gamesdonks.com I want to create a 3d multiplayer game that runs in the browser, I want it to be hosted completely on cloudflare using all free hosting including database if I buy the domain gamesdonks.com I want the game to be a racing game where the object is sort of a racing game, but it's donkeys that can walk and jump and it's an obstacle course that goes straight forward so you start then walk and jump to the finish. I want the game to be fundamentally chaotic, I want multiple powerups that are not balanced well, all sorts of powerups to explode you faster forward or send you different directions, I want to impact other players in the race with these random items, and a lot of times they backfire or bring you from last to first place. I want users to be able to be able to choose their donkey or randomize one and be given a randomly generated nonsense name, we may need a giant table of first name and last names and combine them randomly or something like that. I want the game to be as wild, weird, fun, and frustrating as possible as a party game. I also want a single player mode to get the best time on a course. There should be multiple different courses randomly chosen for the users and the environments and challenges can be near impossible or really easy. I want the random item drop to reset the random item every 20 seconds or so and when picked up dissapear then a new item drops in it's place. Great that works, Please continue with the next pass with animated donkey models, richer hazards, and real item effects that can target nearby players directly. Please create this game fully fleshed out. Also we can find and use royalty free sound effects and music. If you find a good source online we can download them and run them from the project. Make the walking animation nonsensical like walking does a full gallop animation and kind of meanders around, also can we make the controlls crazy like to go forward you have to repeatedly hit the keys "a" and "w" to move forward faster and faster. Make the power ups crazy like sometimes they are a donkey break where they go on their smartphone and doom scroll or they get explosions that send them flying. All other chaotic and original ideas welcome. Please continue, do the next pass for true 3D donkey model imports (.glb), ragdoll knockback, and per-course hazard themes (lava farm / ice farm / zero-gravity barn). Also make the donkey dramatically slow down if you do not do the right order of alternating keys, and if you press the wrong key too many times, the donkey falls over. Make it so sometimes the donkey looks back at you or does different random actions Please continue with the next pass to add real ragdoll physics (via cannon-es), course-specific art packs, and animation-state blending for imported donkey GLB clips (idle/walk/gallop/fall). Also make an initial select screen that shows other players online and lets you select your donk and choose a random name. We can add different models for our donks such as robodonk, gptdonk, and any other variation of donk that we can make a model for. The initial select screen should be dramatic and beautiful and chaotic, it should allow for users to start time trail or start multiplayer and show other players and their donk choices. When all players online click play multiplayer, the game starts. The game should end when all but the last player cross the finish line and have a dramatic screen with the race results. Please continue and make the various donks different looking to match their names. Make the first select screen a better menu where as you make changes you get a preview of what your donk looks like as it slowly spins around for your viewing pleasure. And do the next pass for persistent player accounts + cosmetics unlocks in D1 and party codes with invite links. Avoid dropdowns for options and instead show a small named list. Right now there is an input with barnyard in it, change that to a small group list so the user can easily select the stage. Make the whole experience very aesthetic and vibey. Also when other players show up, show their realtime updating donk and their name, so your choices appear next to theirs in the player grid. Also anytime a user visits the site, store their visit and any metadata along with that visit, including, if available, ip, region, browser etc so we can see who plays overtime. We can set localstorage or cookies to track and persist win/loss records, donk selection etc. Please integrate google analytics, insert the below script immediately after the
