CoOp:Anything
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개인 계정의 공개 저장소 소유자는 GitHub로 로그인해 운영자를 확인하고 소개를 직접 관리할 수 있습니다. 관리자 승인은 필요하지 않습니다.
로그인한 뒤 확인 파일을 만들어 이 저장소의 기본 브랜치에 30분 안에 커밋해 주세요. 다른 브랜치나 포크의 파일은 인정하지 않습니다. 파일을 올린 뒤 아래에서 확인하면 관리자 승인 없이 관리할 수 있습니다. 자격을 유지하려면 파일을 남겨 두세요.
로그인이 필요하면 로그인 화면으로 이동합니다. 로그인 후 이곳으로 돌아와 원하는 확인 버튼을 다시 눌러 주세요.
프로젝트 폴더에서 /nomorevibe verify를 실행하면 소유권을 확인하고 소개를 직접 관리할 수 있습니다.
1분 만에 확인하기메이커가 쓴 소개는 위의 한 줄이 전부입니다. 더 자세한 내용은 저장소 README에서 읽을 수 있습니다. 저장소 README ↗
README 전체를 불러오는 중입니다.
README 전문 보기 ↗Welcome to the Backrooms - now with water damage 🟨🌊🟨.
In this 2D web-based puzzle game, you play as an overworked plumber contracted by the Async Research Institute to fix pipe leaks within the Complex. Easier said than done when the rooms stretch on forever — and something is hunting you in the dark.
🚨 DISCLAIMER: Pure vibe coding. I wanted to play this, not showcase a well-designed web game.
Faithful to the original 2019 creepypasta: six hundred million square miles of randomly segmented mono-yellow rooms, no level names, and an unnamed entity.
You are a plumber. A pipe has burst and the floor is flooding. Water flows downhill away from the break, making the wet trail your primary cue to locate the rupture. To fix it, stand still in front of the pipe for five seconds. Doing so makes noise—and you don't want to be heard. Beware: wading through flooded carpet is both slower and louder than walking on dry floor.
You view the space top-down with a 200° cone of vision. Anything outside your field of view or behind a wall is pitch black. Darkness isn't safety; unlit rooms still harbor whatever is hunting you. Activating the radar (R) overrides vision restrictions, instantly lighting the entire floor—including behind you—to reveal exits and warnings. However, the radar drains battery fast, so use it sparingly.
Tall figures of coiled black wire live in the Complex. Dormant, they rest as a flat pile of loops on the carpet. They wake when they hear you, hunting ruthlessly by both sound and sight.
| Key | Action |
|---|---|
WASD / Arrows | Move |
Shift | Sprint — fast, and very loud (hold or toggle, per settings) |
R | Radar — lights the entire floor, burns battery fast |
| (nothing) | The repair has no button. Stand at the pipe and do not press anything. |
Enter | Start / Confirm / Resume |
Esc | Pause (display controls, depth, battery, and flood status) |
Run the headless test suite:
node test.js # exit 0 = pass
tests/integration/render-trace.test.js snapshots the canvas draw calls produced by boot() → 30 fixed-step updates → 3 renders, hashes the call log into tests/fixtures/render-trace.json ({sha1, length}), and fails on any mismatch. Because the trace is sensitive to every sprite-drawing change (including the plumber's arm borders), regenerate the golden whenever render output intentionally changes:
UPDATE_GOLDEN=1 node --test tests/integration/render-trace.test.js
This overwrites tests/fixtures/render-trace.json with the current trace and prints the new {sha1, length}. Then re-run the full suite with node --test to confirm everything passes. Commit both the source change and the updated golden fixture together.
Per
AGENTS.md, the golden file is regenerated only when explicitly instructed — never as a side effect of an unrelated change.
src/main.js is an ES module (<script type="module">), so opening index.html via file:// no longer works — browsers block module scripts on that origin. Serve the repo instead:
npm run serve # → http://localhost:8080/
The test suite validates game logic, physics, and generation across 20 automated checks:
Forged under the MIT License.