ShadowOfTheColossus-PC
Shadow of the Colossus(PS4, CUSA08809)의 네이티브 윈도우 포트 – 직접 게임 덤프를 가져와 실행
아직 감지된 업데이트가 없습니다. GitHub 릴리스가 나오면 여기에 보입니다.
[game] Jutsu Clash — elemental stick-man tower defene (three.js)
README 전체를 불러오는 중입니다.
README 전문 보기 ↗A cozy low-poly elemental tower defense by Diego Danylov.
Chibi stick-man ninjas guard a floating shrine island. Build Fire, Water, Earth and Air towers along the road, power them up with gold, and drag one tower onto another to fuse a new element: Steam, Magma, Lightning, Ice, Sand, Wood, Inferno, Whirlpool, Mountain and Tempest. Every 5 waves a boss arrives. Wave 20 is the Shogun. Clear an island to unlock a new ultimate.
| Mouse | Keyboard | DualShock 4 | Touch | |
|---|---|---|---|---|
| Open tile / tower menu | Click | Arrows + Enter | Left stick + ✕ | Tap |
| Build | Click an element | 1 2 3 4 | ✕ on an element | Tap an element |
| Power up / Fuse / Sell | Menu buttons | U / F / X | menu, △ fuse, □ sell | Menu buttons |
| Fuse by drag | Drag a tower onto another | – | – | Drag a tower onto another |
| Close / cancel | Right-click or click away | Esc | ○ | Tap away or ✕ |
| Turn camera | Right-drag or drag the ground | Z / C | Right stick ←→ | One-finger drag |
| Zoom | Wheel | + / − | Right stick ↑↓ | Pinch |
| Pan | Middle-drag | – | – | Two-finger drag |
| Next wave | NEXT WAVE button | Space | R1 | NEXT button |
| Ultimate / switch | Ultimate card / chips | E / Q | R2 / L1 | Tap card / chips |
| Speed, pause | HUD buttons | T, P | SHARE, OPTIONS | HUD buttons |
src.html – the game. One file: three.js r128 (cdnjs) for the 3D world plus a 2D canvas overlay for all HUD and menus. This is exactly what gets published as the Claude artifact (no doctype/head/body).index.html – the same game wrapped in a full HTML page for Vercel. Generated by tools/build-index.sh. Do not edit by hand.assets/video/ – short H.264 clips with poster frames: cut-ins (meteor, tsunami, tornado, shogun, ronin) new-enemy reveals (grunt, runner, shield, brute, ninja) and result backdrops (victory, defeat).assets/ – 35 WebP images: screens, painted ground and roads, tower cards, enemy cards and ultimate cut-ins. Loaded by relative path. If any image fails, the game draws its own fallback.tools/ – build scripts and Playwright tests.cd tools
npm install # playwright ^1.63, [email protected] (offline copy for tests)
bash build-test.sh # tools/test.html = src.html with local three.js
node boot.js # no errors, intro renders, every image loads, fallback without art
node menus.js # full menu walk-through + grid/reveal/bestiary checks, 1440×900 + 844×390
node run.js # video cut-ins (+ blocked-video fallback), enemy reveal once per type, ultimate cut-ins, every map, boss cut-ins, win + lose
node mobile.js # 390×844 rotate prompt, 844×390 / 768×1024 / 1024×768 fit, touch build, pinch
Screenshots land in tools/shots/. Tests drive the game through the window.__jc debug handle. JC_OFFLINE=1 blocks Google Fonts.
Game design and direction: Diego Danylov. Built with Claude.