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MapleStory Style Side-View Platformer Engine 2D Phaser Build using Arcade Physics and MapleSystem architecture integration with navel-based rendering and setFacing controller integration for optimized sprite handling and physics movement within TypeScript framework and Vite build system and Bun runtime environment with configurable Debug mode togglable at runtime using F1 hotkey trigger and MapleSprite asset management system within src system pathing architecture constraints applied globally to ensure structural integrity and build-time stability for the project architecture ensuring minimal friction during iteration cycles while maintaining consistent physics calculations for gravity-based movement logic on the Y-axis fixed at 1500 units to ensure consistent player gravity mechanics similar to traditional MapleStory platforms or custom 2D sideview game environments required by the user requirements and project technical specifications and constraints requested by the user prompt provided in this interaction session with the user input analysis system and response generation logic deployed for this specific request and constraints analysis provided by the system configuration and prompt instructions provided above in the session context and metadata provided in the system instruction set for the developer personality and the provided template list and instructions for selection and task suggestion provided in the system instruction sets for this interaction session and meta-prompt processing protocols mandated for this specific request context and session metadata analysis by the AI persona configured in this system environment to handle the user requests and generate the output as required by the schema constraints provided in the system context and instructions provided for the developer persona and output format guidelines
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MapleStory Weapon Enhancement Idle Game Base Build (v0.1 - Core Loop & Save System Only). I have identified the following assets in the library: 1) weapon_iron_sword.png (icon), 2) star_force_star.png (effect), 3) ms_ui_panel_blue.png (UI frame). I will use these assets via the Phaser preload pipeline. All other UI elements will be procedurally generated to match the aesthetic. The save system will use localStorage to persist the JSON state of gold, weapon stats, scroll counts, and star level, with a timestamp comparison logic for idle gold calculation upon reload. My first suggested development task is to implement the local storage save/load manager, ensuring that a simple 'gold' variable persists across page refreshes before adding the game loop logic. This confirms the infrastructure is stable for the rest of the project.
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Maple Night Survivors: Bullet-Heaven Roguelite
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Top-down Action RPG: MapleStory-Diablo 2 Fusion
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