Skip to content

Arcade › ADOFAI

ADOFAI

  • 2d
  • rhythm
  • timing
  • arcade
  • minimalist
  • neon
0
Remix it Discord

0 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. JAYLEN SERAT built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about ADOFAI yet. Play it, then tell JAYLEN SERAT what you would add next.

Make your own game

ADOFAI was built by JAYLEN SERAT with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix ADOFAI opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for ADOFAI

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Create a fullscreen 2D rhythm/timing game titled “ADOFAI,” rendered on an HTML canvas with a dark navy-black background (#10151a) and subtle 40px grid lines. The playfield is a winding sidewalk/path made from a thick rounded polyline: draw a dark shadow beneath it, then a wide gray sidewalk stroke, with a thin dashed pale curb line down its center. Arrange the route as horizontal rows connected by alternating vertical turns, creating a back-and-forth serpentine course across the screen. Place evenly spaced square gray tiles along the route; the route should adapt to the viewport, with roughly 5–9 tiles per row and margins around 10% of the width. Start with 4 rows and later use 5, 6, and 7 rows. The first level is a straight rectangular serpentine path; later levels add progressively larger sinusoidal lateral offsets (0, 18, 34, and 48 pixels) to the tile positions. Name the levels Starter Walk, Zigzag Block, Cross Town, and Long Route.

The core mechanic is rhythmic stepping. A glowing two-orb player marker travels from the current tile toward the next tile over a fixed 620ms beat interval. It consists of a red orb and blue orb at opposite ends of a rotating short white line, orbiting/rotating around the interpolated route position; give the orbs colored glow. Highlight the next target tile in gold, make it pulse/expand slightly, and show a fading gold circular timing ripple around the moving marker. The player must press Space or tap the on-screen “TAP / SPACE” button once for every beat as the pair lands on the next tile. Accept input within 190ms of the scheduled beat; timing within 58ms is PERFECT, otherwise it is GOOD. A successful hit marks the tile gray, awards 100 plus 8 times the current combo for PERFECT or 55 plus 3 times combo for GOOD, increments combo, and advances to the next tile. Missed beats mark the tile muted reddish, reset combo, subtract one of 3 lives, and advance; automatically register misses when the 190ms window is passed. Since the original HUD does not display lives, keep lives as an internal rule rather than adding a lives counter.

Build a start overlay centered near the upper portion of the screen with the title ADOFAI, explanatory text “Press SPACE on every beat as the pair lands on the next tile.” and a prominent rounded gradient START RUN button. While playing, hide that overlay and show the tap button centered at the bottom; it is a translucent rounded rectangle with a light border and the label TAP / SPACE. Support both keyboard Space and pointer/touch input, preventing default Space scrolling and touch behavior. Display a compact top-center HUD made of dark translucent rounded pills labeled LEVEL, SCORE, COMBO, and a colored status such as READY, GET READY, PERFECT, GOOD, MISS, CLEAR, or DONE. Also show the small hint “Perfect timing builds your combo” at bottom right on wide screens.

The run begins at level 1 with score 0, combo 0, best combo 0, and 3 lives. Completing all route tiles completes the current level. On level completion, stop input, hide the tap button, show a centered message “LEVEL COMPLETE,” the level name, score and best combo, and change the button to NEXT LEVEL; advance through all four levels. After the last level show “ALL LEVELS CLEAR,” final score and best combo, with PLAY AGAIN. If all three lives are lost, show “TRY AGAIN,” score, and the level to reach again, with a RESTART button. Use responsive canvas resizing and a clean minimalist neon-arcade style: dark background, gray concrete path and tiles, gold active target, red/blue glowing player orbs, subtle shadows, translucent dark HUD, and rounded modern system typography. Do not add enemies, collectibles, audio, camera movement, or other gameplay systems not described.

More free browser games

Browse the whole Arcade →