Flight School
A cargo-flying game for little pilots: pick a pilot, load a creature, and fly it to Grandma's house, the mountain, or the island, then airdrop it — it stays there forever. Built on an honest flight model (pull up too hard and you stall) in a single self-contained Three.js file. No crashes, no score, no losing.
How it plays
Hand it to a kid and say nothing. Tap a pilot — the fox or the dragon (that tap also unlocks sound) — pick a buddy to carry (bigger buddy = heavier = harder to fly), and choose a destination from three picture cards. Then fly: a thumb anywhere on the left half of the screen becomes a floating stick — up/down to climb and dive, left/right to turn — and the plane rights itself when you let go. Line up over the target, press the big red DROP, and a parachute lowers the buddy; it thumps down, stands up, waves, and stays there forever. Fly low back over the runway to return to the hangar for the next trip.
There’s no score and nothing to crash into. The one thing a child absorbs without being told: pull up too hard and the plane runs out of speed — it gets “sleepy,” the nose drops, and it wakes itself up; diving builds the speed back. A heavier buddy makes all of that happen sooner.
How it’s built
Flight School is a single self-contained HTML file. Three.js (r150) is vendored in the repo and inlined at build time by a zero-dependency build.js, so the shipped game makes no CDN calls and needs no network once loaded. Deliveries persist in localStorage, so the world each child builds accretes one airdrop at a time.
The core is an honest, tested flight model: the aerodynamics live in a small, framework-free module with a physics acceptance test that proves the energy lesson — a sustained pull stalls, a dive recovers, and a heavier payload stalls sooner. Everything a parent would want to tune (destinations named after real places, each kid’s pilot, the cargo’s mass) sits in one CONFIG block at the top of the game.
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