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Beat Bounce

  • 2d
  • rhythm
  • arcade
  • neon
  • reflex
0
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About Beat Bounce

beat game that is somewhat good

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. quinn.deeley4k built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

Beat Bounce was built by quinn.deeley4k 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 Beat Bounce 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 Beat Bounce

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 portrait-friendly, full-screen 2D canvas rhythm arcade game titled “Beat Bounce.” Use a dark navy-to-near-black vertical gradient background with a subtle purple radial glow that intensifies on the beat, faint cyan/purple drifting star particles, and three evenly spaced vertical lanes at approximately 23%, 50%, and 77% of the screen width. The visual style should be polished neon minimalism: rounded translucent HUD pills, cyan/lavender glow, bright pink and gold notes, and soft particle effects.

The player is a glowing cyan-blue orb near the bottom of the screen (around 78% of the height), with a white highlight, radial gradient, and strong glow. The player occupies one of the three lanes and can instantly move one lane left or right. Incoming circular notes fall vertically down one of the lanes toward the player. Spawn an initial group of five notes above the play area, then spawn one new note on every beat at 108 BPM (one beat every 60/108 seconds). Notes descend at about 220 pixels per second. Each note is randomly assigned a lane and one of three types: normal notes are pink, gold notes are rarer and award more points, and rest notes are lavender and have a special rule described below. Give notes a small beat pulse/scale enlargement and a white specular dot.

Core gameplay: the player must move into the lane of an approaching note and activate a pulse near the player when the note is within roughly 105 pixels vertically. The pulse is triggered by Space, Up Arrow, W, or a center tap/click. It has a short visual duration (about 0.34 seconds), can only be used once per beat, and creates an expanding cyan ring around the player. Any unhit normal or gold note in the player’s lane within the hit range is smashed: normal notes award 20 points plus 3 points per current combo, gold notes award 35 points plus 3 points per current combo, and each successful hit increments the combo. Emit matching cyan/gold burst particles and a musical blip. If the pulse catches nothing, reset the combo and play a low miss sound. Rest notes are lavender and are instead successfully collected automatically if they pass the player in the player’s current lane: award 8 plus the current combo, increment combo, and show lavender particles. If a note passes below the player by more than about 70 pixels without being successfully handled, count it as a miss, reset combo, shake the screen briefly, and play a low error sound. After 3 misses, end the run.

At each beat, replenish pulse readiness and play a short metronome-like square-wave tick. Keep score, combo, and misses updated continuously. The bottom-left gameplay text should read “MISSES n/3”; while playing, show “← / → MOVE   •   TAP / SPACE TO HIT THE BEAT” centered along the bottom. Render successful pulse rings and fading circular particles. Make the orb subtly pulse larger on each beat and glow brighter while its pulse is active. The game should have responsive resizing and use device-pixel-ratio-aware canvas rendering.

Controls: Left Arrow or A moves one lane left; Right Arrow or D moves one lane right; Space, Up Arrow, or W activates the pulse. On pointer/touch input, tapping the left third moves left, tapping the right third moves right, and tapping the center activates the pulse. On narrow/mobile screens, provide a very subtle bottom touch area labeled “CENTER TAP HITS • SIDES MOVE.” Prevent scrolling and support touch input.

HUD: place a top bar with three areas: a rounded translucent pill on the left reading “SCORE 0” with the number cyan, a centered pill reading “COMBO x0” with the combo value gold, and rounded square buttons on the right for sound (musical-note icon) and pause (pause icon). The sound button toggles audio mute and changes to an X-like muted icon. The pause button freezes gameplay and changes to a play icon when paused. Use simple Web Audio oscillator blips for beat ticks, movement, hits, gold hits, misses, and game-over feedback, with a muted master gain option.

On initial load, show a centered translucent rounded card over the game field. It should say “Beat Bounce” in very large bold white type with a slight cyan glow, followed by: “This version is a rhythm catcher: move into the right lane and pulse on the beat to smash incoming notes.” Include a prominent rounded gradient button reading “Start the beat,” and the hint “← / → move lanes • Space / ↑ / tap center to hit • 3 misses ends the run.” Hide the menu after starting. When three misses occur, show a centered game-over card titled “Beat dropped,” text “Final score: [score]” and “You missed three beats.”, a “Play again” gradient button, and the hint “Watch the lane, wait for the note, then pulse.” Track and persist the best score locally, although the visible HUD during play only needs score, combo, and misses.

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