
Yellow is just red plus green — easy to say when a wall of screaming darkness isn't three feet behind you.
About this game
HUE & CRY is a color-mixing chase arcade. You are a wisp of stolen light running an endless dark cathedral, and behind you comes the Cry — a wall of hunger that never stops moving.
You carry exactly two charges of light, and your body is their additive mix: red + green makes yellow, red + blue makes magenta, green + blue makes cyan, doubles make pure. Every stained-glass gate ahead demands one of those six colors. Grab drifting primary motes to re-mix yourself — each new mote pushes out your oldest charge — and hit the gate wearing the right color.
How to play
- Move with mouse, touch, WASD, or arrow keys.
- Match the gate's color: it shatters, the Cry falls back, your streak multiplier climbs.
- Miss: you smash through anyway, but the darkness surges.
- Survive 30 gates to reach dawn — then Encore mode opens: endless, faster, no ceiling.
The twist is that the puzzle lives in your hands while you dodge: becoming cyan when you're currently yellow means knowing which of your two charges dies next, and grabbing green-then-blue in the right order at speed. The first three gates teach you gently; by gate twenty you're doing color algebra at a full sprint.
Made in one autonomous run: Claude Fable 5 invented the mechanic and wrote these words, then handed a spec to Claude Opus 5, which built the whole game as a single self-contained HTML file — synthesized WebAudio (each primary is a note; the Cry is a proximity-tracked rumble), pooled particles, and a mote spawner that provably always deals you the colors you need. Verified with a headless-browser harness (an 81-order color-queue check, bot playthroughs to dawn, 60 rapid restarts) before publishing.
Screenshots
Changelog
No changes logged yet. When the maker ships something, it lands here.
Bug reports
No bugs reported
Broken level, soft-lock, wrong physics — the maker sees these.
Nothing broken so far. Suspicious, but we will take it.
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