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Creature Collection

Gemma 4 12b qat · full

Initial view of Creature Collection

Reviews & generation details

Reviews

Human review · Jul 17, 2026 · rubric 1

Historical path-based review. Association with these exact bytes is unverified.

Visual design
3 / 5
UX / feel
2 / 5
Works
2 / 5
Prompt spirit
2 / 5
Delight
1 / 5

Generation context

Imported historical artifact. Its exact original instructions and lineage are not known.

Generation prompt · exact text unavailable

See the current prompt for reference. It may differ from the instructions used to generate this artifact.

Inspect original source 32,495 bytes · SHA-256 a75b4fff7e76
<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>New Binding</title>
    <style>
        :root {
            --bg-color: #0a0a0f;
            --panel-bg: rgba(20, 20, 35, 0.8);
            --accent-color: #70a1ff;
            --text-color: #e0e0e0;
            --border-color: rgba(255, 255, 255, 0.1);
            --glass-bg: rgba(255, 255, 255, 0.05);
            --font-main: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
            --type-lumina: #ff7f50;
            --type-umbra: #8a2be2;
            --type-verdant: #32cd32;
            --type-forge: #cd7f32;
            --type-current: #00ffff;
            --type-aeon: #ffffff;
            --type-flux: #ff00ff;
        }

        * { margin: 0; padding: 0; box-sizing: border-box; user-select: none; }

        body {
            background-color: var(--bg-color);
            color: var(--text-color);
            font-family: var(--font-main);
            overflow: hidden;
            height: 100vh;
            width: 100vw;
            display: flex;
            justify-content: center;
            align-items: center;
        }

        #game-container {
            position: relative;
            width: 100%;
            height: 100%;
            max-width: 1200px;
            max-height: 800px;
            border: 2px solid var(--border-color);
            background: #000;
            overflow: hidden;
        }

        canvas {
            display: block;
            image-rendering: pixelated;
        }

        /* UI Overlays */
        .overlay {
            position: absolute;
            top: 0;
            left: 0;
            width: 100%;
            height: 100%;
            display: flex;
            flex-direction: column;
            justify-content: center;
            align-items: center;
            background: rgba(0, 0, 0, 0.75);
            backdrop-filter: blur(8px);
            z-index: 100;
        }

        .hidden { display: none !important; }

        /* Menus */
        .menu-card {
            background: var(--panel-bg);
            padding: 2rem;
            border-radius: 15px;
            border: 1px solid var(--border-color);
            text-align: center;
            max-width: 500px;
            width: 90%;
            box-shadow: 0 10px 30px rgba(0,0,0,0.5);
            animation: fadeIn 0.5s ease-out;
        }

        @keyframes fadeIn {
            from { opacity: 0; transform: translateY(10px); }
            to { opacity: 1; transform: translateY(0); }
        }

        h1 { font-size: 3rem; margin-bottom: 1rem; letter-spacing: 4px; color: var(--accent-color); text-shadow: 0 0 10px var(--accent-color); }
        p { margin-bottom: 2rem; line-height: 1.6; }

        button {
            padding: 0.8rem 2rem;
            font-size: 1.1rem;
            background: transparent;
            border: 1px solid var(--accent-color);
            color: var(--accent-color);
            border-radius: 5px;
            cursor: pointer;
            transition: all 0.3s;
            margin: 0.5rem;
        }

        button:hover {
            background: var(--accent-color);
            color: #fff;
            box-shadow: 0 0 15px var(--accent-color);
        }

        /* HUD */
        #hud {
            position: absolute;
            top: 10px;
            left: 10px;
            right: 10px;
            pointer-events: none;
            display: flex;
            justify-content: space-between;
            z-index: 50;
        }

        .hud-item {
            background: var(--glass-bg);
            padding: 5px 15px;
            border-radius: 20px;
            border: 1px solid var(--border-color);
            pointer-events: auto;
        }

        /* Battle UI */
        #battle-ui {
            position: absolute;
            bottom: 0;
            width: 100%;
            height: 30%;
            background: linear-gradient(transparent, rgba(0,0,0,0.9));
            padding: 20px;
            display: flex;
            justify-content: space-around;
            align-items: flex-end;
            z-index: 40;
        }

        .creature-slot {
            width: 120px;
            text-align: center;
        }

