Wizard Academy: Graduation Trials

A fun game created with AI

🤖 System_default ⚡ 94.0s 🎯 11,472 tokens $0.1375

Created by FunBuilder4747 • January 28, 2026

View Game Code
<!DOCTYPE html>
<html>
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0, user-scalable=no, viewport-fit=cover">
    <title>Wizard Academy: Graduation Trials</title>
    <style>
        * {
            margin: 0;
            padding: 0;
            box-sizing: border-box;
            -webkit-tap-highlight-color: transparent;
        }
        body {
            margin: 0;
            display: flex;
            justify-content: center;
            align-items: center;
            min-height: 100vh;
            background: linear-gradient(135deg, #1a0033 0%, #2d0066 50%, #4a0099 100%);
            font-family: 'Georgia', serif;
            overflow: hidden;
            touch-action: manipulation;
        }
        #gameContainer {
            position: relative;
            width: 100%;
            height: 100vh;
            max-width: 800px;
            max-height: 600px;
            display: flex;
            flex-direction: column;
            align-items: center;
            justify-content: center;
        }
        canvas {
            border: 3px solid #ffd700;
            box-shadow: 0 0 30px rgba(255, 215, 0, 0.5);
            background: #0a0015;
            touch-action: none;
        }
        #ui {
            position: absolute;
            top: 10px;
            left: 10px;
            right: 10px;
            color: #ffd700;
            font-size: clamp(12px, 2vw, 16px);
            text-shadow: 2px 2px 4px #000;
            pointer-events: none;
        }
        #controls {
            position: absolute;
            bottom: 10px;
            left: 10px;
            right: 10px;
            display: flex;
            justify-content: space-around;
            gap: 10px;
            flex-wrap: wrap;
        }
        .spell-btn {
            padding: clamp(8px, 2vw, 12px);
            font-size: clamp(10px, 2vw, 14px);
            border: 2px solid #ffd700;
            background: rgba(0, 0, 0, 0.7);
            color: #ffd700;
            cursor: pointer;
            border-radius: 5px;
            font-family: 'Georgia', serif;
            font-weight: bold;
            touch-action: manipulation;
            min-width: 60px;
            min-height: 44px;
        }
        .spell-btn:active {
            transform: scale(0.95);
            background: rgba(255, 215, 0, 0.3);
        }
        .spell-btn.fire { border-color: #ff4500; color: #ff4500; }
        .spell-btn.water { border-color: #1e90ff; color: #1e90ff; }
        .spell-btn.earth { border-color: #8b4513; color: #8b4513; }
        .spell-btn.air { border-color: #87ceeb; color: #87ceeb; }
    

        /* Mobile optimization CSS */

body {
    margin: 0;
    padding: 0;
    display: flex;
    justify-content: center;
    align-items: center;
    min-height: 100vh;
    background: #000;
    font-family: Arial, sans-serif;
    overflow: hidden; /* Prevent scrolling on mobile */

    /* Safe area insets for iPhone notch/home indicator */
    padding-top: env(safe-area-inset-top);
    padding-bottom: env(safe-area-inset-bottom);
    padding-left: env(safe-area-inset-left);
    padding-right: env(safe-area-inset-right);

    /* Prevent text selection and long-press menus on mobile */
    -webkit-user-select: none;
    user-select: none;
    -webkit-touch-callout: none;

    /* Disable tap highlight on mobile */
    -webkit-tap-highlight-color: transparent;

    /* Optimize for touch */
    touch-action: manipulation;
}

#game {
    border: 2px solid #fff;
    max-width: 100vw;
    max-height: 100vh;
    display: block;
    touch-action: none; /* Prevent default touch behaviors on canvas */
}

/* UI elements should be positioned safely */
.game-ui {
    position: absolute;
    color: #fff;
    font-size: clamp(14px, 3vw, 24px); /* Responsive font size */
    z-index: 10;
    pointer-events: none; /* UI doesn't interfere with touch controls */
}

.score {
    top: max(10px, env(safe-area-inset-top) + 10px);
    left: max(10px, env(safe-area-inset-left) + 10px);
}

.lives {
    top: max(10px, env(safe-area-inset-top) + 10px);
    right: max(10px, env(safe-area-inset-right) + 10px);
}

