Prompt Create an interactive web-based recreation of a Dark Souls boss level that plays like the real encounter rather than looking like a tribute screenshot. Let the visitor approach a fog gate, step through into a boss arena, and fight a great enemy in full third-person combat: lock-on, dodge rolls with invulnerability frames, stamina-governed attacks, sips from the Estus Flask, and death with consequences.
Recreate the whole look and feel with close fidelity to Dark Souls: the oppressive gothic arena lit by braziers and ash-grey daylight, the fog wall's pale shimmer, the bonfire's glow and rest animation, the grounded weighty animation rhythm of the player character, and the boss's towering silhouette, telegraphed wind-ups, and punishing combos. The HUD must carry the authentic texture: the red HP bar and green stamina bar with their exact proportions and drain behavior, the Estus Flask count, the souls counter, the boss's name and health bar sweeping in at the bottom of the screen when the fight begins, item and equipment UI, and the status feedback of being hit, staggered, and healed.
Recreate the game's signature states and transitions, not just the fight itself: title or start moment, the walk to the arena, passing through the fog gate with its white-out, the boss's entrance and roar, the loop of baiting attacks, rolling through them, punishing the recovery, managing stamina, healing at risk, phase changes as the boss's health drops and its patterns grow more aggressive, death with the full "YOU DIED" moment and the return to the bonfire, victory with its triumphant banner, and the quiet aftermath. Include the secondary and edge behaviors that make Dark Souls feel like Dark Souls: roll direction relative to lock-on, attack commitment and animation cancel windows, stamina regeneration delays after sprinting or blocking, the danger of healing in range, and the small camera and sound cues that sell every hit.
Do not take shortcuts, substitute a cookie-cutter arena fighter, or stop at a superficial approximation with a health bar and a big enemy. This skill imposes no token budget limit, so pursue the recreation down to the smallest meaningful interactions—the timing windows, the feedback, the sound and motion texture, the death and retry loop—and continue refining it until the encounter feels complete, cohesive, and convincingly faithful to a Dark Souls boss fight. Copy Prompt