        .creature-sprite {
            width: 80px;
            height: 80px;
            margin: 0 auto 5px;
            background: rgba(255,255,255,0.1);
            border-radius: 50%;
            border: 2px solid var(--border-color);
        }

        .hp-bar-container {
            width: 100%;
            height: 8px;
            background: #333;
            border-radius: 4px;
            overflow: hidden;
            margin-top: 5px;
        }

        .hp-bar-fill {
            height: 100%;
            background: #4caf50;
            width: 100%;
            transition: width 0.3s;
        }

        .action-buttons {
            display: grid;
            grid-template-columns: repeat(2, 1fr);
            gap: 10px;
            margin-top: 20px;
        }

        /* Dialogue Box */
        #dialogue-box {
            position: absolute;
            bottom: 20px;
            left: 50%;
            transform: translateX(-50%);
            width: 80%;
            max-width: 800px;
            background: var(--panel-bg);
            padding: 20px;
            border-radius: 10px;
            border: 1px solid var(--border-color);
            z-index: 60;
            pointer-events: none;
        }

        #dialogue-text { font-size: 1.2rem; line-height: 1.4; }

        /* Vignette for story */
        #vignette {
            position: absolute;
            top: 0;
            left: 0;
            width: 100%;
            height: 100%;
            border: 0;
            box-shadow: inset 0 0 150px rgba(0,0,0,1);
            pointer-events: none;
            z-index: 200;
            opacity: 0;
            transition: opacity 1s;
        }

        /* Notifications */
        .notification {
            position: absolute;
            top: 50%;
            left: 50%;
            transform: translate(-50%, -50%);
            padding: 20px 40px;
            font-size: 2rem;
            font-weight: bold;
            text-shadow: 0 0 10px #000;
            pointer-events: none;
            z-index: 1000;
            animation: floatUp 2s forwards;
        }

        @keyframes floatUp {
            0% { transform: translate(-50%, -50%); opacity: 1; }
            100% { transform: translate(-50%, -150%); opacity: 0; }
        }

        .floating-damage {
            position: absolute;
            color: #ff4444;
            font-weight: bold;
            pointer-events: none;
            z-index: 100;
            animation: floatUp 1s forwards;
        }

        .btn-group {
            display: flex;
            flex-wrap: wrap;
            justify-content: center;
        }
    </style>
</head>
<body>
    <div id="game-container">
        <div id="vignette"></div>
        <canvas id="game-canvas"></canvas>

        <div id="hud" class="hidden">
            <div class="hud-item" id="hud-zone">Zone: ---</div>
            <div class="hud-item" id="hud-party">Party: 0/6</div>
            <div class="hud-item" id="hud-items">Items: 0</div>
        </div>

        <!-- Title Screen -->
        <div id="title-screen" class="overlay">
            <div class="menu-card">
                <h1>NEW BINDING</h1>
                <p>The Echoes are fading. The Nodes are drifting.<br>Bind the remaining spirits to the Veil.</p>
                <div class="btn-group">
                    <button onclick="game.start()">New Binding</button>
                    <button onclick="game.load()">Continue</button>
                </div>
            </div>
        </div>

        <!-- Main Menu (Pause / Inventory etc) -->
        <div id="menu-screen" class="overlay hidden">
            <div class="menu-card">
                <h1>PAUSE</h1>
                <div class="btn-group">
                    <button onclick="game.toggleMenu()">Back</button>
                    <button onclick="game.openBag()">Bag</button>
                    <button onclick="game.openTeam()">Team</button>
                    <button onclick="game.openEncyclopedia()">Lore</button>
                    <button onclick="game.saveGame()">Save</button>
                </div>
            </div>
        </div>

        <!-- Battle UI -->
        <div id="battle-ui" class="hidden">
            <div id="enemy-side" style="display: flex; gap: 20px;">
                <!-- Enemies generated here -->
            </div>
            <div id="player-side" style="display: flex; gap: 10px;">
                <!-- Party generated here -->
            </div>
            <div id="battle-actions" class="action-buttons">
                <!-- Action buttons generated here -->
            </div>
        </div>

        <!-- Dialogue Box -->
        <div id="dialogue-box" class="hidden">
            <div id="dialogue-text"></div>
        </div>
    </div>