element on every page. Also set up any advanced tagging or events if a user starts a game or joins or does anything throughout the game create a trackable log. I do not see the rotating donk preview on the select screen. Can we change the initial loading screen, can we add gamesdonks.com to the top of the page in animated blocky text doing random fun actions. Immediately on page load show a preview of your donk. I want the interface to be super intuitive and easy and not overwhelming, where a random user visiting the site can just click single player or multi player and get right in a game immediately. The various donk modification options can be lower on the page. The initial screen right now feels very large and overwhelming we can reduce the size that this interface takes up. As the user selects various options for their donk, give the real time preview, we currently do not see our own donk anywhere. Also remove as many words from the game as possible, such as "Chaotic party racing with cursed donks." it's better if this game is more of a mystery of what everything means. Please complete these changes then push the changes up to git with a simple commit message and push live to cloudflare. Attached is a screenshot of what the initial menu currently looks like. Can you revaluate the flow of the initial menu, the donk selection and the game start to make it as quick and intuitive as possible. There seems to be an issue currently, the initial screen should not have a full width and height background, instead behind it should be the level currently selected. The gamesdonk.com at the top is nice but can we render it in 3d canvas or similar so that it is made out of 3d blocks and spinning and flipping etc at random. I still do not see my donk preview, and when I press single player or ready / start the menu items go away but the menu background still seems to be blocking the game, the menu should only ever be in a floating container so that we can see the level behind. The random dice roll should randomize everything the donk, the name, the level etc. It seems like something broke, the entire canvas never renders, I only see the dark blue background ever, even after clicking single player. Please resolve this issue and help make the canvas display, debug any errors. Also, run one more pass to make the panel even smaller and auto-collapse Customize after first play so first-time users get into a race in one click. yay that worked! I change my mind on the gamesdonks.com at the top, can we make it much simpler and just have the name just move in a fun slight way so that it is still readable. Also for the menu can we hide the initial ready and party+ and multiplayer options until you click Multi. Then when you click multi you get a dedicated lobby view with options to play with others and set as ready etc. I want this flow to be as intuitive as possible. We may want to add the word Play so Play Single Player and Play Multi Player buttons. Can we also vary the overall size and look for each type of donk. I want any changes for each type of donk to be included in the animation, right now if you choose pirate the patch does not move along with the head, it stays fixed and gets cut off with animation. Also can we apply textures to the donk instead of solid colors. Can we add a general background elements to the stages such as trees, mountains, scenery, and make the background of the entire scene more image like with gradients and other effects to make the overall game look more interesting. Also, if it helps you can use playwright to test and see your own work and make sure that whatever changes you make are fully working and reflected in the scene. Once everything is perfect and the game looks complete and fun, let's do a push to github and deploy to cloudflare. Great, the donk ears are detached from it's head pretty far though, can we clean up and modernize more of the entire game to make it look as good as it can while still being able to run well. I want to use all the latest technology and best practices. I think we will need different sky boxes, can we generate and download images or find a nice royalty free source for various sky boxes? Also when completing a time trial track that not as a win but as a best time. Can we make the finish line more of flags on either side and a single line right now it's a big black box. Once any single or multi player game is finished, do show a dedicated menu showing all the stats, the more bizarre the better, number of keys clicked, who won, time, anything else and have a continue button that brings the user back to the initial menu so they can play again. Keep a scoreboard for each level for time trails and put the name of the donk, also move the dice before the name and make it much bigger. I want the game to feel as complete and intuitive as possible as far as starting and ending a game, and I want the current hud to be much more minimalistic, have just the Time, the charge which we will now call donk power. Do not show the log for anything else, except for a temporary message that says which pickup was used, or if the user falls over or runs into another user. I want if two users ever run into eachother they crash and both players fall. Once done and everything is perfect push to git and cloudflare. Also the multiplayer flow is a bit wacky, when the user clicks multi player, instead hide the entire menu then show a new menu dedicated to multiplayer where players just click ready, keeping it very simple, a user can decide to go back and it shows the original menu again for a very intuitive step by step flow. For MultiPlayer lets make it as fun and chaotic and frustrating as possible, let's make the items have more dramatic effects and add an item that just sets all players back to the start. The item placement right now is random, lets make sure to sync the item placement so both players will have the same obstacles and powerups, powerup