⬇ PowerPoint
🥤 Feature Showcase · Build v100 · living doc: GAME_BREAKDOWN

QUANTUM FLIP

Shaker Protocol

“Drink up. Flip back. Stop yourself.”

Browser · Three.js · no build step 🖱 Desktop🎮 Gamepad📱 Touch ▶ honest-snow-155.higgsfield.gg
Scroll · ↓ · swipe
📖 The Story

One man vs six unhealthy versions of himself

John Cammarano drinks Flip 7 and becomes Quantum Flip — battling the couch-locked, bloated, sugar-crashed, brain-fogged, hangry, fast-food Johns his older self sends back… then facing Old John himself.

🧍
Civilian John
Hub form
✅ fully animated
Quantum Flip
Hero form
✅ fully animated
🛋️
Couch John
Boss · L2
placeholder
🫃
Bloated John
Boss · L3
placeholder
🍭
Sugar John
Boss · L4
✅ rigged
🌫️
Foggy John
Boss · L5
placeholder
😡
Hangry John
Boss · L6
placeholder
🍔
Fast Food John
Boss · L7
placeholder
Old John
Final boss · L8
placeholder
👜
Flip 7 Bag
Collectible
spins ✨

Full voice cast — every boss taunts you in his own voice, and every objective is read aloud.

🎬 What it actually looks like

From the menu to the transform

The real main menu, and the mission-open cinematic: Civilian John casts, the swap lands at the arms-out peak of the cast, gold + green shockwaves ring out — and Quantum Flip finishes the motion.

main menu — recreated from the live UI
🧍
Walk into a gold portal — missions start with no button press.
Mage-cast transform — root motion anchored so he never drifts mid-cast.
Swap at the arms-out peak — Quantum Flip is pre-built and picks up the same clip mid-pose. Hitch-free.
💥
Nova shockwave VFX — expanding gold + green ground rings, a rising energy ring, dual burst.
🗣️
“Flip seven… let’s flip the script!”
⚔️ The Arsenal

Six powers, one bag economy

Every number below is the live tuning in config.js — the breakdown doc edits these and the game reloads them.

👊Quantum JabLMB
3-hit combo — Left Jab → Right Jab → Left Hook. Plays faster the faster you click; legs keep running.
DMG 13/hit3rd hit ×1.6CD 0.36s
🔫Superfood BlastRMB hold
Hold ≥2s to arm. QB-vision cone chains a visible orb nearest→furthest until the damage is spent.
12 dmg/sec held24→60 dmgCD 3–7s
💨Protein Dash1
Lunge that stops at walls, only hits enemies in a clear lane — and vacuums bags on the way.
Cost 1 bagDMG 30CD 0.6s
🌀Mega-Blend Nova2
Radial burst that also heals 10% aging on every body part.
Cost 5 bagsDMG 60Radius 6.5u
🔥Shaker OverdriveR
20 seconds of +20% damage, ×1.25 speed, no limb aging, ~1% HP chip per hit.
Cost 7 bags20s+20% all dmg
🥤Drink ShakerF
Heals the worst-aged part first; when everything's clean, +30 health instead. Never blocked.
Cost 1 bag+15 HP on heal+30 HP clean
🏈 Signature Move

The QB-vision Superfood Blast

Hold to charge — the cone tells you everything. The pointing arm tracks the aim with real IK (never through the body), the orb charges in his palm, and release kicks a recoil.

Preview · <2s
tap = aim preview only
Armed · 2s
24 dmg minimum shot
Maxed · 5s
60 dmg · ring shows cooldown
🎯 ~90° forward vision cone
🔗 orb chains damage nearest → furthest
🏃 move, strafe & jump while charging
👁 works in first person too
👜 The Economy

Seven charges. One currency.

Flip 7 bags are the entire economy — drink them, dash with them, spend five on a Nova or bank seven for Overdrive. Bags respawn steadily (~5 on the field), and the shaker is the HUD.