    <script>
    /**
     * WORLD DATA & CONSTANTS
     */
    const TYPES = {
        LUMINA: 'Lumina',    // A
        UMBRA: 'Umbra',      // B
        VERDANT: 'Verdant',  // C
        FORGE: 'Forge',      // D
        CURRENT: 'Current', // E
        AEON: 'Aeon',        // F
        FLUX: 'Flux'         // G
    };

    // Type Advantage Matrix
    const TYPE_CHART = {
        [TYPES.LUMINA]: { strong: [TYPES.UMBRA], weak: [TYPES.VERDANT, TYPES.FORGE] },
        [TYPES.UMBRA]: { strong: [TYPES.VERDANT], weak: [TYPES.LUMINA, TYPES.CURRENT] },
        [TYPES.VERDANT]: { strong: [TYPES.LUMINA], weak: [TYPES.UMBRA, TYPES.FORGE] },
        [TYPES.FORGE]: { strong: [TYPES.LUMINA, TYPES.VERDANT], weak: [TYPES.CURRENT] },
        [TYPES.CURRENT]: { strong: [TYPES.FORGE, TYPES.UMBRA], weak: [] },
        [TYPES.AEON]: { strong: [TYPES.LUMINA, TYPES.UMBRA, TYPES.VERDANT, TYPES.FORGE, TYPES.CURRENT, TYPES.FLUX], weak: [] },
        [TYPES.FLUX]: { strong: [], weak: [TYPES.AEON] }
    };

