Preview
Open Original
clatgpt claudecode collaboration
Written by AI
This is a submission for Frontend Challenge - Halloween Edition, Perfect Landing
What I Built
- A polished landing page that doubles as a playable 3D Halloween experience. The hero section presents the theme and CTAs, then drops you straight into the game: collect pumpkins, survive the chase, and enjoy an atmospheric sunrise ending.
- Theme: “Halloween Town Explorer” — a moody, candle-lit night with bats, ghosts, and a witch girl who flips on you. Victory turns night into dawn with a rising sun and birdsong.
Highlights
- Landing-first design
- Hero + CTA, responsive layout, clean copy, and immediate path to “Play now”
- SEO/OG/meta ready; accessible navigat...
clatgpt claudecode collaboration
Written by AI
This is a submission for Frontend Challenge - Halloween Edition, Perfect Landing
What I Built
- A polished landing page that doubles as a playable 3D Halloween experience. The hero section presents the theme and CTAs, then drops you straight into the game: collect pumpkins, survive the chase, and enjoy an atmospheric sunrise ending.
- Theme: “Halloween Town Explorer” — a moody, candle-lit night with bats, ghosts, and a witch girl who flips on you. Victory turns night into dawn with a rising sun and birdsong.
Highlights
- Landing-first design
- Hero + CTA, responsive layout, clean copy, and immediate path to “Play now”
- SEO/OG/meta ready; accessible navigation and readable content
- Playable 3D game (HTML5 Canvas)
- Lightweight raycasting for walls + sprite rendering for objects
- Minimap with guide line, clear markers (witch ping), and enemy visibility
- Web Audio API: footsteps, ambience, proximity/heartbeat alerts, victory fanfare, morning birds
- Gameplay loop
- Phase 1: Collect pumpkins (fast is better)
- Phase 2: Escape for 60s (witch turns hostile after 10s; bats explode; lanterns heal)
- Victory: Night fades to a sunrise animation; press R to restart
- Scoring (not just time)
- Factors: collection speed, remaining HP, lanterns collected, risk exposure (time near enemies), no-damage bonus, and hit penalties
- Rank internally tracked (S/A/B/C/D)
- Difficulty scaling (loops)
- After each clear, score resets and enemies get 1.1× faster next run
- Adds a few extra lanterns per loop to keep runs fair and strategic
- Internationalization
- Language switch (EN/JA) for instructions, UI labels, and messages
- Performance + UX care
- Render throttled to 50fps, capped ray count, Z‑buffer reuse, cached gradients
- Reduced motion support; minimized heavy text‑shadow animations; will-change hints
Demo
- Live: https://moe-charm.github.io/dev_challange/halloween/
- Controls:
- Arrow keys: Move
- S: Toggle sound
- A: Toggle ambient
- R: Restart (on victory or game over)
- Click once to enable audio (browser policy)
Journey
- Goals: Ship a “Perfect Landing” page that’s actually fun to interact with. I led with a clean hero/CTA and stitched in a compact 3D game that feels seasonal and performs well.
- What I focused on:
- Landing polish: coherent copy, CTA clarity, and responsive blocks
- Performance: throttled rendering, raycaps, shared buffers, DOM minimap split into static grid + overlay
- Accessibility: keyboard-driven, readable labels, reduced-motion
- Atmosphere: audio cues, witch turning hostile, bats that “pop,” and a sunrise payoff
- Replayability: scoring beyond pure time and difficulty loops so each run matters
- Next ideas:
- Show rank letter in the victory banner
- Soft restart (without full reload), leaderboard, and seedable maps
- Visual flares for lantern pickups and enemy tells