, especially swooping bats. When enemies overlap, select the frontmost tapped sprite. A tap outside all enemy and rune-pickup bounds is a miss and only breaks the combo. Favor the uploaded punch frame for selected enemies, using a kick only when the target’s apparent spacing makes the kick animation visually appropriate. Keep existing damage values unchanged, including bosses receiving slow regular chip damage while runes remain their major damage tool. Preserve the gradual wave pacing, enemy families, half-size standard minions, full-size multi-hit elites without glow, pixel demon mini-boss, later giant-boss progression, twin demon encounter, rune pickups, boss attack cycles, summon phases, difficulty ramp, and no static arena decorations.
- Text On Screen: Keep the combat HUD hidden on the title screen. After start, show top-safe score, wave, three-heart health, approach and strike warnings, finisher status, and the visible rune meter. Use concise direct-target prompts such as “TAP A MONSTER TO ATTACK.” Display a concise boss warning and strike cue for every boss attack cycle, including left, right, and synchronized twin-demon attacks. During a boss summon phase, show a brief high-contrast warning naming the incoming minion wave, then return to normal combat prompts. Show the boss HP bar only during active mini-boss or giant-boss battles, with a clear name and readable health changes after every light regular hit and each heavier rune strike. Remove the small boss-fight rune-spending instruction banner. Hide the HUD again during the centered game-over screen, which shows the final score and tap-to-restart instruction.
- UI Progress Bar: Heroic combo meter above the arena, filling across six consecutive successful hits
- UI Progress Bar: Segmented-looking blue rune-resource meter that starts empty, fills one equal step for each collected rune stone, and decreases one step whenever a rune is spent to heavily damage a behemoth. Keep it visible during all active gameplay, including normal minion waves and boss battles, while hiding it on the title and game-over screens.
- Haptics: Tactile combat feedback for successful hero attacks, enemy strikes, lost lives, boss impacts, collecting a rune stone, and consuming a rune stone against a boss. Use a noticeably stronger, satisfying confirmed-hit haptic for punch and kick impacts than for ordinary UI taps, with a heavier burst for finishers; retain existing boss and damage feedback.
- Touch Events: Full-screen tap handling for title-screen start, direct taps on individual enemy sprites to attack that exact target, tapping rune-stone pickups to collect them, and tap-to-restart after defeat. Pass each tap’s current screen location accurately into enemy targeting; do not use left or right side tap zones, stale enemy positions, or a maximum attack-distance gate.