    const ABILITIES = [
        { name: "Lumina Flare", type: TYPES.LUMINA, power: 15, acc: 95, cost: 5, effect: "none", desc: "A burst of pure light." },
        { name: "Shadow Stitch", type: TYPES.UMBRA, power: 12, acc: 85, cost: 4, effect: "slow", desc: "Pins the shadow to the ground." },
        { name: "Verdant Growth", type: TYPES.VERDANT, power: 8, acc: 90, cost: 6, effect: "heal", desc: "Regenerates vitality." },
        { name: "Forge Strike", type: TYPES.FORGE, power: 20, acc: 80, cost: 8, effect: "none", desc: "A heavy metal smash." },
        { name: "Current Shock", type: TYPES.CURRENT, power: 14, acc: 90, cost: 5, effect: "shock", desc: "Rapid electricity." },
        { name: "Aeon Rift", type: TYPES.AEON, power: 25, acc: 70, cost: 15, effect: "none", desc: "A tear in time." },
        { name: "Flux Wobble", type: TYPES.FLUX, power: 10, acc: 100, cost: 3, effect: "random_type", desc: "Unpredictable energy." },
        { name: "Sunbeam", type: TYPES.LUMINA, power: 10, acc: 90, cost: 3, effect: "heal", desc: "Soft warming light." },
        { name: "Void Whisper", type: TYPES.UMBRA, power: 14, acc: 80, cost: 6, effect: "burn", desc: "Chilling necrotic words." },
        { name: "Root Bind", type: TYPES.VERDANT, power: 12, acc: 85, cost: 7, effect: "slow", desc: "Roots entwine the foe." },
        { name: "Iron Wall", type: TYPES.FORGE, power: 5, acc: 100, cost: 10, effect: "barrier", desc: "Creates a temporary shield." },
        { name: "Spark Jump", type: TYPES.CURRENT, power: 18, acc: 85, cost: 9, effect: "shock", desc: "A leaping electric strike." },
        { name: "Chronos Delay", type: TYPES.AEON, power: 10, acc: 80, cost: 12, effect: "slow", desc: "Slows the flow of time." },
        { name: "Chaos Pulse", type: TYPES.FLUX, power: 20, acc: 70, cost: 15, effect: "burn", desc: "Erratic energy explosion." },
        { name: "Lumina Beam", type: TYPES.LUMINA, power: 22, acc: 80, cost: 12, effect: "none", desc: "Focused beam of light." },
        { name: "Umbral Veil", type: TYPES.UMBRA, power: 15, acc: 85, cost: 8, effect: "barrier", desc: "Cloak in shadows." },
        { name: "Forest Call", type: TYPES.VERDANT, power: 18, acc: 80, cost: 10, effect: "heal", desc: "Calls on the forest's grace." },
        { name: "Hammer Drop", type: TYPES.FORGE, power: 28, acc: 70, cost: 20, effect: "none", desc: "Massive overhead slam." },
        { name: "Overload", type: TYPES.CURRENT, power: 35, acc: 60, cost: 25, effect: "shock", desc: "A massive electrical discharge." },
        { name: "Stasis Field", type: TYPES.AEON, power: 15, acc: 90, cost: 15, effect: "slow", desc: "Freeze the enemy in place." },
        { name: "Flux Warp", type: TYPES.FLUX, power: 12, acc: 95, cost: 5, effect: "none", desc: "Teleport slightly." },
        { name: "Radiance", type: TYPES.LUMINA, power: 8, acc: 100, cost: 5, effect: "heal", desc: "Gentle restorative aura." },
        { name: "Shadow Lash", type: TYPES.UMBRA, power: 16, acc: 88, cost: 7, effect: "burn", desc: "A whip of dark matter." },
        { name: "Vine Whip", type: TYPES.VERDANT, power: 14, acc: 90, cost: 6, effect: "slow", desc: "Fast whipping vines." },
        { name: "Molten Core", type: TYPES.FORGE, power: 24, acc: 82, cost: 14, effect: "burn", desc: "Heat from the forge." },
        { name: "Static Cage", type: TYPES.CURRENT, power: 15, acc: 85, cost: 10, effect: "shock", desc: "Traps in static energy." },
        { name: "Timeless Step", type: TYPES.AEON, power: 20, acc: 90, cost: 12, effect: "none", desc: "Move through time." },
        { name: "Reality Tear", type: TYPES.FLUX, power: 40, acc: 50, cost: 30, effect: "none", desc: "A catastrophic rift." },
        { name: "Prism Strike", type: TYPES.LUMINA, power: 18, acc: 85, cost: 8, effect: "none", desc: "Refracted light strike." },
        { name: "Abyssal Maw", type: TYPES.UMBRA, power: 25, acc: 75, cost: 15, effect: "burn", desc: "A bite from the deep." },
        { name: "Bloom", type: TYPES.VERDANT, power: 10, acc: 95, cost: 8, effect: "heal", desc: "Rapid floral growth." },
        { name: "Sledge Smash", type: TYPES.FORGE, power: 22, acc: 80, cost: 10, effect: "none", desc: "A heavy kinetic strike." },
        { name: "Storm Bolt", type: TYPES.CURRENT, power: 20, acc: 85, cost: 10, effect: "shock", desc: "A jagged bolt of lightning." },
        { name: "Eon Echo", type: TYPES.AEON, power: 18, acc: 80, cost: 12, effect: "none", desc: "A strike from the past." },
        { name: "Void Rift", type: TYPES.FLUX, power: 15, acc: 85, cost: 10, effect: "none", desc: "A rift to the void." },
        { name: "Light Burst", type: TYPES.LUMINA, power: 20, acc: 90, cost: 10, effect: "none", desc: "Explosive light." },
        { name: "Night Terror", type: TYPES.UMBRA, power: 22, acc: 70, cost: 15, effect: "burn", desc: "Induce pure fear." },
        { name: "Thorn Wall", type: TYPES.VERDANT, power: 12, acc: 90, cost: 8, effect: "barrier", desc: "Walls of sharp thorns." },
        { name: "Heat Forge", type: TYPES.FORGE, power: 18, acc: 85, cost: 12, effect: "burn", desc: "Forge the heat of the core." },
        { name: "Tesla Coil", type: TYPES.CURRENT, power: 25, acc: 75, cost: 15, effect: "shock", desc: "A coil of intense power." },
        { name: "Time Warp", type: TYPES.AEON, power: 30, acc: 60, cost: 25, effect: "none", desc: "Twist the fabric of time." },
        { name: "Glitch", type: TYPES.FLUX, power: 5, acc: 100, cost: 2, effect: "none", desc: "A minor reality error." }
    ];