cycles should be faster, every 4 seconds. Let's make sure the background objects don't appear on the actual road, let's just have them in the background, also the road can go up or down and make each road longer with bigger hard to get past obstacles. Also for the background and horizon we can have the land be a solid color different from the sky so it doesn't look empty, let's make the sky as vibrant and dynamic as possible. Please do look for royalty free game backgrounds that would work like a skybox and download and apply them to the levels. At the start of any multiplayer game, choose a random players level and obstacles and force it onto the other players, have a countdown 3 2 1 to start the game before it becomes interactive. Include any and all sounds and music we have and look for more royalty free music and sounds if we need them. Find and fix any type, lint, build errors. Once done and the game is polished, has a great experience and is fun and frustrating, go ahead and push to git and cloudflare. Make it work on mobile with touch coontrolls for super simple interface and make it still work on desktop. Find any other enhancements to make, for each type of donk, make them thinner and taller and some shorter and fatter. push to github and cloudflare when all is good. Make the obstacles slightly less in number and the powerups much more frequent, make each powerup a slightly different shape and make it match the effect if possible to give the users a clue to what it is. Upon time trail complete, show a leaderboard with names and donk setup. If in mobile mode, show on screen controls. Fix any type errors, I see globalThis.gtag could have an issue. Review the entire project and game and make sure it's as fun and amusing as possible. Push to github and cloudflare when all is good. For mobile mode I want it to be fully playable on phone and be a good experience. I want to show on screen controls for where to press for certain actions matching the keyboard actions. Review the entire project and game and make sure it's as fun and amusing as possible. Push to github and cloudflare when all is good. When playing on my iphone I do not see any controls visible and I am unable to move in the game. I want in mobile mode to show actual circles on screen for where to press on the screen to control the game. I want visible on screen controls so if you are on a mobile device you can tap the various circles and control the game, we will need a button for jump and all the same mechanics. Push to github and cloudflare when all is good. I do not see the latest on gamesdonks.com but I do see the latest on localhost, can you help me make sure that we are pushed to cloudflare and it's the correct location and the domain is mapped correctly? here is my cloudflare setup, is it correct? also also add a cache-busting response header strategy on Pages (so updates appear faster on mobile after future deploys) and push to github and cloudflare so everyone can see the latest changes. If you click or tap on the Tap A/W to build speed message, make it hide so it doesn't block the view. In that same area on mobile we can show a brief message about the action that happened such as what pickup you got or if you fell etc I don't want it too noisy there since it's distracting, but just to let the user know what happened. push to github and cloudflare so everyone can see the latest changes. Oops the live site broke, it works on localhost but gamesdonks.com does not load it's just a white screen. Also, I want to incorporate sounds for jumping, powerups, background music etc, right now I do not hear anything. Can we use what we have and also fetch from various sources online that are royalty free and download them and use them? Here are the console errors: Navigated to https://gamesdonks.com/?@2222 index-DcnvrVih.js:1 Failed to load module script: Expected a JavaScript-or-Wasm module script but the server responded with a MIME type of "text/html". Strict MIME type checking is enforced for module scripts per HTML spec. ?@2222:1 Refused to apply style from 'https://gamesdonks.com/assets/index-NFQYCDhr.css' because its MIME type ('text/html') is not a supported stylesheet MIME type, and strict MIME checking is enabled. Locally the game works, but when I go to gamesdonks.com I get errors, can you help me fix and then push the latest changes so the game works well? Here are the browser console errors: Navigated to https://gamesdonks.com/ (index):1 Refused to apply style from 'https://gamesdonks.com/assets/index-NFQYCDhr.css' because its MIME type ('text/html') is not a supported stylesheet MIME type, and strict MIME checking is enabled. index-CLQlOl_E.js:3921 GET https://gamesdonks.com/api/leaderboard/haywire-highway 500 (Internal Server Error) pf @ index-CLQlOl_E.js:3921 gf @ index-CLQlOl_E.js:3921 ca @ index-CLQlOl_E.js:3942 vb @ index-CLQlOl_E.js:3942 await in vb (anonymous) @ index-CLQlOl_E.js:3942 index-CLQlOl_E.js:3921 GET https://gamesdonks.com/api/leaderboard/haywire-highway 500 (Internal Server Error) pf @ index-CLQlOl_E.js:3921 gf @ index-CLQlOl_E.js:3921 vb @ index-CLQlOl_E.js:3942 await in vb (anonymous) @ index-CLQlOl_E.js:3942 index-CLQlOl_E.js:3921 POST https://gamesdonks.com/api/account/upsert 