QUANTUM FLIP: SHAKER PROTOCOL

MASTER BREAKDOWN β€” LIVING DOC
Live: honest-snow-155.higgsfield.gg 🎬 Features deck Β· .pptx Build v100 Updated 2026-07-13 DONE shipped   PLACEHOLDER stand-in   TODO

Single source of truth for the whole game. Updated on every change. Single-player third-person action-adventure, browser (Three.js, no build step). Desktop + gamepad + mobile touch. Character GLBs stream from R2; everything else ships in the zip.

0 Β· Live tuning LOADING…

Every number below is imported from assets/js/config.js at page load β€” the exact values the running game uses, so this section can never drift. Change a value and hit Save: the diff is written to assets/config.overrides.json, which the game overlays on its defaults at boot (and which ships with the next deploy zip). Reset returns to the in-code defaults. Editing needs the local server β€” run PLAY_LOCAL.bat and open http://localhost:8231/assets/breakdown.html.

Loading live config…

1 Β· Story & characters

John Cammarano drinks Flip 7 and becomes Quantum Flip to battle six unhealthy versions of himself sent by his older self, finally confronting Old John.

CharacterRoleModel fileRig / animation
Civilian JohnHub form / pre-transformCivilian_John.glbDONE fully animated β€” idle, run + directional runs, jump, transform, pickup, mirror sequence, victory cheer
Quantum FlipHero combat formQuantum_Flip.glbDONE fully animated β€” idle, runs, jump, transform, 3-hit jab combo (Left Jab β†’ Right Jab β†’ Left Short Hook), blast, nova, overdrive, 2 hit reactions, death
Couch JohnBoss L2Couch_John.glbPLACEHOLDER static
Bloated JohnBoss L3Bloated_John.glbPLACEHOLDER static
Sugar JohnBoss L4Sugar_John.glbPLACEHOLDER rigged, static clip β†’ procedural
Foggy JohnBoss L5Foggy_John.glbPLACEHOLDER static
Hangry JohnBoss L6Hangry_John.glbPLACEHOLDER static
Fast Food JohnBoss L7Fast_Food_John.glbPLACEHOLDER static
Old JohnFinal boss L8Old_John.glbPLACEHOLDER static
Flip 7 BagCollectibleFlip_7_Bag.glbstatic (spins)

2 Β· Dialogue β€” all voice lines

Quantum Flip (voice: Liam)

Bosses (plays on mission start)

TODO more Fast Food barks, per-boss taunts, hub/ambient lines, mission-complete variety.

3 Β· Controls

InputAction
WASD / arrowsMove (camera-relative) β€” the hero turns to face the way he runs and turns fully around when moving backward
MouseLook (pointer lock; click to lock)
SPACEJump (land on small props) Β· double-tap SPACE while moving = dodge roll (brief i-frames)
SHIFTSprint
LMBQuantum Jab (melee combo)
RMB (hold β‰₯2s)Superfood Blast β€” charge then release; must be held at least 2s to fire (a quick tap only previews the aim cone)
FDrink shaker
RShaker Overdrive
1 / 2Protein Dash / Mega-Blend Nova
TAB / ESCObjectives / Pause
ZCycle camera zoom: default β†’ close (βˆ’40%) β†’ first-person
GamepadLeft stick move, right stick look, A jump, X jab, RB/RT (hold) blast, B interact, Y drink, LB sprint
Touch (PUBG-style)Landscape: left thumb-stick moves (outer ring = auto-sprint); drag the right half to look; double-tap the right side to jump; VIEW zoom (top-left); PAUSE + GYRO (top-right); abilities are the HUD icons themselves (Dash/Nova, Jab/Overdrive, Blast hold-to-charge, Drink) in a cluster that wraps around the shaker bottom-right; HP/body meters are nudged right of the front-camera notch. Tutorial & menu Controls auto-switch to touch wording.

Portals are walk-in (no button). Bags auto-collect on contact.