    // 27 Unique Creatures
    const CREATURE_DATA = [
        { id: 0, name: "Solari", type: TYPES.LUMINA, lore: "A fox of woven starlight.", hp: 80, atk: 12, def: 8, spd: 15, growth: {hp: 1.2, atk: 1.1}, baseAbs: 0 },
        { id: 1, name: "Noctis", type: TYPES.UMBRA, lore: "A bat-like shadow that feeds on whispers.", hp: 95, atk: 10, def: 12, spd: 12, growth: {hp: 1.3, atk: 1.0}, baseAbs: 0 },
        { id: 2, name: "Floris", type: TYPES.VERDANT, lore: "A floating petal of eternal spring.", hp: 70, atk: 9, def: 10, spd: 18, growth: {hp: 1.1, atk: 0.9}, baseAbs: 0 },
        { id: 3, name: "Ironclad", type: TYPES.FORGE, lore: "A golem of living bronze.", hp: 150, atk: 14, def: 20, spd: 5, growth: {hp: 1.4, atk: 1.1}, baseAbs: 0 },
        { id: 4, name: "Volt", type: TYPES.CURRENT, lore: "A flickering spark of static.", hp: 60, atk: 18, def: 6, spd: 22, growth: {hp: 1.0, atk: 1.3}, baseAbs: 0 },
        { id: 5, name: "Chronos", type: TYPES.AEON, lore: "A shifting figure of clockwork sand.", hp: 100, atk: 15, def: 15, spd: 14, growth: {hp: 1.2, atk: 1.2}, baseAbs: 0 },
        { id: 6, name: "Maelstrom", type: TYPES.FLUX, lore: "A chaotic swirl of purple mist.", hp: 110, atk: 13, def: 12, spd: 16, growth: {hp: 1.2, atk: 1.1}, baseAbs: 0 },
        { id: 7, name: "Solara", type: TYPES.LUMINA, lore: "Sister to Solari, she burns with intensity.", hp: 90, atk: 14, def: 10, spd: 14, growth: {hp: 1.1, atk: 1.2}, baseAbs: 0 },
        { id: 8, name: "Umbral", type: TYPES.UMBRA, lore: "A stalker that leaves no footprints.", hp: 85, atk: 16, def: 9, spd: 13, growth: {hp: 1.0, atk: 1.3}, baseAbs: 0 },
        { id: 9, name: "Verdant", type: TYPES.VERDANT, lore: "A guardian of the deep woods.", hp: 120, atk: 10, def: 15, spd: 8, growth: {hp: 1.4, atk: 1.0}, baseAbs: 0 },
        { id: 10, name: "Forged", type: TYPES.FORGE, lore: "An ancient sentinel of the hills.", hp: 160, atk: 15, def: 22, spd: 4, growth: {hp: 1.5, atk: 1.1}, baseAbs: 0 },
        { id: 11, name: "Current", type: TYPES.CURRENT, lore: "A swift river of electricity.", hp: 70, atk: 20, def: 7, spd: 25, growth: {hp: 1.0, atk: 1.4}, baseAbs: 0 },
        { id: 12, name: "Aeon", type: TYPES.AEON, lore: "A witness to the beginning and end.", hp: 110, atk: 17, def: 16, spd: 15, growth: {hp: 1.2, atk: 1.2}, baseAbs: 0 },
        { id: 13, name: "Flux", type: TYPES.FLUX, lore: "A paradox in physical form.", hp: 95, atk: 14, def: 13, spd: 17, growth: {hp: 1.1, atk: 1.1}, baseAbs: 0 },
        { id: 14, name: "Lumina-Rex", type: TYPES.LUMINA, lore: "The apex of light.", hp: 200, atk: 30, def: 25, spd: 20, growth: {hp: 1.3, atk: 1.3}, baseAbs: 0 },
        { id: 15, name: "Umbra-King", type: TYPES.UMBRA, lore: "Lord of the silent void.", hp: 220, atk: 35, def: 30, spd: 25, growth: {hp: 1.4, atk: 1.4}, baseAbs: 0 },
        { id: 16, name: "Verdant-Titan", type: TYPES.VERDANT, lore: "A mountain that breathes.", hp: 250, atk: 25, def: 40, spd: 5, growth: {hp: 1.6, atk: 1.2}, baseAbs: 0 },
        { id: 17, name: "Forge-Colossus", type: TYPES.FORGE, lore: "The ultimate hammer.", hp: 300, atk: 40, def: 50, spd: 2, growth: {hp: 1.7, atk: 1.4}, baseAbs: 0 },
        { id: 18, name: "Current-Storm", type: TYPES.CURRENT, lore: "A living hurricane.", hp: 180, atk: 45, def: 20, spd: 35, growth: {hp: 1.3, atk: 1.5}, baseAbs: 0 },
        { id: 19, name: "Aeon-Sentinel", type: TYPES.AEON, lore: "A guardian of history.", hp: 220, atk: 30, def: 30, spd: 20, growth: {hp: 1.3, atk: 1.3}, baseAbs: 0 },
        { id: 20, name: "Flux-Entity", type: TYPES.FLUX, lore: "A glitch in existence.", hp: 150, atk: 30, def: 20, spd: 25, growth: {hp: 1.2, atk: 1.3}, baseAbs: 0 },
        { id: 21, name: "Solari-Prime", type: TYPES.LUMINA, lore: "A transformation of the first light.", hp: 250, atk: 45, def: 35, spd: 40, growth: {hp: 1.4, atk: 1.5}, baseAbs: 0 },
        { id: 22, name: "Noctis-Prime", type: TYPES.UMBRA, lore: "The shadow that consumed all.", hp: 300, atk: 50, def: 45, spd: 45, growth: {hp: 1.5, atk: 1.6}, baseAbs: 0 },
        { id: 23, name: "Floris-Prime", type: TYPES.VERDANT, lore: "A forest made manifest.", hp: 400, atk: 30, def: 60, spd: 10, growth: {hp: 1.8, atk: 1.4}, baseAbs: 0 },
        { id: 24, name: "Ironclad-Prime", type: TYPES.FORGE, lore: "The unbreakable bastion.", hp: 500, atk: 50, def: 80, spd: 1, growth: {hp: 2.0, atk: 1.8}, baseAbs: 0 },
        { id: 25, name: "Volt-Prime", type: TYPES.CURRENT, lore: "The lightning's heart.", hp: 250, atk: 70, def: 30, spd: 60, growth: {hp: 1.4, atk: 1.8}, baseAbs: 0 },
        { id: 26, name: "Chronos-Prime", type: TYPES.AEON, lore: "Master of the timeline.", hp: 350, atk: 40, def: 40, spd: 30, growth: {hp: 1.5, atk: 1.5}, baseAbs: 0 },
        { id: 27, name: "Maelstrom-Prime", type: TYPES.FLUX, lore: "The ultimate chaos.", hp: 300, atk: 50, def: 40, spd: 40, growth: {hp: 1.6, atk: 1.6}, baseAbs: 0 }
    ];