500 (Internal Server Error) Ur @ index-CLQlOl_E.js:3921 Or @ index-CLQlOl_E.js:3921 vb @ index-CLQlOl_E.js:3942 await in vb (anonymous) @ index-CLQlOl_E.js:3942 index-CLQlOl_E.js:3921 POST https://gamesdonks.com/api/visit 500 (Internal Server Error) and here are the network errors https://gamesdonks.com/api/leaderboard/haywire-highway Internal Server Error oh how do I allow cloudflare to serve https://gamesdonks.com/assets/index-NFQYCDhr.css right now no matter what I put after gamesdonks.com it always serves the entire game, can you point me how to fix this? it may be a routing issue or something on cloudflares side yes commit/push this _redirects change to GitHub now so it’s permanently in repo history. haha the game timer on a multiplayer game is insanely long, please only make it a max of 5 seconds, really it should just count down from 3 then start. Please push to cloudflare and github when done There are some bugs with multiplayer, if someone starts a game or leaves or refreshes or goes back, please remove them from the list of players. I do not want to interrupt an ongoing game, only players who are actively waiting in the lobby and who haven't left should show up and when all press ready start the game, do not interrupt others games. Check the code for any other sort of lobby issues and resolve all of them using the best practices the lobby name can be random if it is helpful. Please push to cloudflare and github when done Yes please run a quick live multiplayer smoke-test checklist (join, ready, refresh, leave, mid-race join) and fix any remaining edge cases. Alos, make the jump height bigger like double what it is right now, make going left and right quicker at least for mobile, make the hitbox for pickups larger so they are easier to pick up. Also the collision sound fires too many times and slows the game down, can you please fix to make the collision sound happen less often if you do multiple hits in a row. Please review the game for best practices for these types of games, while keeping the quirky controls and nature of the game. Please push to cloudflare and github when done. Can we serve this file https://gamesdonks.com/AICHATLOG.md as a text file on cloudflare? right now if I go to https://gamesdonks.com/AICHATLOG.md I get the actual game, please allow this and any other .md file to be served naturally as text. Also, I want to replace the existing music_loop.wav with a new file I added gamesdonks\packages\client\public\audio\music\heavenly-ahh-beat.mp3, please use this for the menu music and for each level, please ensure the mp3 file plays in browser and plays on gamesdonks.com, Please push to cloudflare and github when done and verify these files are served correctly, if any errors, fix and push again. Now the jump is too high, reduce it by 30% or so and make obstacles taller so you can't just win the game by jumping and running mid air. Also maybe add a train going by as a random obstacle across your path and maybe a small lake you have to cross with pads to jump on, if you are in water you go move slower. Once you pick up speed change the animation into a happy slow trott where only the left front and back leg move, then the right front and back leg move in unnatural turns. Please push to cloudflare and github when done and verify these files are served correctly, if any errors, fix and push again. I want to introduce a mods section of the game, for this first round I want to introduce a dedicated Mods button where it shows the number of mods enabled if you click it you get a dedicated popup screen where you are able to select existing mods, all mods are optional. I want all mods purely stored as text in the database and get executed as code, effecting the game. I want to add the first mod called UFO where it adds random flying saucers to the game that shine a yellow light cone down and if you touch the light cone you lose control and you get pulled upwards into the flying saucer and wait 1 second and the message "probed" appears on the screen in the same way that activating a power up gives a message. You are then instantly dropped back to the level and get a 50% increase in speed. I want this mod to be activated when selected and effect the game immediately, and if playing multiplayer, any mods that are selected by any player will be applied for all players. Later on we will allow users to create their own mods by describing their idea then AI takes that prompt and generates real runnable code and saves it once it passes a quick code check to make sure the code will work. Please use all the best known practices to allow this mod system to work, please verify that everything works then push to cloudflare and github. Please do the next pass now. Add server-side mod validation sandbox rules, allow super wacky mods like game breaking mods, just check to see if the code works or just breaks the site. add creator endpoint scaffold for future AI-generated mods. Please push to cloudflare and github when done and verify these files are served correctly, if any errors, fix and push again. Continue with the concept of users being able to mod. I want the mods section to have an option to Create a mod with a nice open textarea where users can add whatever