In 1994, a small Shanghai studio called "Red Dragon Software" released a Famicom game exclusively for the Chinese market. It was called 紅龍傳說 (Legend of the Red Dragon) and only 5,000 cartridges were ever made.
Recreate this lost game as a playable HTML5 prototype using Phaser 3.
Game: Side-scrolling platformer. A monk walks along the Great Wall, fights demons, collects wisdom scrolls. 3 lives, score counter, and a simple boss at the end. This is the absolute minimum — feel free to add more enemy types, hazards, collectibles, secrets, or mechanics to make it feel like a complete, polished game.
Visual style (NES-inspired, modern reimagining — "what this cartridge would look like if remastered today"):
ONLY PROCEDURAL GRAPHICS!
Base sprites built on a chunky NES-style pixel grid (each "pixel" = 3×3+ real pixels), but go far beyond 4 colors: keep the silhouette and proportions readable as 8-bit, then layer on modern juice.
Core palette anchored in black, dark red, gold, cream — but extend freely with gradients, glows, rim lighting, and additive blending for effects.
Don't be stingy: particle systems everywhere — dust on landing, sparks on hits, floating embers, glowing scroll pickups, screen shake, hit-flash, parallax fog, dynamic lighting on the moon and lanterns. Make it pop.
Monk sprite 16×16px, orange robe, white staff, 2-frame walk animation (minimum).
Demon sprite 16×16px, dark red, horns, flies in sine wave pattern (minimum enemy — add more).
Enemy roster (aim for variety — at least 6–8 types): sine-wave flying demons, ground-charging hellhounds, jumping imps, stationary turret-statues that spit fireballs, armored brutes, swarming bat clusters, a mini-boss midway, plus the final boss. Each with distinct attack patterns, telegraphs, and death particle bursts.
Background: 3-layer parallax — black sky with yellow moon / mountain silhouette / Great Wall battlements.
NES-style HUD: lives as monk icons top-left, score top-right.
Content & polish (make it feel complete, not a demo):
Multiple level segments along the Wall (day → dusk → night → boss arena), each with new hazards.
Hazards: spike pits, collapsing battlements, swinging lanterns, fireball traps, wind gusts.
Collectibles & secrets: wisdom scrolls (score + combo), hidden golden dragon coins behind breakable walls, a temporary "Dragon Spirit" power-up (staff glows, projectiles, screen tint).
Mechanics beyond walk/jump: staff melee combo, charged spirit-blast, double jump or dash, combo multiplier with on-screen counter.
Juice: parallax with 4+ layers, animated foreground grass/banners, CRT/scanline post-FX toggle, chiptune-style SFX cues, boss intro card with the fake 1994 title, "GAME OVER" / "VICTORY" screens styled as a real Famicom cartridge.
Feel: It should feel like a real forgotten 1994 cartridge that got a loving modern remaster — instantly readable as 8-bit NES heritage, but dripping with effects, particles, and polish. Maximize content and enemy variety. Make it genuinely beautiful and fun to play.
Post #19
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Промпт для создания игры про монаха и красного дракона (из видео про китайские нейросети):
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