</style>
</head>
<body>
    <div id="gameContainer">
        <div id="ui">
            <div>Health: <span id="health">100</span> | Mana: <span id="mana">100</span> | Trial: <span id="trial">1</span>/5</div>
            <div>Spells Learned: <span id="spellCount">4</span> | Creatures Befriended: <span id="friendCount">0</span></div>
        </div>
        <canvas id="game" width="800" height="600"></canvas>
        <div id="controls">
            <button class="spell-btn fire" id="fireBtn">🔥 Fire</button>
            <button class="spell-btn water" id="waterBtn">💧 Water</button>
            <button class="spell-btn earth" id="earthBtn">🌍 Earth</button>
            <button class="spell-btn air" id="airBtn">💨 Air</button>
            <button class="spell-btn" id="potionBtn">🧪 Potion</button>
        </div>
    </div>
    <script>
        window.addEventListener('load', function() {
            try {
                const canvas = document.getElementById('game');
                if (!canvas) { alert('Canvas not found'); return; }
                const ctx = canvas.getContext('2d');
                if (!ctx) { alert('Canvas context failed'); return; }

                // Responsive canvas
                function resizeCanvas() {
                    const container = document.getElementById('gameContainer');
                    const maxWidth = Math.min(window.innerWidth - 20, 800);
                    const maxHeight = Math.min(window.innerHeight - 120, 600);
                    const scale = Math.min(maxWidth / 800, maxHeight / 600);
                    canvas.style.width = (800 * scale) + 'px';
                    canvas.style.height = (600 * scale) + 'px';
                }
                resizeCanvas();
                window.addEventListener('resize', resizeCanvas);
                window.addEventListener('orientationchange', () => setTimeout(resizeCanvas, 100));

                // Game state
                const game = {
                    player: { x: 400, y: 500, width: 30, height: 40, speed: 4, health: 100, maxHealth: 100, mana: 100, maxMana: 100 },
                    spells: [],
                    creatures: [],
                    particles: [],
                    potionIngredients: [],
                    currentTrial: 1,
                    trialProgress: 0,
                    spellsLearned: ['fire', 'water', 'earth', 'air'],
                    creaturesFriended: 0,
                    selectedSpell: 'fire',
                    potionBrewing: false,
                    potionTimer: 0,
                    collectedIngredients: [],
                    lastSpellTime: 0,
                    spellCooldown: 500
                };

                // Keyboard controls
                const keys = {};
                window.addEventListener('keydown', (e) => {
                    keys[e.key] = true;
                    if (e.key === '1') game.selectedSpell = 'fire';
                    if (e.key === '2') game.selectedSpell = 'water';
                    if (e.key === '3') game.selectedSpell = 'earth';
                    if (e.key === '4') game.selectedSpell = 'air';
                    if (e.key === ' ' || e.key === 'Enter') castSpell();
                    if (e.key === 'p' || e.key === 'P') startPotionBrewing();
                    e.preventDefault();
                });
                window.addEventListener('keyup', (e) => {
                    keys[e.key] = false;
                });

                // Touch controls
                let touchStartX = 0, touchStartY = 0;
                canvas.addEventListener('touchstart', (e) => {
                    e.preventDefault();
                    touchStartX = e.touches[0].clientX;
                    touchStartY = e.touches[0].clientY;
                }, { passive: false });

                canvas.addEventListener('touchmove', (e) => {
                    e.preventDefault();
                    const rect = canvas.getBoundingClientRect();
                    const scaleX = 800 / rect.width;
                    const scaleY = 600 / rect.height;
                    const touchX = (e.touches[0].clientX - rect.left) * scaleX;
                    const touchY = (e.touches[0].clientY - rect.top) * scaleY;
                    
                    // Move player towards touch
                    if (touchX < game.player.x) keys['ArrowLeft'] = true;
                    else keys['ArrowLeft'] = false;
                    if (touchX > game.player.x + game.player.width) keys['ArrowRight'] = true;
                    else keys['ArrowRight'] = false;
                }, { passive: false });

                canvas.addEventListener('touchend', (e) => {
                    e.preventDefault();
                    keys['ArrowLeft'] = false;
                    keys['ArrowRight'] = false;
                    
                    const deltaX = e.changedTouches[0].clientX - touchStartX;
                    const deltaY = e.changedTouches[0].clientY - touchStartY;
                    