they want like "Add a hot dog powerup", then they press Create button and get a loading spinner and a message updating their request. I want to take that raw prompt and pass it to an api endpoint that then calls the best AI via API, if Codex 5.3 can be called via api that would be perfect, if not we can use gemini or similar latest model, I can give you an API key for whatever model we use. Pass the users prompt plus a system prompt to an AI API that will instruct it about the game and to add a script that when run will modify the game based on the users prompt. We can feed it the example of our UFO mod, tell the prompt this is an example input and output, the input being something like "Add a ufo with a beam that captures donks then releases them after a probe and gives a speed boost." and the output being the entire mod we have stored in our database for the UFO. Ensure the new mod output from the AI API is accepted, understood, parsed, code checked then stored in our database as a new mod with a short name. Once stored we can refresh the users mod list and select it for them to enable it to try out. Do look up any sources online for advice or research as to how to best do this with best practices, and which ai api model we should use to achieve this. Once everything is done, run a quick test to see if a simple mod creation works. Please push to cloudflare and github when done and verify these files are served correctly, if any errors, fix and push again. Can we make sure that my localhost can connect to the live database? I want to test out functionality, my localhost does not show any data from the server, but gamesdonks.com does. Find all hard coded logic for the UFO mod and turn it into a single script, then store that script as a mod in the database, for our prompt example, pull the entire code from the database as part of the system prompt. I want mods to be able to do anything, introduce new logic, modify logic, add new items, etc. Also, how do I gain access to be able to view and delete data from the database? is there a panel in cloudflare or a tool I can use? For the AI prompt layer, did we find a good answer for which AI engine to use that will produce the most reliable results? Please review all steps and give a summary, and run tests, if all looks good, push to git and cloudflare and run a simple test, fix any errors and redeploy if needed. Support true JavaScript hook-based mods (not just JSON-config mods) so creators can add new runtime logic directly. Move all UFO related code including the model, logic and anything to a row in the game_mods table, I want the ufo example to be fully runnable just through AI generation, db storage and retrieval. If a user disables a mod also remove any impact the mod has had, make sure each mod is in a sandbox so that it does not interfere with other mods, but the game mods can change original code and logic and really do anything to the game, including complete overhauls. It is ok if we need to change the db schema, so long as the full path of a user entering a description turns into a runnable new mod that will apply to the game. Also review the system prompt we send to ai to understand anything it needs to know about how the game runs so that the results of the generation are as close to perfect as possible and won't run into any syntax or errors that we cannot support. Please review all steps and give a summary, and run tests, if all looks good, push to git and cloudflare and run a simple test, fix any errors and redeploy if needed. Please continue, do the next pass to expose a richer mod API surface (spawn items, override hazards, UI injections) while keeping as much sandboxed as we can, I want full freedom for the mods. Please review the code and find and fix any type, lint, or runtime errors. push to git and cloudflare and run a simple test, fix any errors and redeploy if needed. I want users to just describe a mod, and have AI API call do all the heavy lifting, I put in my API Key and set openai as the engine. I want the code generated by AI to be fully runnable and viable and let the user really do anything. The user does not have to know anything about how it works, what they can and cannot do and also how or why it works. Their only job is to share their idea and intents. Can we verify that openai is fully working correctly and we are able to get back working code? we can try some user prompts as "make the sky rain hotdogs that explode when they hit the ground and shake the screen" and see if AI can generate a working mod. Make sure the api key is never accidentally exposed to the user or shows up in browser network logs or console logs. Please deploy the latest workers, test everything, fix any issues. push to git and cloudflare and run a simple test, fix any errors and redeploy if needed. Remove the "miss" message from the info screen, it's too noisy and happens too often. Overhaul the controls to be easier, so that when you press A key and D key alternatively it makes the donk move faster, allow the donk to move backwards slowly by holding down S key. Pressing W also works like the space bar and makes the donk jump. Please give a quick overview on the initial menu page when the site first loads, something like