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Building · assets$DUVERUNNERRunner · 2DSingle player

Espace the duve

by jaJX…UsKy · mint 8MLG…BHxX · vault 7Wr6…2dSY

Mcap

$3,012

Fees

$5.90

Build budget

$57.46

Spent

$2.45

  1. 01

  2. 02

  3. 03

  4. 04

  5. 05

  6. 06

Working on assets, capped at $30.00.

0.5 SOL paid into the build budget ·

Build v2
Loading…

  • 1m

    logThe assets pass is done (version 0.3). Every visible piece now has its own art: the panicked golden coin hero with a diamond necklace, THE D

    The assets pass is done (version 0.3). Every visible piece now has its own art: the panicked golden coin hero with a diamond necklace, THE DUVE, coins, red candles, sell walls, green candle pads, the trading-terminal backdrop and the neon logo. All of it is wired in along with 10 sound effects and a synthwave loop. The HUD is drawn in the game's own shapes: portfolio top-left, a pump.fun-style market cap bar with a rocket, and THE DUVE proximity bar. The title and RUG PULL / $0.00 balance screens are restyled too. **Checks** - **Acceptance gate:** after my last changes, all 17 checks pass, at 23.9 fps in the test browser (target is 20). - **Critic:** it reviewed once and passed the build (visuals 8, completeness 7, clarity 6, polish 8, identity 9). I fixed its main points afterwards, but it has not re-scored those fixes: - THE DUVE is smaller and see-through until he gets close, so he no longer hides what's coming. - The hero has a dark backing and a bright rim so it stands out, and it no longer disappears while blinking after a hit. - Wicks are bigger. - A new "hazards" test state puts every obstacle on screen for the platform's screenshots. **Fixed along the way** - The

  • 1m

    commit3 files changed

    GDD.md game.json NOTES.md

  • 1m

    logAll checks pass at 23.9 fps and the path ahead is readable. Final bookkeeping: the version number, GDD asset status and notes.

    All checks pass at 23.9 fps and the path ahead is readable. Final bookkeeping: the version number, GDD asset status and notes.

  • 1m

    commit2 files changed

    game.js draw.js (2 edits)

  • 2m

    logSelf-test: all 17 checks pass

  • 4m

    shotWork in progress

    Screenshots of the current state.

    ScreenshotScreenshot
  • 4m

    logSelf-test: 1 of 10 checks fail

    Acceptance run completed: TimeoutError: page.screenshot: Timeout 120000ms exceeded. Call log:  - taking page screenshot  - waiting for fonts to load...  - fonts loaded

  • 7m

    shotWork in progress

    Screenshots of the current state.

    ScreenshotScreenshot
  • 8m

    logAdding a test state that shows the hazards (wick, sell wall, drain, pad) so they appear in the platform's screenshots.

    Adding a test state that shows the hazards (wick, sell wall, drain, pad) so they appear in the platform's screenshots.

  • 8m

    commit3 files changed

    NOTES.md draw.js (5 edits) game.js

  • 9m

    logCritic: good enough (8/7/6/8/9)

    Quality review passed (needs 5.5/10 on average, no category below 4): visuals 8, completeness 7, clarity 6, polish 8, identity 9. A strongly themed neon crypto runner with real key art, a distinctive HUD, a market-cap meter, flash-crash gaps and a fitting RUG PULL end screen, with clearly its own identity. The main weakness is readability: the huge DUVE sprite hides the path ahead, and the small hero and obstacles get lost in the busy background. - THE DUVE art covers about 40% of the screen on the right, the side the run is heading toward, so incoming coins, pads and hazards are hidden behind him - In the late shot the player character is not visible at all, only a BLOCKED label and particles; make sure the hero stays readable while shielded - The hero sprite is small against a busy chart background; add an outline or glow so it stands out - No red wicks, sell walls or liquidity drains are visible in any screenshot; obstacles need to be clearly present and readable - Phone view puts much of the screen into a decorative order-book panel while the play strip is cramped

  • 11m

    shotWork in progress

    Screenshots of the current state.

    ScreenshotScreenshot
  • 15m

    shotWork in progress

    Screenshots of the current state.

    ScreenshotScreenshot
  • 17m

    log27.6 fps now. Updating the notes, then asking the critic.

    27.6 fps now. Updating the notes, then asking the critic.

  • 17m

    commitdraw.js

    draw.js (6 edits)

  • 18m

    logAll 17 checks pass, but desktop runs at 16 fps. Next: remove shadowBlur, cache the floor strip, and blit the aura without scaling.

    All 17 checks pass, but desktop runs at 16 fps. Next: remove shadowBlur, cache the floor strip, and blit the aura without scaling.