                    // Tap to cast spell
                    if (Math.abs(deltaX) < 10 && Math.abs(deltaY) < 10) {
                        castSpell();
                    }
                }, { passive: false });

                // Button controls
                document.getElementById('fireBtn').addEventListener('click', () => { game.selectedSpell = 'fire'; castSpell(); });
                document.getElementById('waterBtn').addEventListener('click', () => { game.selectedSpell = 'water'; castSpell(); });
                document.getElementById('earthBtn').addEventListener('click', () => { game.selectedSpell = 'earth'; castSpell(); });
                document.getElementById('airBtn').addEventListener('click', () => { game.selectedSpell = 'air'; castSpell(); });
                document.getElementById('potionBtn').addEventListener('click', startPotionBrewing);

                // Spell casting
                function castSpell() {
                    const now = Date.now();
                    if (now - game.lastSpellTime < game.spellCooldown) return;
                    
                    const manaCost = 15;
                    if (game.mana < manaCost) return;
                    
                    game.mana -= manaCost;
                    game.lastSpellTime = now;
                    
                    const spell = {
                        x: game.player.x + game.player.width / 2,
                        y: game.player.y,
                        width: 20,
                        height: 20,
                        speed: 6,
                        type: game.selectedSpell,
                        damage: 25
                    };
                    game.spells.push(spell);
                    
                    // Create particles
                    for (let i = 0; i < 5; i++) {
                        createParticle(spell.x, spell.y, spell.type);
                    }
                }

                // Potion brewing
                function startPotionBrewing() {
                    if (game.collectedIngredients.length >= 3) {
                        game.potionBrewing = true;
                        game.potionTimer = 3;
                    }
                }

                // Particle effects
                function createParticle(x, y, type) {
                    const colors = {
                        fire: '#ff4500',
                        water: '#1e90ff',
                        earth: '#8b4513',
                        air: '#87ceeb'
                    };
                    game.particles.push({
                        x: x,
                        y: y,
                        vx: (Math.random() - 0.5) * 3,
                        vy: (Math.random() - 0.5) * 3,
                        life: 30,
                        color: colors[type] || '#ffd700',
                        size: Math.random() * 4 + 2
                    });
                }

                // Spawn creatures
                function spawnCreature() {
                    const types = ['dragon', 'phoenix', 'unicorn', 'griffin'];
                    const type = types[Math.floor(Math.random() * types.length)];
                    const creature = {
                        x: Math.random() * 700 + 50,
                        y: -50,
                        width: 40,
                        height: 40,
                        speed: 1 + Math.random() * 2,
                        health: 50,
                        maxHealth: 50,
                        type: type,
                        friendly: false,
                        friendProgress: 0
                    };
                    game.creatures.push(creature);
                }

                // Spawn potion ingredients
                function spawnIngredient() {
                    game.potionIngredients.push({
                        x: Math.random() * 760 + 20,
                        y: Math.random() * 200 + 50,
                        width: 15,
                        height: 15,
                        type: ['mushroom', 'herb', 'crystal'][Math.floor(Math.random() * 3)]
                    });
                }

                // Collision detection
                function checkCollision(a, b) {
                    return a.x < b.x + b.width &&
                           a.x + a.width > b.x &&
                           a.y < b.y + b.height &&
                           a.y + a.height > b.y;
                }

                // Update game
                let lastTime = Date.now();
                let spawnTimer = 0;
                let ingredientTimer = 0;
                let manaRegenTimer = 0;
                let potionBrewTimer = 0;

                function update() {
                    const now = Date.now();
                    const deltaTime = (now - lastTime) / 1000;
                    lastTime = now;

                    // Move player
                    if (keys['ArrowLeft'] || keys['a'] || keys['A']) {
                        game.player.x = Math.max(0, game.player.x - game.player.speed);
                    }
                    if (keys['ArrowRight'] || keys['d'] || keys['D']) {
                        game.player.x = Math.min(770, game.player.x + game.player.speed);
                    }
                    if (keys['ArrowUp'] || keys['w'] || keys['W']) {
                        game.player.y = Math.max(0, game.player.y - game.player.speed);
                    }
                    if (keys['ArrowDown'] || keys['s'] || keys['S']) {
                        game.player.y = Math.min(560, game.player.y + game.player.speed);
                    }