Shaker
5 / 7 charges
next heal → LEGS
OVERDRIVE AT 7
Hotbar
1
💨
DASH · 1
2
🌀
NOVA · 5
R
🔥
O.DRV · 7
F
🥤
DRINK · 1
slots dim when unaffordable · glow + chime when ready
F71 bag = 1 charge
F7auto-collect on contact
F7full shaker? bag stays on the field
shaker · hotbar · bag rules — recreated from the live HUD
⏳ The Twist

Enemies don't just hurt you — they age you

Every hit ages the struck body part +16% and stacks a real debuff. Health stays a constant 100 — but an aged body makes that 100 worth less. Drink to turn back the clock.

Body Panel
Legs
72%
Arms
31%
Torso
12%
Head
5%
worst part highlighted · F heals it first
🦵
Legs
−45% move speed at full age
💪
Arms
−45% jab damage
🫀
Torso
+40% damage taken
🧠
Head
vision vignette + loopy aim sway
YOU'VE AGED OUT
RETRYRETURN TO RANCH
the lose screen — HP 0 = aged out, not dead
🚪 The Campaign

Eight portals at Flip Ranch

The hub is a warm-wood wellness ranch — walk into an unlocked portal to start. Gold = open, green = beaten, gray = locked.

1
2
3
4
5
6
7
8
#MissionVillainArenaBoss HPAges
1Mirror MomentHolographic echoesRanch mirror room(tutorial)
2The Comfort CrisisCouch JohnDecaying living room220Head
3Gut CheckBloated JohnMessy kitchen260Torso
4Crash & BurnSugar JohnCandy shop240Arms
5Into the FogFoggy JohnFoggy streets250Legs +Head
6Rage on an Empty StomachHangry JohnDiner300Torso
7Grease LightningFast Food JohnFast-food lot320Torso +Head
8The Mirror ReckoningOld JohnDistorted ranch520ALL

Indoor arenas have real ceilings; open-air stages keep their skies (v94). Every mission: transform in → boss + minions + bags → back to the ranch.

😈 The Rogues' Gallery

Every John fights like his vice

🛋️
Couch John
Pillow barrages that fog your head. “Why stand… when you can just sink in?”
🫃
Bloated John
Belly-bump dash + belly-slam AoE knockdown. “There's always room for one more bite.”
🍭
Sugar John
Super-sprint, donut projectiles, candy-cane melee. “Sweet now, crash later, sucker!”
🌫️
Foggy John
Banana slips + colander frisbees. “Can't think straight, can you?”
😡
Hangry John
Pitchfork rage — and he eats your Flip 7 bags to heal. You compete for the same pickups. “I am starving, and it is all your fault!”
🍔
Fast Food John
Fry daggers + a telegraphed giant-cheeseburger drop. Soda-spill minions slow your legs. “Order's up, hero!”
Old John
Every boss's moveset + a staff slam that ages all four parts · 3 phases with time-warps · minions spawn as the six Johns. “I am what you become.”

Bosses approach to preferred range and strafe — no face-camping. Projectiles embed in walls for a beat, then vanish.

🎓 Mission 1

The Quantum Boot Camp

One question — “played games like this before?” — forks the same 14 stages into standard or fully-guided beginner mode. Every objective is voiced (Sterling), gated, and device-aware. No timeouts, no skipped learning — but Skip Training is always one tap away.

movesprintlookjumpzoomjabblastbagdashnovaaging + drinkoverdriveexamdone ✓
🎯 Hold your aim on the orb for 3 seconds
🔊 read aloud — controls frozen until the line finishes
✓ Objective complete
tap to re-open objective
objective veil → minimize pill — recreated from the live UI
🟢
Beginner extras: run a floating ring, hold-aim an orb with a filling crosshair ring, jump the orb-box — a slim red 3D arrow points the way.
🔒
Power drills isolate one ability — everything else greys out until you land it.
🗣️
Voice-perfect timing — the read-lock releases exactly when the clip ends, with a watchdog guarantee.
📱 Built For Every Screen

Console feel, phone glass

PUBG-style touch, gamepad and mouse+keyboard — one game, three input worlds, with the heavy lifting done invisibly.

