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Wild roll of the day·1,900,080genre combinations

Invent from genre + setting + twist + look. No catalog game required.

ETA HordeAdaptive

A survivors-like auto-battler set in a food-delivery city at dinner rush, where enemies get stronger every time you win. Rendered in oil painting frames.

GenreSurvivors-like auto-battler
Settinga food-delivery city at dinner rush
Twistenemies get stronger every time you win
Lookoil painting frames
Share on XWeight: Small loop territory

Lock a reel with the padlock to keep it and reroll the rest. Every roll has its own URL. Press R to roll. Weight is how hard the inspiration is on VibeDex — not a weekend promise.

How to actually use this
  1. Roll until something makes you laugh or makes you curious. That reaction is the only signal worth trusting at this stage.
  2. Copy the prompt for your agent. It ends by asking for a plan first — read the plan, and argue with it. That conversation is where the design actually happens.
  3. Build the loop with rectangles before anything else. If a grey box moving around is not fun, the pixel art will not rescue it.
  4. Then apply the look. It is deliberately the last step in the prompt, because a beautiful broken game is much harder to diagnose than an ugly working one.
The one-shot build prompt
Build a browser game called "ETA Horde: Adaptive".

Concept: A survivors-like auto-battler set in a food-delivery city at dinner rush, where enemies get stronger every time you win. Rendered in oil painting frames.

THE CORE LOOP
The player only moves; every weapon fires automatically on its own cooldown. Enemies pour in on an escalating timeline for a fixed run length, and levelling up offers a choice of upgrades.

THE RULE THAT MAKES IT DIFFERENT
Enemies get stronger every time you win. Difficulty scales off the player’s demonstrated strategy, not their score. Counter what they actually used last run, and show them that it happened.

REQUIREMENTS
- Must hold 60fps with 2000+ entities: object pools, a spatial hash, and a single batched draw call. The level-up choice screen is the entire loop, so make it instant and keyboard-navigable.
- Heat maps of orders, bike physics, and ratings that punish lateness. The city is a graph of kitchens and door codes.
- Visible brush strokes, thick impasto on impact frames, and a gallery-light grade with warm shadows.
- Runs in a browser with no build step. Vanilla JS or a single small library, ES modules, no bundler required to try it.
- Fixed-timestep update loop with interpolated rendering, so the game is frame-rate independent on a 144Hz monitor.
- All content — levels, entities, balance numbers — lives in JSON or plain data files, never inline in the logic. Tuning must not require reading code.
- Audio generated with the Web Audio API rather than asset files, so the whole thing stays self-contained.
- Feel pass, treated as a requirement and not as polish: hit-stop on significant impacts, screen shake scaled to magnitude, particles on every state change, and easing on every transition. Nothing may pop in or out instantly.
- Full keyboard support, a pause that actually pauses, and a settings panel exposing the tuning constants as live sliders. You will need those sliders.
- Respect prefers-reduced-motion: keep the fades, drop the shake and the parallax.

BUILD ORDER
1. The core loop with placeholder rectangles. No art, no audio, no menus. Make it fun as rectangles first — if it is not fun as rectangles, the look will not save it.
2. The twist, wired into that loop. This is where the design lives, so expect to rewrite step 1 once you feel it.
3. Content and balance, moved out into data files.
4. The look, applied last as a rendering layer over a game that already works.
5. The feel pass.

Weight class: Small loop territory. Cut systems rather than shipping them half-built — this is not a calendar promise.

Start by writing a one-page plan covering the core loop, the data shapes, and what you are deliberately leaving out. Wait for me to approve it before writing code.

The decks

Wild mode: genres, settings, twists and looks in src/lib/roll.js. Append only — share links use indices.