Mobile layout (PUBG-style, landscape): move joystick bottom-left; narrow HP + body meters sit above the joystick; right ~58% is a free multi-touch look-drag zone (look while holding a button with another finger) and double-tapping it jumps; abilities are the HUD icons doubling as buttons in a spaced diagonal staircase (Dash/Nova β†’ Jab/Overdrive β†’ Blast β†’ Drink) that wraps around the shaker bottom-right (shaker slimmed to bottle + count); objectives are a wide white bubble pinned to the bottom-center (always visible); the boss bar is narrowed so it never reaches the player HP; the lifetime Flip 7 total shows at the top of the hub; PAUSE + GYRO top-right, VIEW zoom top-left; pause works from the hub and the pause menu has a NEW GAME (2-tap confirm); fullscreen is requested on every interaction (so it returns after the phone screen sleeps/wakes, not just the first tap); menus shrink/scroll so rotation never clips them; saves are device-local (localStorage + partitioned-cookie fallback) and survive refresh; tutorial/hub/Controls text uses touch wording and the menu CONTINUE loads the last save; tilt-to-look (iOS asks permission on first tap); a portrait overlay prompts rotation to landscape. The first tap requests fullscreen (Android/desktop). On iPhone/iPad the browser can't fullscreen the page, so the game requires Add to Home Screen: iOS Safari that isn't running standalone is blocked at a branded gate (Share β†’ Add to Home Screen β†’ open from the icon); launched from the Home Screen it runs full screen with the dvh / viewport-fit=cover fill, and it hides the Higgsfield wrapper's 44px top bar (via the wrapper's same-origin hf-embed class) so it's edge-to-edge like Android. The gyro toggle is a GYRO ⇄ RESET button: tap GYRO to activate tilt (lights up, reads RESET); tap RESET to deactivate and snap the camera back to the default over-the-shoulder view. A VIEW button (top-left, opposite the gyro) cycles the 3 camera levels (VIEW 1 β†’ VIEW 2 β†’ FPV); pushing the move-stick to its outer ring auto-sprints (the ring glows gold). Tuning: CONFIG.touchLookSens, CONFIG.gyroGain, input.gyro.invX/invY.

4 Β· Player abilities

AbilityKeyCostDamageCDNotes
Quantum JabLMBβ€”13/hit (3rd Γ—1.6)0.36sShort arc; reduced by ARM aging
Superfood BlastRMB (hold β‰₯2s)β€”12 / sec held β€” 2Γ— (24) at the 2s min, up to 5Γ— (60) at 5s3–7s (hold-scaled)Hold β‰₯2s to fire (a quick tap only previews the cone β€” bright cyan until it arms green, shown in first-person too β€” sloped toward the ground, with the charge orb scaled down in FPV); can't be charged while on cooldown (the button greys out); hits everything in a ~90Β° forward vision cone, a visible orb chains nearestβ†’furthest until spent
Protein Dash11 bag30 (= half blast)0.6sLunge; physically stops at the first wall/prop (can't dash through objects) and only hits enemies in a clear lane, vacuums bags
Mega-Blend Nova25 bags60 (= full blast), r 6.51.0sAlso heals 10% aging
Shaker OverdriveR7 bags (full)+20% all dmgβ€”20s; faster; no limb aging, ~1% HP chip per hit
Drink ShakerF1 bagβ€”β€”Heals worst part first; all clean β†’ +30 HP

Numbers live in assets/js/config.js. Overdrive's +20% applies to jab, blast, dash and nova.

5 Β· Shaker / bag economy

6 Β· Body-aging system

Enemy hits age the struck part +16% and apply a debuff. Drink (F) reverses the worst part first.

PartDebuff at full
Legsβˆ’45% move speed
Armsβˆ’45% jab damage
Torso+40% damage taken (max HP now constant)
HeadVision vignette + aim sway (loopy)

Passive HP regen 1.6/s after 4s without a hit. Lose at HP 0 β†’ β€œYOU'VE AGED OUT”. PLACEHOLDER rigid meshes can't wither per-limb β€” aging shows via HUD panel + vignette only.

7 Β· Hub β€” Flip Ranch Wellness Center

8 Β· Missions

Mission 1 is the tutorial; each combat mission = transform cinematic β†’ one boss + minions + Flip 7 bags β†’ return to ranch.