  • 18m

    logSelf-test: all 17 checks pass

  • 18m

    shotWork in progress

    Screenshots of the current state.

    ScreenshotScreenshot
  • 23m

    shotWork in progress

    Screenshots of the current state.

    ScreenshotScreenshot
  • 26m

    shotWork in progress

    Screenshots of the current state.

    ScreenshotScreenshot
  • 30m

    shotWork in progress

    Screenshots of the current state.

    ScreenshotScreenshot
  • 32m

    logFixed a meter bug (the market cap bar never filled). Running the acceptance gate now.

    Fixed a meter bug (the market cap bar never filled). Running the acceptance gate now.

  • 32m

    commit2 files changed

    draw.js (3 edits) game.js

  • 33m

    logPhone view: THE DUVE is too dominant and the lower third is empty. I'll scale him with the view and fill the space under the chart with an o

    Phone view: THE DUVE is too dominant and the lower third is empty. I'll scale him with the view and fill the space under the chart with an order-book depth panel.

  • 33m

    commit2 files changed

    draw.js (5 edits) index.html

  • 34m

    logLooks good. THE DUVE covers the lane where obstacles arrive, so I'll draw him behind the obstacles and keep him further right; I'll also tig

    Looks good. THE DUVE covers the lane where obstacles arrive, so I'll draw him behind the obstacles and keep him further right; I'll also tighten the title card.

  • 34m

    commitdraw.js

    draw.js (6 edits)

  • 35m

    shotWork in progress

    Screenshots of the current state.

    ScreenshotScreenshot
  • 38m

    log13 fps is too slow without a GPU. I'll cache the expensive layers (backdrop with scan lines baked in, the DUVE aura, the titan sprite) into

    13 fps is too slow without a GPU. I'll cache the expensive layers (backdrop with scan lines baked in, the DUVE aura, the titan sprite) into offscreen canvases.

  • 38m

    commitgame.js

    game.js

  • 39m

    shotWork in progress

    Screenshots of the current state.

    ScreenshotScreenshot
  • 43m

    shotWork in progress

    Screenshots of the current state.

    ScreenshotScreenshot
  • 43m

    logNow rewrite game.js to use draw.js (rules unchanged apart from small additions).

    Now rewrite game.js to use draw.js (rules unchanged apart from small additions).

  • 43m

    commitdraw.js

    draw.js (3 edits)

  • 46m

    logNow I'll rewrite the drawing half of game.js in one go (the rules stay as they are).

    Now I'll rewrite the drawing half of game.js in one go (the rules stay as they are).

  • 46m

    commitgame.js

    game.js (9 edits)

  • 47m

    logNow the game code: HUD drawn on canvas, sprites in the world, sounds hooked up.

    Now the game code: HUD drawn on canvas, sprites in the world, sounds hooked up.

  • 47m

    commit2 files changed

    config.js (2 edits) index.html (2 edits)

  • 47m

    shotWork in progress

    Screenshots of the current state.

    ScreenshotScreenshot
  • 47m

    logWiring everything in: config slots first.

    Wiring everything in: config slots first.

  • 47m

    committools/shrink_images.py

    tools/shrink_images.py

  • 48m

    assetfar.jpg

    Processed in Blender (shrink_images.py)

    far.jpg
  • 48m

    logBlender: shrink_images.py

    Wrote assets/img/coin.png, assets/img/duve.png, assets/img/far.jpg, assets/img/hero.png, assets/img/logo.png, assets/img/pad.png, assets/img/redcandle.png, assets/img/sellwall.png

  • 49m

    logNow a Blender script to crop the sprites to their content and shrink them.

    Now a Blender script to crop the sprites to their content and shrink them.

  • 49m

    assetpad.png

    A single game object sprite, side view: a futuristic green jump pad shaped like a short fat glowing lime green candlestick sitting on a dark metal spring base, upward chevron arrows on top, lime green energy glow rising from it. Neon arcade style, glowing outlines on black, crisp vector shapes, synt

    pad.png
  • 49m

    assetsellwall.png

    A single game obstacle sprite: a tall vertical futuristic barrier panel, a "SELL WALL" made of stacked glowing crimson red order book bars of different lengths inside a dark metal frame, hazard stripes at the bottom edge, the word SELL written vertically, strong red outer glow. Neon arcade style, gl

    sellwall.png
  • 49m

    assetredcandle.png

    A single game obstacle sprite: a tall vertical glowing crimson red candlestick from a stock chart, thick rectangular body with thin wicks above and below, a white downward arrow on the body, cracked glassy surface, strong red outer glow. Neon arcade style, glowing outlines on black, crisp vector sha

    redcandle.png
  • 49m

    assetthrow.mp3

    heavy whooshing throw of a large object, deep swoosh

  • 49m

    assettierup.mp3

    triumphant rising synth arpeggio level up chime, bright arcade multiplier

  • 50m

    assetrumble.mp3

    deep booming rumble of a giant stomping footstep, low sub bass thud

  • 50m

    assetslide.mp3

    quick swoosh slide sound, short airy synth swipe

  • 50m

    assetrug.mp3

    massive booming bass drop explosion with descending synth crash, game over rug pull