how to play with simple instructions like alternate pressing A and D to build speed, S to move backwards and space to jump. Also none of the mods seem to work and apply when I enable them I do not see any change, I used to see the UFO when it was hard coded so now I am thinking there is something wrong with our implementation, can you run a check to see if the mods load and find and fix any errors that would cause the mods not to load? The mods should be applied instantly as soon as you click them. Please deploy the latest workers, test everything, fix any issues. push to git and cloudflare and run a simple test, fix any errors and redeploy if needed. Oops, make the left arrow move the donk to the left and make the right arrow move the donk to the right. Also make sure the on screen controls appear when in mobile mode, I noticed they got removed. Please make visual on screen controls for move, jump, alternate buttons for running. Please use the best practices for UX mobile experience so that it works on a phone, whatever that may be a direction slider for movement and dedicated buttons for the rest of whatever will be easiest for users to use. Please deploy the latest workers, test everything, fix any issues. push to git and cloudflare and run a simple test, fix any errors and redeploy if needed. Great but the slider does not work for movement on mobile, can we make the tap area giant for the move left and right and make it invisible, so users can slide left and right on the screen. Also the left and right are flipped, when I intend to go left the donk moves right and when I try and go right the donk moves left, can we fix this? Also I tried enabling mods and they did not work, is there a way you can test this? can you run the mods in browser, say the UFO mod and then check if the ufos actually appear on screen? Can you find and fix any errors, then deploy to cloudflare and push to github? For the initial menu, we can have the How to play section be in it's own totally separate card and have the text much larger for new players. We can add a bit about what to do in the game, play multiplayer with friends or try to beat the time trail best, or create your own mod. Can we make the various donks more unique to eachother like the robodonk should look and act like a robot, the pirate donk should have a pirate hat and a parrot on it's shoulder that flaps it's wings when you jump. Add as much silly variance to each donk, and make the texture/color chosen impact different parts of the donk, for example the robodonk should be mostly shiny metal and the color / texture polka dot should maybe only appear on the ears and legs, whatever makes sense. Also give the environment more realistic feels, evaluate each obstacle, model, level to make sure that they are funny, interesting, and easy to understand, the train for example can have more definition. Can we also evaluate each stage and make them more dynamic like some stages are easier some are way harder, show the level of difficulty on the level and make them more varied and dynamic. The width of the roads could be wider or narrower depending on the levels and parts of levels. For the Lava farm we can have volcanos and running lava veins in the background and make the road contrast with the ground. Add overall variance and interest and make the levels visually interesting and dynamic, we can change various mechanics of the game depending on level as well like the zero gravity just make the jump have more impact like you jump higher and take longer to land and collisions etc make you fly farther etc. Please check this all out in the browser to make sure everything looks great. Make any sky improvements and any other changes to make the game look and feel more complete and understandable while keeping a wacky and chaotic approach. Can you find and fix any errors, then deploy to cloudflare and push to github. For GPT donk can we turn the donks head into a crt monitor with "Hello" in big green letters on the CRT screen. Change the hat on the pirate donk to a proper looking pirate hat and I do not see the parrot on the shoulder can we add a green parrot and make the parrot flap it's wings time to time and flap it's wings when you jump. Can we also make reversing faster and allow the down arrow to go backwards in addition to the S key. Also make the up arrow jump. Also give each of the obstacles more distinct looks and higher fidelity models so users can tell what they are, go for a blocky cartoony look still. Please evaluate the scene and models and improve the overall look of the game wherever we can while still allowing the game to run smoothly. Can you find and fix any errors, then deploy to cloudflare and push to github. Great, for the pirate donk make the parrot a bit higher so it's slightly above the donk, right now it's mostly inside the donk, make the parrot a bit more defined with a beak. change the pirate hat to be more of big triangle looking hat and a red bandana underneath it and make the eye patch larger. also run a quick live visual checklist pass (camera/readability at race speed) and do any further polishing needed. Find and fix any errors, then deploy to cloudflare and push to github. Can you improve the mobile experience