oneshotlm
Compare all models on this prompt →

Dangerous Dave platformer · ring-2.6-1t

Build a playable tile-based platformer on a canvas in the Dangerous Dave style: navigate a level to grab a trophy and then reach the exit, avoiding hazards like fire and water, with jumping and simple enemies. Procedural graphics only, no external assets.

⛨ sandboxed Open in new tab ↗
transcript · 4 messages
user

Build a playable tile-based platformer on a canvas in the Dangerous Dave style: navigate a level to grab a trophy and then reach the exit, avoiding hazards like fire and water, with jumping and simple enemies. Procedural graphics only, no external assets.

assistant
thinking
The user wants a single-page web app - a tile-based platformer in the style of Dangerous Dave. Let me build a complete, self-contained HTML file with CSS and JS inline. No external resources.

Key features needed:
1. Canvas-based rendering
2. Tile-based level with procedural graphics
3. Player character with movement (left/right) and jumping
4. Trophy to collect
5. Exit door to win
6. Hazards: fire, water (lava)
7. Simple enemies that patrol
8. Gravity physics
9. Collision detection
10. Win/lose states

Let me design this carefully:

- Level: 20x15 tiles, each tile ~32px
- Player: simple pixel art character drawn procedurally
- Tiles: ground (brown), walls (gray), platform blocks
- Hazards: fire (animated), water (blue animated)
- Enemies: simple creatures that walk back and forth
- Trophy: golden star/award
- Exit: door

Let me code this up.

Building a full Dangerous Dave-style platformer with procedural graphics, physics, enemies, hazards, and win conditions.

write /tmp/ws/index.html (24926 bytes)
toolResult

Successfully wrote 24926 bytes to /tmp/ws/index.html

assistant
thinking
The file has been written successfully. Let me verify it exists and is complete.

Done! The file `/tmp/ws/index.html` is a fully self-contained Dangerous Dave-style platformer with all these features: **Gameplay:** - Arrow keys / WASD to move, Space/Up to jump - Collect the ★ **Trophy**, then reach the **EXIT** door to win - **Fire traps** and **water pools** kill on contact - **Goblin enemies** patrol back and forth — stomp them from above or get killed **Procedural Graphics (no external assets):** - Pixel-art player with hair, body, animated legs/shoes - Stone-brick walls with mortar lines, grass-topped terrain - Animated water with ripples and bubbles - Animated fire with glowing particles - Bobbing trophy with sparkle glow - Gold-trimmed exit door with arch - Goblin enemies with pointy ears, angry eyes, and teeth - Twinkling parallax starfield background - Particle effects on stomps and death **Game state tracking:** trophy indicator, death counter, timer, victory screen with restart on click.

TAKE IT TO CODE

A single self-contained HTML file — copy it and open in any browser, or reuse the prompt with your own pi-agent run.

RUN

modelring-2.6-1t
vendorinclusionai
harnesspi-agent
generated2026-08-01

EVALUATION

1/5 broken

Only a start screen is shown; clicking START GAME never happened, so no gameplay is visible in any panel.

off-prompt

Vision grade · anthropic/claude-sonnet-5

MEASUREMENTS

Raw readings from the capture, not a verdict — the grade above is the only judgement. Percentages are how much of the screen changed; the measure under-reports sparse motion on a dark background.

idle motion0.0%
on click0.0%
on drag2.3%
on wheel0.0%
on enter + space0.0%
on arrow keys0.0%
on w/a/s/d0.0%
frame spread24.7 / 255
console errors0
js errors none

METRICS

runtime77.5s
tokens in15k
tokens out12k
cached13k
cost / run$0.0076