# Vertex Man: shared build brief

Build a small, playable desktop-browser game called **Vertex Man: Reality Update**. It runs from a local static server without a build step, downloaded assets, accounts, or network services. Draw every game object with points, lines, polygons, and procedural geometry: no sprites, textures, imported art, or image files.

The scene is one fixed rectangular room with a fixed camera. A stick-figure player can move, jump between three floating platforms, aim with the pointer, and shoot at three moving targets. Projectiles can be in flight when the rules change. A target hit leaves a visible articulated ragdoll. The room also contains two clearly marked hazard shapes. Keep the art minimal; clear gameplay behavior matters more than polish.

The world cycles through three modes in this order, spending 60 seconds of active play in each mode and then repeating:

1. **Normal.** Gravity points toward the screen bottom. Platforms are solid. Hazard shapes hurt the player. Newly fired bullets travel straight. Targets move.
2. **Geometry Inversion.** Gravity points toward the screen right. The same platforms are now hazards, and the former hazard shapes are solid surfaces. Bullets accelerate toward the new gravity direction. Targets continue moving.
3. **Time Fracture.** Gravity points toward the screen bottom and Normal's platform/hazard meanings return. Targets freeze where they are, though they remain hittable. Every bullet already in flight when this mode begins reverses its velocity once and continues from its current position. Newly fired bullets travel straight. Any target that was dead at the instant this mode began visibly reassembles over about two seconds, then becomes alive and hittable again.

The player remains controllable in every mode. Movement follows the current supporting surface, and a jump moves away from current gravity. An update must leave the player in a playable state even when a surface changes role underfoot. The room and camera do not rotate. Mode changes affect objects already in the world; restarting returns to the initial Normal world without stale bullets, ragdolls, input, or timers.

Show the current mode and elapsed mode time after each change, without previewing the next mode. Provide an **Advance update** debug control that invokes the same transition as the 60-second timer while preserving live state. Provide a visible restart control and concise on-screen controls. You may choose the implementation details and visual style within these constraints. Deliver source files and a short README explaining how to run and test it. Report only checks you actually performed.