    // Zone Data
    const ZONES = [
        { name: "Whispering Glade", color: "#1a3c34", particle: "leaf", boss: "Grove Warden", boss_type: TYPES.VERDANT },
        { name: "Iron Crags", color: "#3c2a1a", particle: "dust", boss: "Steel Monarch", boss_type: TYPES.FORGE },
        { name: "Deep Currents", color: "#0a1a3c", particle: "spark", boss: "Tide Titan", boss_type: TYPES.CURRENT },
        { name: "Void Sump", color: "#2a0a3c", particle: "shadow", boss: "Echo King", boss_type: TYPES.UMBRA },
        { name: "Aether Peak", color: "#2a2a3c", particle: "glimmer", boss: "Time Weaver", boss_type: TYPES.AEON },
        { name: "The Nexus", color: "#3c0a3c", particle: "flux", boss: "Entropy Soul", boss_type: TYPES.FLUX }
    ];

    /**
     * GAME ENGINE
     */
    class Game {
        constructor() {
            this.canvas = document.getElementById('game-canvas');
            this.ctx = this.canvas.getContext('2d');
            this.canvas.width = 1200;
            this.canvas.height = 800;

            this.state = {
                running: false,
                currentZone: 0,
                playerPos: { x: 100, y: 100 },
                party: [],
                inventory: [],
                unlocked: 1,
                bossesDefeated: 0,
                saveData: null,
                battle: null,
                tutorialStep: 0
            };

            this.keys = {};
            this.particles = [];
            this.init();
        }

        init() {
            window.addEventListener('keydown', e => this.keys[e.code] = true);
            window.addEventListener('keyup', e => this.keys[e.code] = false);
            this.loop();
        }

        start() {
            // Tutorial Starter: 3 creatures
            this.state.party = [
                { ...CREATURE_DATA[0], level: 1, currentHp: 80, maxHp: 80, abilities: [ABILITIES[0], ABILITIES[1], ABILITIES[2], ABILITIES[3]] },
                { ...CREATURE_DATA[1], level: 1, currentHp: 95, maxHp: 95, abilities: [ABILITIES[1], ABILITIES[4], ABILITIES[5], ABILITIES[6]] },
                { ...CREATURE_DATA[2], level: 1, currentHp: 70, maxHp: 70, abilities: [ABILITIES[2], ABILITIES[0], ABILITIES[3], ABILITIES[4]] }
            ];
            this.state.running = true;
            document.getElementById('title-screen').classList.add('hidden');
            document.getElementById('hud').classList.remove('hidden');
            this.updateHUD();
            this.spawnParticles();
        }