#TitleVillainEnvironmentBoss HPMinBagsAges
1Mirror MomentHolographic echoesRanch mirror roomβ€”echo1tutorial
2The Comfort CrisisCouch JohnDecaying living room22044Head
3Gut CheckBloated JohnMessy kitchen26055Torso
4Crash & BurnSugar JohnCandy shop24065Arms
5Into the FogFoggy JohnFoggy streets25055Legs (+head)
6Rage on an Empty StomachHangry JohnDiner30065Torso
7Grease LightningFast Food JohnFast-food lot32056Torso (+head)
8The Mirror ReckoningOld JohnDistorted ranch + mirrors5204 mix6All

Tutorial (Mission 1 = Quantum Boot Camp): the experience question ("played games like this before?") is asked on the menu BEFORE the level loads (so you see the transform animation + first objective uninterrupted), plus an always-available Skip training. The objective then reads through (controls frozen, enemies held) before the level officially starts. Both answers run the same 14 stages β€” move β†’ sprint β†’ look β†’ jump β†’ zoom β†’ jab β†’ blast β†’ bag β†’ dash β†’ nova β†’ aging+drink β†’ overdrive β†’ exam β†’ done β€” "yes" is a standard run-through, "no" is a fully guided version (run through floating rings; hold aim on an orb for 3s while a cyan ring fills + a tone rises; jump onto the box with the orb on top of it β€” the orb vanishes on landing, the box stays; cycle to first-person β€” both modes now cycle all the way to FPV) with a small, slim, thin solid red 3D arrow (an extruded, lit block-arrow) pointing at each objective. The dash & nova drills make you clear EVERY echo with that ability (reuse it freely; dash only hits a clear lane and stops dead at walls/props). During the Jab / Blast / Dash / Nova / Overdrive drills only that power works β€” every other button greys out. The aging explanation and the drink-to-heal step are now ONE objective: it shows the full-aged dizzy head with all abilities locked until the line finishes, then you drink to heal (only DRINK is enabled and there's always something to heal, so the lit button always works). While any objective is being read aloud the controls are frozen (now on every level, not just training) so you listen first. A new objective loads CENTERED behind a dark full-screen veil during the read, then minimizes straight to the bottom pill (no bottom-bubble step; tap the pill to re-open the normal bottom bubble); it auto-sizes to the text (no scroll). Every stage is voiced aloud, gated, and device-aware, with a "βœ“ Objective complete" beat between stages. There is no auto-skip timeout β€” every objective must be completed; holograms take 3+ jabs to drop.

PLACEHOLDER environments are procedural geometry + generated tiling textures + primitive props (not modeled scenes).

9 Β· Enemies

Minions (melee-only)

Boss signature attacks PLACEHOLDER (basics; awaiting real anim/props)

BossAttacksAges
Couch JohnThrows pillowsHead
Bloated JohnBelly-bump dash + belly-slam AoE (knockdown)Torso
Sugar JohnSuper-sprint dash + donut projectiles + candy-cane meleeArms
Foggy JohnBanana throw (slip β†’ knockdown) + colander frisbee (head)Legs/Head
Hangry JohnPitchfork rage dash + thrown pitchfork; eats Flip 7 bags to heal (beelines when hurt) β€” you competeTorso
Fast Food JohnFry daggers (β€œWould you like fries with that?”, not every throw) + giant cheeseburger telegraphed AoE (knockdown)Head + Torso
Old JohnMix of every boss's attacks + staff slam (radius AoE with a sand-gold ring) ages all four parts a quarter each only if you're within range; 3 phases (time-warp at transitions)All

All bosses approach to a preferred range then strafe (no longer freeze on you). Projectile placeholder shapes: pillow=box, donut=torus, banana=capsule, colander=disc, pitchfork=cone, burger=sphere.

10 Β· UI / HUD

11 Β· Audio

12 Β· Art direction (locked style)

Realistic modern Florida ranch + wellness aesthetic blended with vibrant superfood energy; warm wood browns, sun-bleached stucco, charcoal shadow; heroic accents glow lime-green and Flip gold; per-level tint (couch=dim amber, candy=pink/cyan, fog=blue-gray, fast food=greasy orange, Old John=sand-gold + mirror silver). Generated tiling textures: ranch floor/wall, living carpet, kitchen tile, candy floor, wet asphalt, diner floor, cracked sand.

13 Β· Physics / collision DONE v19

14 Β· Save / progression

15 Β· Tech / pipeline

16 Β· Placeholder / TODO board

17 Β· Changelog