                    // Mana regeneration
                    manaRegenTimer += deltaTime;
                    if (manaRegenTimer >= 0.5) {
                        game.mana = Math.min(game.maxMana, game.mana + 2);
                        manaRegenTimer = 0;
                    }

                    // Update spells
                    for (let i = game.spells.length - 1; i >= 0; i--) {
                        const spell = game.spells[i];
                        spell.y -= spell.speed;
                        
                        if (spell.y < -spell.height) {
                            game.spells.splice(i, 1);
                            continue;
                        }

                        // Check spell-creature collision
                        for (let j = game.creatures.length - 1; j >= 0; j--) {
                            const creature = game.creatures[j];
                            if (checkCollision(spell, creature)) {
                                creature.health -= spell.damage;
                                game.spells.splice(i, 1);
                                
                                // Create hit particles
                                for (let k = 0; k < 10; k++) {
                                    createParticle(creature.x + creature.width/2, creature.y + creature.height/2, spell.type);
                                }
                                
                                if (creature.health <= 0) {
                                    creature.friendly = true;
                                    game.creaturesFriended++;
                                    game.trialProgress++;
                                    
                                    // Award new spell
                                    if (game.trialProgress % 3 === 0) {
                                        const newSpells = ['lightning', 'ice', 'nature', 'light'];
                                        const newSpell = newSpells[Math.floor(Math.random() * newSpells.length)];
                                        if (!game.spellsLearned.includes(newSpell)) {
                                            game.spellsLearned.push(newSpell);
                                        }
                                    }
                                }
                                break;
                            }
                        }
                    }

                    // Update creatures
                    spawnTimer += deltaTime;
                    if (spawnTimer >= 2) {
                        spawnCreature();
                        spawnTimer = 0;
                    }

                    for (let i = game.creatures.length - 1; i >= 0; i--) {
                        const creature = game.creatures[i];
                        
                        if (!creature.friendly) {
                            creature.y += creature.speed;
                            
                            // Creature attacks player
                            if (checkCollision(creature, game.player)) {
                                game.player.health -= 0.5;
                            }
                            
                            if (creature.y > 600) {
                                game.creatures.splice(i, 1);
                            }
                        } else {
                            // Friendly creature floats away
                            creature.y -= 2;
                            creature.x += Math.sin(creature.y * 0.05) * 2;
                            if (creature.y < -50) {
                                game.creatures.splice(i, 1);
                            }
                        }
                    }

                    // Update particles
                    for (let i = game.particles.length - 1; i >= 0; i--) {
                        const p = game.particles[i];
                        p.x += p.vx;
                        p.y += p.vy;
                        p.life--;
                        if (p.life <= 0) {
                            game.particles.splice(i, 1);
                        }
                    }

                    // Spawn ingredients
                    ingredientTimer += deltaTime;
                    if (ingredientTimer >= 5 && game.potionIngredients.length < 5) {
                        spawnIngredient();
                        ingredientTimer = 0;
                    }

                    // Collect ingredients
                    for (let i = game.potionIngredients.length - 1; i >= 0; i--) {
                        const ingredient = game.potionIngredients[i];
                        if (checkCollision(game.player, ingredient)) {
                            game.collectedIngredients.push(ingredient.type);
                            game.potionIngredients.splice(i, 1);
                            for (let j = 0; j < 5; j++) {
                                createParticle(ingredient.x, ingredient.y, 'earth');
                            }
                        }
                    }

                    // Potion brewing
                    if (game.potionBrewing) {
                        potionBrewTimer += deltaTime;
                        if (potionBrewTimer >= 1) {
                            game.potionTimer--;
                            potionBrewTimer = 0;
                            if (game.potionTimer <= 0) {
                                game.player.health = Math.min(game.maxHealth, game.player.health + 50);
                                game.player.mana = game.maxMana;
                                game.collectedIngredients = [];
                                game.potionBrewing = false;
                            }
                        }
                    }

                    // Check trial completion
                    if (game.trialProgress >= 10) {
                        game.currentTrial++;
                        game.trialProgress = 0;
                        game.player.health = game.maxHealth;
                        game.player.mana = game.maxMana;
                        if (game.currentTrial > 5) {
                            game.currentTrial = 5;
                        }
                    }

