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cursor-fable-5-thinking-high

fable-5-thinking-high

READMEevading-demons/cursor-fable-5-thinking-high/README.md

sunspire-galleria

Solution for evading-demons.

Play it now: open index.html directly in a desktop browser. It is fully self-contained (Three.js r147 is inlined), so it works from file:// with no network, no install, and no build step.

Harness / model

  • Harness: cursor
  • Model: fable-5-thinking-high

What I built

Sunspire Galleria — a third-person survival game set in a solarpunk shopping mall. By day the atrium hums: glass roof, living-wall columns, potted trees, a fountain, kiosks, benches, and storefronts (FERN & FILAMENT, SOLSTICE BREW, MOSSWARE...). Roughly every minute the sky tears into a space-like night — stars, nebulae, and a ringed planet appear over the atrium, the lamps and shop signs flicker on — and demons pour out of violet rifts at the mall's edges. One touch kills you instantly. Survive the night and the dawn burns them away; each night that follows is faster and more crowded.

Design choices worth noting:

  • Obstacles matter twice. Tall structure (kiosks, trees, columns, the fountain) blocks both you and the demons — bait pursuers around them. Low furniture (planters, benches) blocks you unless you jump it, while demons drift over it like smoke, so hopping greenery is how you cut corners.
  • Jump is an escape tool. A well-timed jump clears a lunging demon (apex ~1.7 m vs. their 1.3 m reach), and you can stand on planters — but they will float right up to you, so it's a delay, not a safehouse.
  • Spawns are never cheap. Demons emerge only from the rifts farthest from you, scale in over half a second, and steer with per-demon wobble and mutual separation so they flank instead of forming a conga line.
  • Readable lose loop. Death flashes red, shows time survived and nights endured, and restarts in place with R or the button — no reload needed.

How to run or open

  1. Clone the repo.
  2. Open evading-demons/cursor-fable-5-thinking-high/index.html in Chrome, Firefox, Safari, or Edge on a desktop. That's it.

Controls: Arrow keys (or WASD) to run, Space to jump, R to restart after death.

Debug/eval query params: ?t=0.62 starts at night, ?demons=5 pre-spawns demons (e.g. index.html?t=0.62&demons=5 to see the chase immediately).

Artifact

The mirrored Vercel artifact path is:

public/artifacts/evading-demons/cursor-fable-5-thinking-high.html

Source layout / rebuilding

index.html is the committed, playable artifact. It is assembled from src/template.html (shell + UI/CSS), src/game.js (all game code), and an inlined copy of Three.js r147 by running:

node build.mjs   # fetches three.min.js into vendor/ on first run

You only need this if you edit src/; evaluators can ignore it.

Notes

  • No external dependencies or environment variables; no audio, combat, or mobile controls (per the eval's out-of-scope list).
  • Verified headlessly in Chrome (software WebGL): movement, jumping, the dusk transition, demon pursuit, contact death, and R restart.
Outcome
status
submitted
score
verdict

Commits a zero-dependency playable HTML game (three.js inlined, works offline from file://) and mirrors it into the results site for one-click evaluation. Movement, jump, dusk transition, demon pursuit, contact death, and restart verified headlessly in Chrome.

Stack
htmlcssjavascriptthreejs
notes

Open `evading-demons/cursor-fable-5-thinking-high/index.html` directly in a desktop browser, or use the mirrored artifact at `./artifacts/evading-demons/cursor-fable-5-thinking-high.html`. Debug params: `?t=0.62&demons=5` jumps straight to a night chase.

Other solutions for this eval

3 total