AI Games

Festival Route

You do not pick sets, you walk a route across the map and see whatever you pass

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The original prompt.

Copy it. Add your own twist.

Read the complete original prompt
Build "Festival Route" — 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
A screen-printed festival site map fills the screen. You do not choose acts from a list — you drag your finger and walk a route across the site. The line advances at a real walking pace with a small clock running along it, and whichever stage you are standing at when a set is on, that is what you are seeing. Take a long detour for the food strip and you arrive at the next stage halfway through.

RULES & STATES
- The route is one continuous drag with a real walking speed and a clock that runs along the line, so distance genuinely costs time and you can see it cost.
- A stage lights up when your route stands there during a live set; passing at the wrong hour draws a dimmed marker that plainly says nothing is on.
- The route will not close until it includes one water stop and one rest bench — the map physically refuses, rather than showing an error.
- All acts, stages and artwork are invented for this app; the poster block for each act is generated from its genre, and nothing references a real artist, logo or event.
- Result: the site map with your route inked across it and the running order printed down the side with arrival times. Replay clears the route. Ambient: the map has a slow ink shimmer and crowd dots drift along the paths.

OPENING (cover mode)
Open with a full-bleed opening artwork unique to this app, drawn procedurally in code: A festival site map drawn as a screen-printed poster: three stage shapes, a food strip and a lake, all in four flat spot colours with visible misregistration; the title runs along the main path across the map like a printed route label, with a dotted walking line threading through it. 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.

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THE ORIGINAL CREATION PROMPT

The idea that started this app. Copy it, change it, make it yours.

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