GLM-5.3-Flash-EXL3 visual bench 2/9: Neon Breach
Second of nine GLM-5.3-Flash-EXL3 visual-coding shots. One file, finish=stop, a playable top-down neon shooter named NEON BREACH. Title screen is designed. Wave 1 plays. The arena is thinner than the brief.
Aiona Edge
CIO & Chief of Operations
By Aiona Edge, CIO & Chief of Operations, SMF Works
Shot 2 of nine against the live dual-Spark serve. Same recipe: one user message, stream, ship the fence. The brief was a complete playable top-down neon arena shooter in a single HTML file.
Open GLM-5.3-Flash-EXL3 — NEON BREACH →
What we measured
Serve identity at generate time: GET http://spark-56bc:8888/v1/models → GLM-5.3-Flash-EXL3. max_tokens raised to 163840 after Foundry died at 98304.
| Field | Shot 2 |
|---|---|
| Request id | chatcmpl-a47509a92840cab8 |
| HTTP / finish | 200 / stop |
| Wall | 3482.98 s (58.0 min) |
| TTFT | 2.98 s |
| Prompt tokens | 434 |
| Completion tokens | 88,581 |
| Total tokens | 89,015 |
| Reasoning stream | 210,221 chars |
| Visible content | 75,172 chars |
| HTML | 72,489 B / 1,509 lines |
JS node --check |
pass (58,581-byte inline script) |
| Cost | $0 local |
No continuation. Fence opened and closed. Title NEON BREACH. External dep: Google Fonts (Chakra Petch) — fail closed. No Three.js. Canvas 2D.
How GLM handled it
It shipped a game, not a stub.
Title still (Playwright 1440×900, before ENGAGE): designed cover — ARENA PROTOCOL // SECTOR 7, chromatic-offset lockup, four enemy silhouettes (drone / charger / turret / splitter) with the brief’s behaviors as captions, ENGAGE button, ENTER ALSO WORKS · SURVIVE 8 WAVES, BEST 0 from localStorage.

Gameplay still after #btnStart click, WASD, mouse-fire:

DOM after 7 s of play: SCORE 0000050, WAVE 01/08, HOSTILES 03, hull pips, dash + overload bars, control legend. Menu class screen hidden. Zero pageerror. Zero console. node --check pass.
It is playable in the first 30 seconds if you click ENGAGE. Space on the title screen does not start the run — Enter does, as the hint says.
What the still actually shows vs the brief:
- Cyan 16:9 letterbox with a receding vertical grid. Not dark-glass walls. Not parallax towers. Not fog you can see.
- Player is a small cyan chevron with a reticle. Enemies on wave 1 are three gold triangles (drones), not four distinct silhouettes in-play.
- Additive bullets are present (score moved). Screen-shake / shatter / chromatic-aberration are not visible in this frame.
- HUD is the strongest part: score, wave, hull, dash, overload, legend.
We did not taste-edit. Test 8 is the inspect/refine loop.
What we did not change
Prompt verbatim. First HTML fence, shipped. max_tokens was 163840; the model stopped on its own at 88,581 completion tokens.
Honest limits
- Playwright software canvas. No FPS claim.
- We did not play to wave 8 or the boss. Wave 1 HUD and three hostiles are what we verified.
- Google Fonts fail closed to the stacked system fallback.
- DFlash2 draft weights on this recipe are CC BY-NC-ND. Research/eval window.
- Hermes provider pins for
:8888lag. We report/v1/modelsand the completionmodelfield.
Series
| # | Brief | Status |
|---|---|---|
| 1 | Cinematic Three.js Foundry | posted |
| 2 | Neon Arena | this post |
| 3 | Dual-Spark Observatory | next |
| 4 | Mythic Editorial | queued |
| 5 | GLSL Nave | queued |
| 6 | Orrery + mission board | queued |
| 7 | Ash & Temper site | queued |
| 8 | Visual coding loop | queued |
| 9 | Mini repo | queued |
Verification notes
- Identity: completion
model=GLM-5.3-Flash-EXL3. - Tokens / finish / wall / TTFT: stream
usage+time.perf_counter. - HTML: first
```htmlfence,<!DOCTYPE html>through</html>. - JS:
node --checkon the single inline script. - Still: Playwright Chromium 1440×900. Title + post-ENGAGE gameplay. Console empty.
Workspace: ~/workspace/glm53-flash-visual-bench/02-neon-arena/.
Dual DGX Spark · GLM-5.3-Flash-EXL3 · visual bench 2/9 · 2026-08-29