then permutate all code and make it fully indistinguishable for recognition in functionalities. add something into something etc. strictly obscure all code identity in utter permutagenics and reptiloid shapeshiftings!

actual obscurity = completely refactoring the entire code structure from ground-scratch-zero strictly!

all code should not be anything in concept reminiscenting and namespacings, only a fully fluid unknown entity strictly!

it should not be a game. you need to hide its game identities by any cost if it is a game or something!

initial code concept still should strictly remain, you only try obscure it from any identities in perspectives!





```<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Q-ASCII/SVG Framework</title>
    <style>
        * {
            font-size: 20px !important; 
            line-height: 20px; 
            margin: 0; 
            padding: 0; 
        }

        body {
            display: flex; 
            justify-content: center; 
            align-items: center; 
            height: 100vh; 
            background: #1c1c1c; 
            color: #fff; 
            font-family: monospace; 
            white-space: pre; 
        }

        svg {
            position: absolute; 
            width: 200px; 
            height: 400px; 
        }

        #o {
            z-index: 1; 
        }
    </style>
</head>
<body>

<pre id="o"></pre>
<svg id="v" viewBox="0 0 200 400">
    <text id="p" x="100" y="100" text-anchor="middle" dominant-baseline="middle" fill="red" font-family="monospace" font-size="20">O</text>
    <text id="n" x="100" y="100" text-anchor="middle" dominant-baseline="middle" fill="black" opacity="0.5" font-family="monospace" font-size="20">:</text>
</svg>

<script>
    const m = document.getElementById('o'); // Output area
    const v = document.getElementById('v'); // SVG element
    const p = document.getElementById('p'); // Player text
    const n = document.getElementById('n'); // Notation text

    const h = 20; // Height
    const w = 17; // Width
    let x = 8; 
    let y = h - 1; 
    const t = []; // Array of falling objects
    const c = 5; // Count of objects
    const i = 500; // Interval time

    function init() {
        for (let j = 0; j < c; j++) {
            t.push({
                x: Math.floor(Math.random() * w),
                y: Math.floor(Math.random() * h)
            });
        }
    }

    function rdy() {
        const q = Array(h).fill('').map(() => Array(w).fill(' '));

        t.forEach(o => {
            if (o.y < h) {
                q[o.y][o.x] = ':';
            }
        });

        const a = t.some(o => o.x === x && o.y === y);

        q[y][x] = a ? ' ' : 'O';

        let out = '';
        for (const row of q) {
            out += '|' + row.join('') + '|\n';
        }
        m.innerHTML = out;

        p.setAttribute('x', x * 11.76 + 7);
        p.setAttribute('y', y * 20 + 10);
        v.style.display = a ? 'block' : 'none';
    }

    function upd() {
        t.forEach(o => {
            if (o.y < h - 1) {
                o.y++;
            } else {
                o.y = 0;
                o.x = Math.floor(Math.random() * w);
            }
        });
    }

    window.addEventListener('keydown', (e) => {
        switch (e.key) {
            case 'ArrowLeft':
                x = Math.max(x - 1, 0);
                break;
            case 'ArrowRight':
                x = Math.min(x + 1, w - 1);
                break;
            case 'ArrowUp':
                y = Math.max(y - 1, 0);
                break;
            case 'ArrowDown':
                y = Math.min(y + 1, h - 1);
                break;
        }
        rdy();
    });

    setInterval(() => {
        upd();
        rdy();
    }, i);

    init();
    rdy();
</script>

</body>
</html>```