        saveGame() {
            const data = {
                zone: this.state.currentZone,
                party: this.state.party,
                unlocked: this.state.unlocked,
                bosses: this.state.bossesDefeated
            };
            localStorage.setItem('new_binding_save', JSON.stringify(data));
            this.showDialogue("Game Saved to Veil.");
        }

        load() {
            const raw = localStorage.getItem('new_binding_save');
            if (raw) {
                const data = JSON.parse(raw);
                this.state.currentZone = data.zone;
                this.state.party = data.party;
                this.state.unlocked = data.unlocked;
                this.state.bossesDefeated = data.bosses;
                this.state.running = true;
                document.getElementById('title-screen').classList.add('hidden');
                document.getElementById('hud').classList.remove('hidden');
                this.updateHUD();
                this.spawnParticles();
            } else {
                this.start();
            }
        }

        updateHUD() {
            document.getElementById('hud-zone').innerText = `Zone: ${ZONES[this.state.currentZone].name}`;
            document.getElementById('hud-party').innerText = `Party: ${this.state.party.length}/6`;
            document.getElementById('hud-items').innerText = `Items: ${this.state.inventory.length}`;
        }

        spawnParticles() {
            for(let i=0; i<50; i++) {
                this.particles.push({
                    x: Math.random() * this.canvas.width,
                    y: Math.random() * this.canvas.height,
                    vx: (Math.random() - 0.5) * 0.5,
                    vy: (Math.random() - 0.5) * 0.5,
                    size: Math.random() * 3,
                    color: 'rgba(255,255,255,0.2)'
                });
            }
        }

        drawOverworld() {
            const zone = ZONES[this.state.currentZone];
            // Background
            const grad = this.ctx.createLinearGradient(0, 0, 0, this.canvas.height);
            grad.addColorStop(0, '#101020');
            grad.addColorStop(1, zone.color);
            this.ctx.fillStyle = grad;
            this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);

            // Particles
            this.particles.forEach(p => {
                this.ctx.fillStyle = p.color;
                this.ctx.beginPath();
                this.ctx.arc(p.x, p.y, p.size, 0, Math.PI * 2);
                this.ctx.fill();
                p.x += p.vx;
                p.y += p.vy;
                if (p.x < 0 || p.x > this.canvas.width) p.vx *= -1;
                if (p.y < 0 || p.y > this.canvas.height) p.vy *= -1;
            });

            // Player
            this.ctx.fillStyle = 'white';
            this.ctx.shadowBlur = 15;
            this.ctx.shadowColor = 'white';
            this.ctx.beginPath();
            this.ctx.arc(this.state.playerPos.x, this.state.playerPos.y, 15, 0, Math.PI * 2);
            this.ctx.fill();
            this.ctx.shadowBlur = 0;
        }

        handleInput() {
            if (!this.state.running) return;
            const speed = 4;
            if (this.keys['KeyW'] || this.keys['ArrowUp']) this.state.playerPos.y -= speed;
            if (this.keys['KeyS'] || this.keys['ArrowDown']) this.state.playerPos.y += speed;
            if (this.keys['KeyA'] || this.keys['ArrowLeft']) this.state.playerPos.x -= speed;
            if (this.keys['KeyD'] || this.keys['ArrowRight']) this.state.playerPos.x += speed;

            // Bounds
            this.state.playerPos.x = Math.max(20, Math.min(this.canvas.width - 20, this.state.playerPos.x));
            this.state.playerPos.y = Math.max(20, Math.min(this.canvas.height - 20, this.state.playerPos.y));

