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Build a complete, playable, original deep-sea pixel-art action game called:
NEON ABYSS
The player pilots a small orange submarine through a spectacular bioluminescent ocean, dodging jellyfish, hydrothermal vents, and falling rocks. Collect energy, use dashes and sonar to navigate hazards, awaken a giant luminous whale, and reach the Deep-Sea Gate.
Implement the actual game from the start. Do not build an autoplay animation first or substitute scripted movement for player control.
Deliver a complete runnable project, not a design document, mockup, code fragments, or pseudocode.
1. CORE EXPERIENCE
Give equal priority to:
- Beautiful, detailed pixel art with rich depth and bioluminescent color.
- Responsive controls, readable hazards, and forgiving but consistent collision.
- Spectacular visual feedback directly connected to player actions.
The emotional progression should be:
exploration → close calls → fast breakthroughs → a quiet moment → an enormous creature encounter → a final rush.
Create one carefully paced level lasting approximately three minutes.
Focus on the quality of this complete experience. Do not add shops, complex equipment systems, or endless mode.
2. TECHNOLOGY AND DELIVERY
Use TypeScript, Vite, and Canvas 2D.
Separate game state, input, player movement, level scripting, collision, effects, audio, and UI into clear modules.
Do not depend on remote images, audio, fonts, models, or APIs.
Create original pixel sprites using local sprite sheets, designed pixel matrices, or carefully authored procedural drawing. Cache reusable sprites instead of rebuilding complex artwork every frame.
Deliver:
- The complete project.
- Exact installation and launch commands.
- Controls and gameplay instructions.
- An accurate description of what was actually tested.