
Coin Scramble Arena
A three.js arena party game: four bumper balls scramble for raining coins for ninety seconds, bumps spray purses across the floor, and personality bots stand in for players.

A starting engine for round-based survival games, sampled as Brindlefen Holdout, an original night in a lamphouse on a fen. Foes rise from the reeds, walk a distance field to a window, tear its planks off one by one and climb through; you hold them off and hammer the boards back for points. Rounds grow in count, speed and health from a few numbers, every fifth one is a swarm, and four foe behaviours cover the genre: a walker, a sprinter, a brute that smashes two planks a blow and crashes through, and a lobber that arcs soot over the wall and must be shot through a window. Between rounds a vending terminal sells upgrades from a table of prices and effects.
The co-op partner is an AI ally on the same body as the player. Ten times a second it picks a task (revive you, board up the emptiest window, guard the window under most pressure), scores seventeen moves against the foes inside, soot about to land and your space, turns its aim at a set rate and calls out breaches, new threats and reloads. The simulation is a DOM-free fixed-step module, so a seeded run replays exactly and the same brain plays the attract mode. A high angled camera reads on phones and desktops; keyboard and mouse, or a touch stick with auto-aim. Rounds, foes, wares and the ally's lines are data tables in one config file.
Write the setting, foe names, the terminal and the ally's lines into config.js. Keep the four behaviours; rename and redraw them for the new world in models.js.
Set the room size, windows, props and lamps. Every window needs a clear approach outside and a clear spot inside; the grid and fields are rebuilt from the table.
Shape the round curve and the wares' prices. Run the headless pilot for ten minutes on a few seeds and read rounds reached, downs and points before touching feel.
Adjust keep-away distance, aim turn rate, tolerance and callout gap until the ally helps without carrying the game. Watch it revive you under pressure.
Script the attract opening (a breach in view), set the poster time, then test keys, mouse, touch stick, pause, reduced motion, 390 px and 1440 px, and a clean console.
SKILL.mdREADME.mdLICENSE.txttemplate/wave-survival-arena/audio.jstemplate/wave-survival-arena/brain.jstemplate/wave-survival-arena/config.jstemplate/wave-survival-arena/index.htmltemplate/wave-survival-arena/main.jstemplate/wave-survival-arena/models.jstemplate/wave-survival-arena/scene.jstemplate/wave-survival-arena/sim.jstemplate/wave-survival-arena/style.csstemplate/wave-survival-arena/world.jstemplate/_shared/stage.jsscripts/capture.mjstemplate/_shared/icon.svgThe sample uses a fictional brief. Brand names, copy and figures in the demo are placeholders your agent replaces with yours; the skill tells it never to invent claims or numbers.
Preserve the complete folder. Check runtime dependencies and review scripts before execution.
.claude/skills/wave-survival-arena/Review the package, then place the complete skill folder here. Keep SKILL.md, scripts, references and assets together.
/wave-survival-arenanode cli/bin.mjs install wave-survival-arena --agent claude-code --scope projectUse the source-checkout CLI from your target workspace, with an absolute CLI path if needed. Set a trusted origin and signed-in package token. Free packages only; paid installation is unavailable. This CLI is not published to npm.
Use the wave-survival-arena skill. Read SKILL.md and the template first. Ask me for the brief inputs it lists, propose the adaptation, build it in my project, then run its quality checklist and tell me anything you could not verify.

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