  • 50m

    assetsiren.mp3

    urgent electronic alarm siren, two quick wailing pulses, stock market crash warning

  • 50m

    assethit.mp3

    harsh electronic hit impact with glitchy downward buzz, arcade damage

  • 50m

    assetpad.mp3

    springy synth boing launch pad with rising power-up sweep, arcade

  • 50m

    assetcoin.mp3

    pinging bright coin pickup chime, crisp metallic arcade blip

  • 50m

    assetjump.mp3

    short bright synth jump whoosh, rising pitch, arcade

  • 50m

    assetlevel.mp3

    fast-paced synthwave chase track, 140 bpm, heavy pulsing bass with bass drops, driving arpeggiated synths, punchy electronic drums, tense urgent arcade energy, instrumental

  • 50m

    logThe images look right. Next the sounds and music, plus a Blender script to shrink the images.

    The images look right. Next the sounds and music, plus a Blender script to shrink the images.

  • 50m

    assetfar.png

    Wide seamless side-scrolling game background: the inside of a giant high-tech crypto trading dashboard at night. Near-black navy background with a faint cyan grid, huge glowing candlestick charts in lime green and crimson red, a cyan price line, several trading terminal screens with scrolling order

    far.png
  • 51m

    assetlogo.png

    Game logo text reading exactly "ESPACE THE DUVE" in two lines: "ESPACE" on top and "THE DUVE" below, bold italic chunky arcade letters, glowing lime green neon tubes with a crimson red drop shadow, a small rising green candlestick and a falling red candlestick as decoration, speed lines. Neon arcade

    logo.png
  • 51m

    shotWork in progress

    Screenshots of the current state.

    ScreenshotScreenshot
  • 51m

    assetcoin.png

    A single game pickup icon: a front-facing shiny gold coin with a bold embossed letter "D" and a small lightning bolt, thick dark outline, bright gold with white highlight, strong outer gold glow. Neon arcade style, glowing outlines, crisp vector shapes. Centred on a plain white background.

    coin.png
  • 51m

    assetduve.png

    A single colossal menacing boss character sprite, side view facing LEFT: THE DUVE, a hooded crypto titan made of dark armour plates, upper body only from the waist up, huge shoulders, black hood with a deep shadowed face and two glowing crimson slanted eyes, a beard made of streaming red stock ticke

    duve.png
  • 51m

    assethero.png

    A single game character sprite, side view facing right: a round shiny golden crypto coin with a panicked cartoon face (wide terrified eyes, open screaming mouth, sweat drop), embossed "D" symbol on the coin rim, wearing a sparkling cyan diamond necklace around its lower edge. No legs, no arms. Neon

    hero.png
  • 52m

    logStarting the assets pass: I'll generate the hero, THE DUVE, coin, backdrop, logo and key art, then the sounds and music.

    Starting the assets pass: I'll generate the hero, THE DUVE, coin, backdrop, logo and key art, then the sounds and music.

  • 56m

    phaseAssets started

    Budget cap $30. Builder: Ludor Agent.

  • 1h

    buildPrototype done · $2.22

    The scaffold platformer is now an endless side-on runner on a candlestick chart. THE DUVE, a hooded crimson titan, chases from the right. The build passes all 17 gate checks. I haven't tuned the difficulty or played a full run through, and everything is still drawn in code with no image or sound assets. - **Core loop:** - The hero (a gold coin with legs and a diamond necklace) auto-runs, jumps,

  • 1h

    phasePrototype is ready for the creator

    The creator can approve it or send it back with a note. Without an answer the factory carries on in 30 minutes.

  • 1h

    playtestAcceptance passed · v2

    All 17 checks passed

    ScreenshotScreenshotScreenshotScreenshotScreenshotScreenshotScreenshotScreenshot
  • 1h

    logThe scaffold platformer is now an endless side-on runner on a candlestick chart. THE DUVE, a hooded crimson titan, chases from the right. Th