drag to look · double-tap = jump
outer ring = auto-sprint
VIEW
GYRO
II
JAB
BLAST
🥤
💨
🌀
touch layout — abilities wrap diagonally around the shaker
📈 adaptive resolution — render scale follows real FPS
⚡ shaders pre-compiled at level entry — no first-look stutter
🔊 15 SFX pre-rendered to buffers — mash-proof audio
☁️ characters stream from R2 CDN — with a fallback watchdog
🍏 iOS Add-to-Home-Screen lander — detects in-app browsers, walks users to Safari
💾 progress survives refresh — even inside an embedded iframe
📜 Changelog

Recent builds, v92 → v100

The full history lives in the breakdown doc — 94 builds and counting. The latest five, plus a couple of small ones worth knowing:

v100Two overhaul showcases + contained mobile docs — the finale now tracks the latest gameplay overhaul AND the latest performance overhaul separately; breakdown-doc tables (incl. the async live-tuning grid) stay inside their boxes on mobile.minor
v99Mobile nav out of the way — the right-side dot rail becomes compact prev/next buttons + a slide counter in the bottom corner on phones, and the touch-controls mock scales to a clean miniature in portrait instead of jumbling.minor
v98Deck actions tuck away on phones — the full-screen / PDF / PowerPoint buttons collapse into a ⋯ corner button that drops them down on tap, so they never cover the top of a slide.minor
v97Fullscreen edge-to-edge + cone triptych polish — viewport-fit=cover kills the landscape letterbox bar (content clears the notch via safe-area padding); portrait QB-vision stages resized with proportional triangles.minor
v96This deck reflows on phones — bigger re-arranged mobile layout (stacked columns, larger type; landscape goes multi-column) instead of zoom-shrinking the desktop view. PDF untouched.major
v95This deck ships in-game — DEV MODE unlocks a FEATURES SHOWCASE menu button beside GAME BREAKDOWN, and real screenshots/clips dropped in assets/docs-media/ render on their own slide.major
v94Camera can no longer sink under the floor — it slides along it, the floor renders double-sided, and the three indoor stages got real ceilings.major
v93iOS gyro root cause — the permission prompt only qualifies from a completed gesture; the button now fires on touchend. All 15 synth SFX pre-rendered to buffers.major
v92Touch-start hitch killed — audio unlock rate-limited, every shader pre-compiled at level entry, gyro watchdog separates the three failure modes.major
🎮 Latest Gameplay Overhaul

The Quantum Boot Camp

v34 → v37 — Mission 1 became a real onboarding: one question forks the same 14 stages into a quick refresher or a fully-guided beginner course, every step voiced and gated so nobody gets lost.

14 stages
move → sprint → look → jump → zoom → jab → blast → bag → dash → nova → aging+drink → overdrive → exam → done
2 paths
"played games like this?" forks standard (action-gated) vs fully-guided beginner — same 14 stages
100% voiced
every objective read aloud (Sterling) — the read-lock releases exactly when the clip ends
guided targets
floating ring / hold-aim orb / jump-box + a 3D arrow that points the way in beginner mode
isolation drills
during a power drill only that ability works — every other button greys out
aging preview
a full-aged-head dizzy-cam shows each debuff, then you drink to clear it — learn the twist safely
⚡ Latest Performance Overhaul

The Mobile Performance Overhaul

v83 → v94 — a twelve-build campaign that took the phone experience from "playable" to smooth: every hitch hunted to its root cause, measured, and killed.

19M → 3.2M
pixels per frame — capped render budget + adaptive resolution that follows real FPS (v85)
0
mid-fight shader recompiles — transient lights removed, materials cached & shared (v87)
15 / 15
synth SFX pre-rendered to buffers — zero audio-graph builds while mashing (v93)
1 / 1.5s
fullscreen requests per gesture (was ~10 per jump) — passive listeners everywhere (v89)
100%
shaders compiled during load, not first look-around (v92)
root-caused
iOS gyro, audio-unlock stalls, GC churn — each fixed at the actual cause, never patched over (v90–v93)
Quantum Flip · Shaker Protocol · build v100 · source of truth: GAME_BREAKDOWN.md · deck regenerates with the doc