            // Random Encounter
            if (Math.random() < 0.002) {
                this.startBattle();
            }
        }

        startBattle() {
            document.getElementById('battle-ui').classList.remove('hidden');
            const enemyType = ZONES[this.state.currentZone].boss_type;
            const enemy = {
                name: "Wild " + (enemyType === TYPES.VERDANT ? "Sprout" : "Wisp"),
                type: enemyType,
                hp: 100,
                maxHp: 100,
                atk: 15,
                def: 10,
                spd: 10,
                abilities: [ABILITIES[0], ABILITIES[1], ABILITIES[2], ABILITIES[3]],
                isEnemy: true
            };

            this.state.battle = {
                enemies: [enemy],
                turn: 0,
                log: "A wild spirit appears!"
            };
            this.updateBattleUI();
            this.showDialogue(this.state.battle.log);
        }

        updateBattleUI() {
            const enemySide = document.getElementById('enemy-side');
            const playerSide = document.getElementById('player-side');
            enemySide.innerHTML = '';
            playerSide.innerHTML = '';

            this.state.battle.enemies.forEach(e => {
                const div = document.createElement('div');
                div.className = 'creature-slot';
                div.innerHTML = `
                    <div class="creature-sprite" style="background: var(--type-${e.type.toLowerCase()})"></div>
                    <div style="font-weight:bold">${e.name}</div>
                    <div class="hp-bar-container"><div class="hp-bar-fill" style="width: ${(e.hp/e.maxHp)*100}%"></div></div>
                `;
                enemySide.appendChild(div);
            });

            this.state.party.forEach((p, i) => {
                const div = document.createElement('div');
                div.className = 'creature-slot';
                div.innerHTML = `
                    <div class="creature-sprite" style="background: var(--type-${p.type.toLowerCase()})"></div>
                    <div style="font-weight:bold">${p.name}</div>
                    <div class="hp-bar-container"><div class="hp-bar-fill" style="width: ${(p.currentHp/p.maxHp)*100}%"></div></div>
                `;
                playerSide.appendChild(div);
            });

            const actionBox = document.getElementById('battle-actions');
            actionBox.innerHTML = '';
            // Show first active creature's moves
            const active = this.state.party[0]; // Simplified turn logic for now
            if (active && active.currentHp > 0) {
                active.abilities.forEach(a => {
                    const btn = document.createElement('button');
                    btn.innerText = a.name;
                    btn.onclick = () => this.executeMove(0, a);
                    actionBox.appendChild(btn);
                });
            }
        }

        executeMove(partyIdx, ability) {
            if (!this.state.battle) return;
            const p = this.state.party[partyIdx];
            const e = this.state.battle.enemies[0];

            // Damage calc
            let multiplier = 1.0;
            // Type Advantage
            const eType = e.type;
            const pType = p.type;
            if (TYPE_CHART[pType].strong.includes(eType)) multiplier = 1.5;
            if (TYPE_CHART[pType].weak.includes(eType)) multiplier = 0.8;
            if (pType === TYPES.AEON) multiplier = 1.2;
            if (eType === TYPES.FLUX) {
                if (pType === TYPES.AEON) multiplier = 1.5;
                else multiplier = 0.5;
            }

            const dmg = Math.floor((0.4 * p.level * p.atk / e.def * ability.power * multiplier) + (Math.random() * 5));
            e.hp -= dmg;

            this.showDialogue(`${p.name} uses ${ability.name}! Deals ${dmg} damage.`);
            
            if (e.hp <= 0) {
                this.state.battle.enemies = [];
                this.showDialogue("Victory!");
                setTimeout(() => {
                    this.state.battle = null;
                    document.getElementById('battle-ui').classList.add('hidden');
                    document.getElementById('hud').classList.remove('hidden');
                }, 1500);
            } else {
                // Enemy turn
                setTimeout(() => {
                    const eMove = this.state.battle.enemies[0].abilities[Math.floor(Math.random()*4)];
                    const pDmg = Math.floor((0.4 * 1 * e.atk / p.def * eMove.power) + (Math.random() * 5));
                    p.currentHp -= pDmg;
                    this.showDialogue(`${e.name} uses ${eMove.name}! Deals ${pDmg} damage.`);
                    this.updateBattleUI();
                }, 1000);
            }
        }

        showDialogue(text) {
            const box = document.getElementById('dialogue-box');
            const content = document.getElementById('dialogue-text');
            box.classList.remove('hidden');
            content.innerText = text;
            setTimeout(() => {
                box.classList.add('hidden');
            }, 3000);
        }

        loop() {
            this.handleInput();
            this.drawOverworld();
            requestAnimationFrame(() => this.loop());
        }
    }

    const game = new Game();

    </script>
</body>
</html>
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