                    // Game over check
                    if (game.player.health <= 0) {
                        game.player.health = game.maxHealth;
                        game.player.mana = game.maxMana;
                        game.currentTrial = 1;
                        game.trialProgress = 0;
                        game.creatures = [];
                        game.spells = [];
                    }

                    // Update UI
                    document.getElementById('health').textContent = Math.floor(game.player.health);
                    document.getElementById('mana').textContent = Math.floor(game.mana);
                    document.getElementById('trial').textContent = game.currentTrial;
                    document.getElementById('spellCount').textContent = game.spellsLearned.length;
                    document.getElementById('friendCount').textContent = game.creaturesFriended;
                }

                // Draw game
                function draw() {
                    // Clear canvas
                    ctx.fillStyle = '#0a0015';
                    ctx.fillRect(0, 0, 800, 600);

                    // Draw stars background
                    ctx.fillStyle = '#ffffff';
                    for (let i = 0; i < 50; i++) {
                        const x = (i * 137) % 800;
                        const y = (i * 197) % 600;
                        ctx.fillRect(x, y, 2, 2);
                    }

                    // Draw potion ingredients
                    for (const ingredient of game.potionIngredients) {
                        if (ingredient.type === 'mushroom') {
                            ctx.fillStyle = '#ff69b4';
                        } else if (ingredient.type === 'herb') {
                            ctx.fillStyle = '#32cd32';
                        } else {
                            ctx.fillStyle = '#9370db';
                        }
                        ctx.beginPath();
                        ctx.arc(ingredient.x + ingredient.width/2, ingredient.y + ingredient.height/2, ingredient.width/2, 0, Math.PI * 2);
                        ctx.fill();
                    }

                    // Draw player
                    ctx.fillStyle = '#ffd700';
                    ctx.fillRect(game.player.x, game.player.y, game.player.width, game.player.height);
                    
                    // Draw wizard hat
                    ctx.fillStyle = '#4b0082';
                    ctx.beginPath();
                    ctx.moveTo(game.player.x + game.player.width/2, game.player.y - 15);
                    ctx.lineTo(game.player.x, game.player.y);
                    ctx.lineTo(game.player.x + game.player.width, game.player.y);
                    ctx.closePath();
                    ctx.fill();

                    // Draw health bar
                    ctx.fillStyle = '#ff0000';
                    ctx.fillRect(game.player.x, game.player.y - 10, game.player.width, 5);
                    ctx.fillStyle = '#00ff00';
                    ctx.fillRect(game.player.x, game.player.y - 10, game.player.width * (game.player.health / game.maxHealth), 5);

                    // Draw spells
                    for (const spell of game.spells) {
                        const colors = {
                            fire: '#ff4500',
                            water: '#1e90ff',
                            earth: '#8b4513',
                            air: '#87ceeb'
                        };
                        ctx.fillStyle = colors[spell.type] || '#ffd700';
                        ctx.beginPath();
                        ctx.arc(spell.x, spell.y, spell.width/2, 0, Math.PI * 2);
                        ctx.fill();
                        
                        // Spell glow
                        ctx.strokeStyle = colors[spell.type] || '#ffd700';
                        ctx.lineWidth = 3;
                        ctx.beginPath();
                        ctx.arc(spell.x, spell.y, spell.width/2 + 3, 0, Math.PI * 2);
                        ctx.stroke();
                    }

                    // Draw creatures
                    for (const creature of game.creatures) {
                        if (creature.friendly) {
                            ctx.fillStyle = '#00ff00';
                        } else {
                            ctx.fillStyle = '#ff00ff';
                        }
                        
                        // Draw creature body
                        ctx.fillRect(creature.x, creature.y, creature.width, creature.height);
                        
                        // Draw creature features based on type
                        ctx.fillStyle = '#ffffff';
                        if (creature.type === 'dragon') {
                            // Wings
                            ctx.fillRect(creature.x - 10, creature.y + 10, 10, 15);
                            ctx.fillRect(creature.x + creature.width, creature.y + 10, 10, 15);
                        } else if (creature.type === 'unicorn') {
                            // Horn
                            ctx.beginPath();
                            ctx.moveTo(creature.x + creature.width/2, creature.y - 10);
                            ctx.lineTo(creature.x + creature.width/2 - 5, creature.y);
                            ctx.lineTo(creature.x + creature.width/2 + 5, creature.y);
                            ctx.closePath();
                            ctx.fill();
                        }