and make the swiping and tapping left and right more dramatic so it's easier to move left and right. Can you also include mobile instructions for how to play for swiping left and right or tapping. Can you also add some general metadata to the site so it can be found by AI and SEO. Generate and make a favicon and other needed icons and apply them. Also, there seems to be an issue with the name and the time trails, can we check the code and make sure that if a user enters a name and they get a new high score put a trophy near their name on the leaderboard and highlight their name better, when I won time trail I did not see my name show up. Make sure each leaderboard is per level. Also include number of mods included on the time trial. Instead of having the time trail leaderboard at the bottom of the scroll card, give it it's own modal/card whatever looks best on desktop and mobile, and show top 10 scores instead of top 5. Also check the entire project if it needs any refactors, find and fix any issues in build or browser. Once all is good push to git and cloudflare. I got an email from cloudflare saying "You have exceeded the daily Cloudflare Durable Objects free tier limit of 100000 requests" I do not want to pay a monthly fee if possible. This seems excessive the number of calls, is there a way to drastically reduce the calls? Or is there a better alternative instead of durable objects like switching to classic workers if they can handle the ai api wait time? The call out to AI may make the durable objects open for a long time and wait for the ai response. I would like to keep on cloudflare if possible, maybe we can use a different worker type, I am open, can you find a good solution and apply the fix for me? Fix any issues in build or browser. Once all is good push to git and cloudflare. I want the leaderboard always displayed as it's own card instead of a modal, alongside the Race Results. Right now it's a button hidden behind zindex of another overlay. also when hitting an object like a wall you get stuck for a long time, can we make the collision send you in a random direction a bit further so donks get stuck less while playing? Also review the powerups and make them more wild, make the benefits much greater and the number of negative powerups is less than the number of positive powerups, we can introduce more positive powerups the wackier the better, can we give the powerups a thin circle around them so they are easier to spot or identify while playing? like maybe a glowing circle around them or something. Also can we display the powerup name and any other effect messages at the bottom of the screen on desktop? Mobile already has a good spot so it's easy to see what happened, but if we can make the mobile message appear at the bottom center just under where the donk appears that will help players know what is going on, if they got hit with a hammer or if they got a powerup and what it does. Please reivew the leaderboard and other changes visually in a browser, once all is good, please push to git and cloudflare. Is there a way to no longer use cloudflare durable objects? Can we use something like https://developers.cloudflare.com/workers/examples/websockets/ Websockets for multiplayer, and other workers for AI requests, and all read-write from the database? I worry about running out of the free tier and want to pivot, can you make a fully working example that works on cloudflare hosting that my localhost can run on? Then can you confirm that cloudflare is connected and working and serving? Right now it appears our requests are all not working since I have exceeded the durable objects free tier. Can you make new workers for this so we can fully test it out? then run a browser and make sure high scores show, multiplayer works and mod creation works. I want to verify everything will be good before we push to git and cloudflare. Worst case I will revert our changes and just keep using cloudflare durable objects and pay a monthly fee. Can I make a local only admin that we do not push to cloudflare, I want to basically fully control the admin, see where users are coming from, their ip, and be able to delete mods and do any and all things related to the game. I want to be able to run localhost and hit the live database and the live database as well. I also want moving backwards to be much faster. Can we change the circle around the pickups to be wider and not spin with the powerup and be glowing white, letting off light. I also want to add a quick chat in the game lobby where users can click to say pre-canned messages like "hello!" "good game!" "Best of luck" "This game sucks" "donk" and all sorts of other phrases, the chat log should be cleared after each game. If a user is in time trail mode they should be able to press escape on the keyboard and that gives them a Retry and Exit buttons. Retry should restart the same level and timer, Exit should bring them to the main menu. I want the multiplayer lobby to auto clear players who are away, if two or more players are ready give a 5 second timeout for others to press ready or they will be kicked back out of the game and onto the main menu. Also I am not sure what the Party does, maybe this should be switched into create lobby