Genre · 36

  • Roguelike deckbuilder
  • Twin-stick shooter
  • Tower defence
  • Survivors-like auto-battler
  • Match-3 puzzler
  • Incremental idle game
  • Physics puzzler
  • Bullet hell
  • City builder
  • Team-drafting auto-battler
  • Rhythm game
  • Farming and life sim
  • Metroidvania
  • Management tycoon
  • Survival crafting
  • Turn-based tactics
  • Endless runner
  • Typing game
  • Stealth game
  • Social deduction game
  • 2D platformer
  • First-person shooter arena
  • Fighting game
  • Arcade racer
  • Turn-based RPG
  • Point-and-click adventure
  • Visual novel
  • Horror exploration
  • Sports match game
  • Beat-em-up brawler
  • Grand strategy map
  • Escape-room puzzle box
  • Open-world lite sandbox
  • Soulslike action
  • Trivia party game
  • Immersive sim lite

Setting · 52

  • a sunken cathedral
  • a derelict space station
  • a medieval bakery
  • a deep-sea salvage operation
  • a haunted shopping mall
  • an arctic research base
  • a cursed arcade
  • a Roman legion supply line
  • an open-plan corporate office
  • an alien greenhouse
  • a Wild West mining town
  • a rain-soaked cyberpunk precinct
  • a monastery library
  • a travelling circus
  • a 1970s submarine
  • a floating sky market
  • a subway network at 3am
  • a volcano observatory
  • a Soviet-era apartment block
  • a lighthouse at the end of the world
  • a packed sports stadium
  • a SaaS startup office
  • an indie hacker desk
  • a solo long-haul trip
  • a 24-hour convenience store
  • a remote coworking loft
  • a food-delivery city at dinner rush
  • a weekend makerspace
  • a budget airline terminal
  • a coastal surf town
  • a university campus during finals
  • a farmer’s market Saturday
  • a medieval castle under siege
  • a muddy front-line trench
  • a mob-run night city
  • a jewel heist in progress
  • a Hollywood backlot at night
  • a live TV studio
  • a hospital ER at full tilt
  • a maximum-security prison
  • a wood-panelled courtroom
  • a music festival campsite
  • a desert highway truck stop
  • a rainy noir police precinct
  • a luxury hotel floor sealed for “maintenance”
  • a nightclub at peak hour, plus the rooms the crowd never sees
  • an offshore oil rig in rough weather
  • a skyscraper still under construction
  • a city sewer and storm-drain network
  • a casino floor and the counting rooms underneath
  • a refrigerated warehouse on the edge of town
  • a private members’ club after midnight

Twist · 35

  • you can only act on the beat
  • time rewinds every 30 seconds
  • one button is your whole control scheme
  • you play as the antagonist
  • death is permanent and inherited
  • there is no combat at all
  • the interface lies to you
  • the map is destroyed as you play
  • you control two characters at once
  • everything runs on a 60-second timer
  • you cannot see — you can only hear
  • every action spends the same resource
  • the world is rearranged each run
  • you escort something fragile
  • enemies get stronger every time you win
  • you can undo your moves but the world cannot
  • the camera has its own agenda
  • your score is also your health
  • all your inputs are mirrored
  • you are always falling
  • chat is a real control channel
  • you only get three verbs
  • the day/night cycle is the difficulty curve
  • everything is a subscription you can cancel
  • you draft the rules before you play
  • you only see what you have revealed
  • there is no HUD — the world is the UI
  • every choice locks the moment you confirm
  • failure deletes one of your verbs forever this run
  • you share one life pool with everything on your side
  • nothing is explained in words — only signs in the world
  • a cursed token must be held, passed or dumped on a timer
  • you win by making a deal, not by destroying the threat
  • critical information is shown once, then gone
  • the playable space shrinks on a clock you can read

Look · 29

  • PS1 low-poly with texture warping
  • Game Boy four-shade green
  • CRT arcade with scanlines
  • flat vector minimalism
  • hand-drawn ink on paper
  • 16-colour pixel art
  • isometric voxel
  • ASCII terminal
  • claymation with baked light
  • N64 fog and vertex colour
  • blueprint technical drawing
  • risograph two-colour print
  • silhouette against one light
  • photocopied zine
  • anime cel-shade
  • oil painting frames
  • soft watercolor
  • VHS camcorder night
  • comic-book halftone
  • clean product UI 3D
  • chunky voxel sandbox
  • neon synthwave
  • black-and-white noir film
  • paper cut-out collage
  • modern low-poly diorama
  • manga screentone
  • glitch datamosh
  • soft pastel indie
  • LEGO brick build
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