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Game concept / Reference Generation

Hand-dodge beagle game

Write the input-to-reaction mapping explicitly for every direction.

Official manual translationTranslated from a MiniMax H3 manual example
Actual H3 output / 10s
Prompt -> result

What this output demonstrates

The clip reads like a complete reaction-game loop with clear directional prompts and elastic dodge poses.

Control pattern
Write the input-to-reaction mapping explicitly for every direction.
Check in your run
A single mismatched arrow and motion direction breaks the gameplay logic.
Official manual example / English teaching translation / source reviewed 2026-08-08Open this example in the H3 manual
Shot structure
0s5s10s
INPUTR2V
ACTION01
CAMERA01
AUDIOON
Working principle

Write the input-to-reaction mapping explicitly for every direction.

Watch for

A single mismatched arrow and motion direction breaks the gameplay logic.

Adapt this brief

Prompt draft

Create a fixed-camera 4:3 hand-drawn reaction game on warm paper texture. The same rounded cartoon beagle responds to highlighted up, down, left, and right arrows by stretching away from a hand entering from the opposite edge. Match every arrow, hand direction, and dodge pose exactly. Keep a sparse hand-drawn HUD with hearts, progress, and a bone icon, but no readable text or modern digital UI.

Replace the subject and reference roles first. Change camera, timing, and sound one variable at a time.