where it creates a new private lobby if people share the link they can join the lobby. I like the idea of the ephemeral connection where we minimize the DO to just what is needed. I want this game to be as performant, cheap to host, reliable and playable across all devices as possible. Do flip MULTIPLAYER_BACKEND to ephemeral, deploy to Cloudflare, and run the same live smoke suite before we push. If all looks good, please push to github and cloudflare. I want the local admin to be browser based serving on localhost. Also can you flip the circle around powerups to be vertical instead and can you make the white glow pulse slowly getting dimmer and brighter, and make the circle itself slightly transparent, more like a glowing faint light. Also the Quick Chat can be moved below player or in it's own section. Can we make sure that the lobby is updated near real time, and still be efficient? I do not want to use DO if it costs money. I want to make sure across all players online that the ready status, chat, and mod selection is updated, but I want it to be as efficient and real time as possible. Can you review all multiplayer logic and make sure that it is good and synced? my quick test did not work with multiplayer, I did not see the other player in one of the sessions. Please review all functionality of the game visually in a browser, find and fix any and all errors and once all is good, please push to git and cloudflare. When I visit the site I do not see the latest up and running, I see an older version are sure we syncing correctly? I go to https://gamesdonks.com/AICHATLOG.md for example and do not see the latest prompts entered. Can you verify and fix? use a browser or other means to make sure that the game is up and fully running live for single and multiplayer. Also I want the circle around the powerup to not rotate I want it around the powerup and vertical in place, I want it white and transparent and pulsating a glow. Add a Powerup for Gigantic mode, that lasts 4 to 8 seconds where the donk becomes super huge like 5 times larger and cannot jump just run and no longer is effected by obstacles and can run straight through everything. Please review all functionality of the game visually in a browser, publish live to cloudflare and test, find and fix any and all errors and once all is good, please push to git and cloudflare. There seems to be some issues. I see the latest on the site which is good, but trying to start a multiplayer, I see an old chat log, then on one computer I refreshed the browser and went back to multiplayer and I saw myself as a player twice, can we auto remove the old player and inactive players? When I enabled mods on one player, the other players mod count went up but the mods were not applied, so I clicked on mods and no mods were selected, I clicked them and nothing happened, I had to refresh and then I could click mods and apply the mods, can we fix this as well to make sure all multi players see the right chat at the right time and have the right mods enabled. Reconcile and fix all these errors? Please review all functionality of the game visually in a browser, publish live to cloudflare and test, find and fix any and all errors and once all is good, please push to git and cloudflare. I think we need to use only DO for multiplayer games. I started a game and did multiplayer and ready on 2 computers. One computer started the race and the other player was underground. Can we fix this so multiplayer has starting positions next to eachother with some room. On the other computer nothing happened I stayed on the multiplayer screen and the race never started. I refreshed both browsers and hit ready on both and the game did not start on either. Can you verify in browser after the game is published and find and fix any issues. Once all is good, please push to git and cloudflare. Great that works, can we make the multiplayer smoother instead of so jumpy? I see the other player move instantly from one spot to another, can we do some smoothing and prediction so it seems really low latency? Also we can make all menu cards taller, they all scroll by default, let's take up more room on the screen but still work on desktop and mobile. If it is a multiplayer game and the game is over, I want to move the Race Standings to the Time Trail leaderboard card above the Time Trial Leaderboard. So that way without scrolling players can see who won. Can you verify in browser after the game is published and find and fix any issues. Once all is good, please push to git and cloudflare. Can we optimize the sound effects? they seem to make the game lag, we can change the format or do other optimizations, you can research online to find the best optimizations and apply them. Also once a multiplayer match is complete each user cannot turn off any mods that were enabled during the race, can we allow users to turn off the mods once the race is complete? Also look for any additional best practices and efficiencies to make the multi player game run super smoothly and appear smooth and update frequently without having to use a ton of DO requests. Can you verify in browser after the game is published and find and fix any issues. Once all is good, please push to git and cloudflare.