
Casual
Snack Shelf
The shelf holds exactly six, the seventh has to knock one off
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Build "Snack Shelf" — a polished mobile-first portrait web app for the Eazo community, built from a live TikTok trend, in the swipe-to-decide card family. CONCEPT One warm wooden shelf with exactly six slots is the entire stage. Seasonal snack cards swing in from the right. Fling one at the shelf and the packet lands in the next slot with a satisfying bump; fling it away and it sails off. Once six slots are full, the seventh packet you throw physically knocks one of the others off the edge — and you watch which one falls. RULES & STATES - The shelf is a rigid-body stage: packets have real mass and stacking order, and a throw that arrives fast enough genuinely displaces its neighbour. - Right / at the shelf = will prepare it. Left = not this week, and the packet sails off with a spin. Nothing goes into a hidden list; if it is not on the shelf it does not exist. - Six is a hard cap and the app never explains it with text — you learn it the first time something falls off. - A packet knocked off the shelf lands in a basket below and can be thrown back up, so the mistake is always recoverable and the physics is the fun. - Result: a small shopping card of exactly what is on the shelf, in shelf order, with the seasonal palette. Replay clears the shelf with a sweep. Ambient: the packets always breathe slightly, as foil does. OPENING (cover mode) Open with a full-bleed opening artwork unique to this app, drawn procedurally in code: A single warm-lit wooden shelf photographed straight on against a papered wall, six empty slot outlines chalked onto the timber, one packet leaning in the last slot; the title is branded into the shelf edge like a woodburn, with grain running through the letters. The title must be integrated into the artwork itself — never the generic "title + tagline + how-to card + Enter button" layout. Any text drawn on the canvas needs a contrasting stroke outline so it can never blend into the art beneath it, and the main title must sit at least 20 percent down from the top so it clears the language toggle. The artwork must fill the frame — no empty single-colour field with one line of text. Below the artwork show at most ONE short tutorial line, then exactly ONE text button that starts play. Nothing else on the opening screen. GLOBAL REQUIREMENTS - Language: ship a lightweight built-in i18n layer with exactly two locales, English (en) and Chinese (zh). The app ALWAYS opens in English — hardcode the default locale to en and never call navigator.language or otherwise detect the system or browser language. Provide one small, comfortably tappable EN / 中文 toggle placed top-right, about 56px down from the top edge, clear of the device status bar. Chinese appears only after the user actively switches. The cover, onboarding, defaults, generated content and all share output stay English regardless of locale. Never mix two languages on one screen. Declare one shared TypeScript interface whose fields are all string, annotate both dictionaries with it and look them up as Record<'en'|'zh', T> — never let the two dictionaries infer incompatible literal types, and run a production type check before you call it done. - Fully self-contained: absolutely no external APIs of any kind — no AI calls, no third-party data, media or font services, no remote backend, no login. Embed every item of data, copy and content in the app code. Draw all artwork procedurally in code; no image assets, no camera and no photo import. - Share: integrate a Share feature using the @eazo/sdk community share interface so the player can post the result directly to the Eazo Community. Follow the SDK's own current best practices for composing and attaching the result — do not invent custom share plumbing. The attachment must be something the community server can fetch over the network. Place Share on the result state, keep Replay available, no placeholder buttons, and never claim the post was shared when it was not (in a plain browser the share cannot actually publish, so the button must reflect the real return value). - SSR determinism: the initial render must be deterministic. No Math.random(), no Date.now(), no locale-dependent number or date formatting during first paint — move all of it into a client effect or drive it from a fixed seed. Hydration must produce zero console errors. - Mobile-first portrait, touch-only, no hover dependence. The app root must follow the host container height (position: fixed; inset: 0; height: 100%) — never 100dvh or 100svh. Size any canvas from its PARENT element using a ResizeObserver and run the fit once on mount; convert every touch event through getBoundingClientRect() read at event time — never cache the rect and never use window.innerWidth/innerHeight for canvas sizing. Clamp every derived geometry value to a legal range at the point it is computed, so no radius, size or index can ever go negative or non-finite. - Safe areas: keep all top UI at least 56px from the top edge. Keep every core interactive control AND every self-drawn bottom UI element (HUD text, counters, legends, hints) fully above the bottom 88px of the viewport — the Eazo mobile app overlays a native toolbar there that your code cannot detect. Verify at 393x852 portrait. - Fill the screen: the layout must stretch to the full host height. No dead colour band in the lower half — if the stage has a fixed aspect ratio, give the leftover vertical space a designed extension (gradient, ambient particles, scene ground), never a bare block. - No background music and no autoplay audio. - Complete real states: loading, empty, success and error where relevant. Every control must actually work — no alerts, console-log placeholders or fake results. - Visual bar: exactly ONE core rule understood within 3 seconds, with rich generous visual response on every touch (motion, particles, deformation, colour, light). Canvas 2D preferred for effects; do not use the canvas roundRect API (older iOS Safari lacks it). Never hardcode light text colours onto possibly-light backgrounds — derive text colour from the theme. Keep some ambient motion at all times so no screen is ever a still image.
Keep exploring.

Bakery Pin
Tap the left and right flippers to keep the ball alive and light targets in sequence, unfolding the bakery table upward zone by zone.