                        // Health bar for creatures
                        if (!creature.friendly) {
                            ctx.fillStyle = '#ff0000';
                            ctx.fillRect(creature.x, creature.y - 8, creature.width, 4);
                            ctx.fillStyle = '#00ff00';
                            ctx.fillRect(creature.x, creature.y - 8, creature.width * (creature.health / creature.maxHealth), 4);
                        }
                    }

                    // Draw particles
                    for (const p of game.particles) {
                        ctx.fillStyle = p.color;
                        ctx.globalAlpha = p.life / 30;
                        ctx.beginPath();
                        ctx.arc(p.x, p.y, p.size, 0, Math.PI * 2);
                        ctx.fill();
                        ctx.globalAlpha = 1;
                    }

                    // Draw potion brewing indicator
                    if (game.potionBrewing) {
                        ctx.fillStyle = 'rgba(0, 0, 0, 0.7)';
                        ctx.fillRect(250, 200, 300, 200);
                        ctx.strokeStyle = '#ffd700';
                        ctx.lineWidth = 3;
                        ctx.strokeRect(250, 200, 300, 200);
                        
                        ctx.fillStyle = '#ffd700';
                        ctx.font = 'bold 24px Georgia';
                        ctx.textAlign = 'center';
                        ctx.fillText('Brewing Potion...', 400, 250);
                        ctx.fillText(game.potionTimer + 's', 400, 300);
                        
                        // Cauldron
                        ctx.fillStyle = '#4b4b4b';
                        ctx.fillRect(350, 320, 100, 60);
                        ctx.fillStyle = '#9370db';
                        ctx.fillRect(360, 330, 80, 40);
                    }

                    // Draw spell selection indicator
                    ctx.fillStyle = '#ffd700';
                    ctx.font = 'bold 16px Georgia';
                    ctx.textAlign = 'left';
                    ctx.fillText('Selected: ' + game.selectedSpell.toUpperCase(), 10, 580);
                    
                    // Draw ingredient count
                    ctx.fillText('Ingredients: ' + game.collectedIngredients.length + '/3', 10, 560);

                    // Draw trial progress
                    ctx.fillStyle = '#ffd700';
                    ctx.fillRect(250, 20, 300, 20);
                    ctx.fillStyle = '#00ff00';
                    ctx.fillRect(250, 20, 300 * (game.trialProgress / 10), 20);
                    ctx.strokeStyle = '#ffd700';
                    ctx.lineWidth = 2;
                    ctx.strokeRect(250, 20, 300, 20);
                    
                    ctx.fillStyle = '#ffd700';
                    ctx.font = 'bold 14px Georgia';
                    ctx.textAlign = 'center';
                    ctx.fillText('Trial Progress: ' + game.trialProgress + '/10', 400, 35);

                    // Graduation message
                    if (game.currentTrial === 5 && game.trialProgress >= 10) {
                        ctx.fillStyle = 'rgba(0, 0, 0, 0.8)';
                        ctx.fillRect(150, 200, 500, 200);
                        ctx.strokeStyle = '#ffd700';
                        ctx.lineWidth = 4;
                        ctx.strokeRect(150, 200, 500, 200);
                        
                        ctx.fillStyle = '#ffd700';
                        ctx.font = 'bold 32px Georgia';
                        ctx.textAlign = 'center';
                        ctx.fillText('🎓 GRADUATED! 🎓', 400, 260);
                        ctx.font = 'bold 18px Georgia';
                        ctx.fillText('You are now a Master Wizard!', 400, 300);
                        ctx.fillText('Spells Mastered: ' + game.spellsLearned.length, 400, 330);
                        ctx.fillText('Creatures Befriended: ' + game.creaturesFriended, 400, 360);
                    }
                }

                // Game loop
                function gameLoop() {
                    update();
                    draw();
                    requestAnimationFrame(gameLoop);
                }

                gameLoop();

            } catch(e) {
                document.body.innerHTML = '<div style="color:white;padding:20px;text-align:center;">Game error: ' + e.message + '<br><br>Please refresh the page.</div>';
                console.error(e);
            }
        });
    </script>
</body>
</html>

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