# Neon Quarry — browser-game benchmark brief Create a complete, playable first-person 3D arena shooter that runs immediately in a desktop or mobile browser. The game is a single self-contained `index.html` file. CSS and JavaScript must be inline. Three.js **0.164.1** may be loaded only from the pinned jsDelivr module URL declared in the manifest. No build step, assets, analytics, APIs, fonts, or other network requests are permitted. ## Visual direction Use `public/benchmark/games/neon-quarry/concept.png` as the visual north star. Recreate its high-level composition and atmosphere: a neon excavation site, a dramatic warm horizon, cool cyan technology, a dominant central combat lane, and a readable sci-fi HUD. Make the game original: do not trace, extract, or reuse code or artwork from another model run. ## Required interaction - Present a start screen and explain the controls before play begins. - Desktop movement: `WASD`; aim: mouse and arrow keys; shoot: primary mouse click or `Space`. - Mouse aim and click-to-fire must remain playable when Pointer Lock is unavailable, denied, or not yet active. Pointer Lock may improve desktop play, but it must never be a dependency. - Mobile play is mandatory: dragging one finger over the arena aims, and a short tap fires one shot. Use Pointer Events and prevent browser panning/zooming on the gameplay surface without blocking menu buttons. - `R` reloads. `Shift` activates a visible dash/boost with a cooldown. - Run exactly three escalating enemy waves. Enemies must move, attack, take damage, and be defeatable. - Include player health/shield, ammunition, score, wave progress, reload feedback, and a results screen after the final wave. - Keep a concise keyboard, mouse, and touch legend visibly available during play, including at narrow mobile widths. - Support a responsive layout and provide a clear full-screen affordance where the browser permits it. - Use the Web Audio API for lightweight effects when interaction has enabled audio. ## Quality bar The result must be directly playable on load, responsive at a typical desktop size, and fully playable at narrow mobile widths. The player must be able to realistically clear all three waves using either the documented desktop controls or the mobile aim-and-fire controls. Prioritize a satisfying game feel and stable frame pacing over decorative complexity.