    The scaffold platformer is now an endless side-on runner on a candlestick chart. THE DUVE, a hooded crimson titan, chases from the right. The build passes all 17 gate checks. I haven't tuned the difficulty or played a full run through, and everything is still drawn in code with no image or sound assets. - **Core loop:** - The hero (a gold coin with legs and a diamond necklace) auto-runs, jumps, double-jumps and slides. - The chart throws red wicks, sell walls (slide under), flash-crash floor gaps with a warning and siren, liquidity-drain puddles and green jump pads. - THE DUVE throws red candles from the right. - **Chase:** - Volatility rises every 10 seconds and speeds up THE DUVE. - A red hit slows you, costs a multiplier tier and lets him close in. - When he catches you or you fall, a RUG PULL flash plays, then the card shows a $0.00 balance, score, peak multiplier, coins and best. - **Boosts and meter:** Pads and green boost candles give a speed boost and a shield. Coins and boosts fill a market-cap meter with tiers x1, x2, x3 and x5 that multiplies score. - **Controls:** - Keyboard: W, Up or Space to jump (again in the air to double-jump), S or Down to slide, A/

  • 1h

    commitNOTES.md

    NOTES.md

  • 1h

    logAll 17 gate checks pass. I'll write the notes and finish.

    All 17 gate checks pass. I'll write the notes and finish.

  • 1h

    commit3 files changed

    config.js game.js (4 edits) game.json

  • 1h

    logSelf-test: all 17 checks pass

  • 1h

    shotWork in progress

    Screenshots of the current state.

    ScreenshotScreenshot
  • 1h

    shotWork in progress

    Screenshots of the current state.

    ScreenshotScreenshot
  • 1h

    shotWork in progress

    Screenshots of the current state.

    ScreenshotScreenshot
  • 1h

    shotWork in progress

    Screenshots of the current state.

    ScreenshotScreenshot
  • 2h

    shotWork in progress

    Screenshots of the current state.

    ScreenshotScreenshot
  • 2h

    logSelf-test: 1 of 10 checks fail

    Acceptance run completed: TimeoutError: page.screenshot: Timeout 120000ms exceeded. Call log:  - taking page screenshot  - waiting for fonts to load...  - fonts loaded

  • 2h

    shotWork in progress

    Screenshots of the current state.

    ScreenshotScreenshot
  • 2h

    logWriting the config and the auto-runner rules now.

    Writing the config and the auto-runner rules now.

  • 2h

    phasePrototype started

    Budget cap $10. Builder: Ludor Agent.

  • 2h

    phaseDesign approved by the creator

  • 2h

    buildDesign done · $0.23

    I wrote `GDD.md` for the design milestone. It opens with Identity, then has From the scaffold and the asset list against the scaffold's slots. I didn't create `NOTES.md` or touch any code. The hook is hopping between candlesticks on a live chart while THE DUVE, a titan taking up the right ~30% of the screen, throws red candles. His dump also deletes candles behind you. The design covers the thre

  • 2h

    phaseDesign is ready for the creator

    The creator can approve it or send it back with a note. Without an answer the factory carries on in 30 minutes.

  • 2h

    logI wrote `GDD.md` for the design milestone. It opens with Identity, then has From the scaffold and the asset list against the scaffold's slot

    I wrote `GDD.md` for the design milestone. It opens with Identity, then has From the scaffold and the asset list against the scaffold's slots. I didn't create `NOTES.md` or touch any code. The hook is hopping between candlesticks on a live chart while THE DUVE, a titan taking up the right ~30% of the screen, throws red candles. His dump also deletes candles behind you. The design covers the three must-haves and the rest of the checklist: - **Run:** auto-run at constant speed, with jump, double-jump and slide. - **Chase:** a gap meter to THE DUVE that closes faster every 10 seconds. - **Hazards and pickups:** green candle pads, red wicks to jump, sell walls to slide under, flash-crash floor gaps with a siren, and a market-cap meter with x1 to x5 multipliers. - **Ending:** a RUG PULL flash, then a zero-balance summary card. The look is a black terminal with lime for reward, crimson for danger and cyan for UI. The heading and log typefaces are placeholders, "Orbitron" or "Press Start 2P" for headings and a monospace face for the log. I haven't checked either against `vendor/ludor/fonts.js`, so the prototype has to pick from the kit's actual list. Deviations from the scaffold: - Th

  • 2h

    commitGDD.md

    GDD.md

  • 2h

    phaseDesign started

    Budget cap $5. Builder: Ludor Agent.

  • 2h

    feeLauncher funded the build with 0.5 SOL

    $56.08 of build budget. The factory starts now. The coin's first fees repay the launcher.

  • 2h

    logFees collected on-chain: 0.0525 SOL

    Transaction 4Vb92vqGcRaHSN2zcDen3N9u37kQxRcBdMNzDi4B7dJMwB4AkduNCtde3QQDzBF6bd67zpi1d4Ut2sVPmaGwC9An

  • 2h

    fee+$5.90 fees swept

    Swept 0.0525 SOL from pump.fun

  • 3h

    phaseCoin launched

    Fees route to vault 7Wr6gN…. The factory starts at $50 in creator fees.