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Based on the code inside the Canvas, here is an extensive breakdown of Claustrophobia, the game embedded in your plugin.

Overview

Claustrophobia is a high-intensity, infinite arcade survival game. It is designed to create a feeling of panic and urgency. The core concept is simple but stressful: you are trapped in a room that is constantly getting smaller, and touching the walls means instant death.

The Objective

Your goal is to survive as long as possible while accumulating a high score. There is no “winning” in the traditional sense—only delaying the inevitable and beating your previous high score.

Core Mechanics & “Fun” Factors

  1. The Shrinking Room:

    • The walls of the room constantly close in on the center.

    • Difficulty Ramp: As time passes, the walls shrink faster (shrinkSpeed increases every frame). This forces the player to play more aggressively as the game progresses.

  2. The Drift Physics:

    • The player character does not stop instantly. The code uses “drift” physics (friction and acceleration), making movement feel slippery (like moving on ice).

    • The Challenge: You must counter-steer to stop yourself from sliding into the deadly walls, adding a layer of skill to simple movement.

  3. Items & Power-ups:

    • Green Orbs (Expanders): These are your lifeline. Collecting one pushes the walls back (+100 size), buying you valuable time.

    • Gold Coins: These are purely for score (+50 points). They often tempt you into dangerous positions.

  4. Risk vs. Reward:

    • Items spawn randomly. Sometimes a Green Orb will spawn right next to a wall. You have to decide if you have enough control to grab it without sliding into the wall and dying.

Controls

The game features a hybrid control scheme to support both desktop and mobile players:

  • Desktop (Keyboard):

    • Movement: W, A, S, D or Arrow Keys.

    • Pause: Click the “Pause” button in the top right.

    • Fullscreen: Click the “Fullscreen” button in the top right.

    • Note: The browser default scrolling is disabled for Space/Arrow keys to ensure smooth gameplay.

  • Mobile (Touch):

    • Movement: An on-screen D-Pad (Up, Down, Left, Right) appears automatically on touch devices.

    • Tap: Used to interact with UI buttons (Start, Pause, Resume).

Level Progression

Technically, the game is one single, infinite level. However, it behaves like a progressive difficulty curve:

  • Early Game: The room is large (760px), and walls shrink slowly (starting speed 0.3). You have plenty of space to maneuver.

  • Mid Game: The room is half-size. The walls are moving faster. You must prioritize Green Orbs over Gold Coins.

  • Late Game (The “Panic” Phase): The room is tiny. The walls are closing in rapidly. You barely have room to drift without hitting a wall. You are essentially dashing from one Green Orb to the next just to keep the room open.

Visuals & Feedback

  • Neon Aesthetic: High-contrast neon colors (Hot Pink walls, Cyan orbs, Gold coins) on a near-black background.

  • Particle Effects: Exploding particle animations occur when you collect items or crash into a wall.

  • HUD: Displays your Score and a “Danger Level” percentage that turns red as the room gets smaller.

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