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Arcade › Beat Clash
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Remix Beat Clash 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.
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.
Recreate “Beat Clash” as a lightweight browser-based 2D arcade rhythm battle game with a full-screen HTML canvas and a centered HTML menu overlay. Use a dark navy/indigo visual style with rounded panels, bold white uppercase typography, and bright blue-purple gradient buttons. The initial menu is a centered dark translucent rounded rectangle titled “BEAT CLASH,” subtitled “Arcade rhythm battle prototype,” with four large stacked buttons: STORY MODE, FREEPLAY, CHARACTER SELECT, and OPTIONS. The core gameplay is a four-lane falling-note rhythm game. When a song starts, hide the menu and show a full-screen stage whose background color depends on the selected set: Set 1 is deep indigo, Set 2 dark green, Set 3 charcoal, Set 4 dark magenta, Set 5 teal, and Set 6 pink. Add a dark stage band along the bottom. Show a simple stylized player silhouette on the lower left as a large rounded rectangle colored according to the selected character, with a small lighter face/detail block, and a pink opponent silhouette on the lower right with a similar detail block. These are abstract silhouettes rather than detailed animated characters. In the center, render four tall translucent tinted lanes extending from near the top down to a receptor line around 74% of the screen height. Space the lanes evenly, with rounded corners and lane colors red, green, blue, and yellow. At the bottom of each lane place a bright white rounded receptor pad containing a dark arrow glyph: left arrow, down arrow, up arrow, and right arrow. Spawn colored rounded rectangular notes above the screen at random intervals (roughly every 0.5 seconds, with a 75% spawn chance on Easy and increasing slightly for higher difficulties). Each note belongs to one of the four lanes, falls vertically at speed 450 + difficulty*60 pixels per second, has a colored fill matching its lane, a white outline, and a large dark arrow glyph. Notes should be hittable when their vertical distance from the matching receptor is less than 78 pixels. Support desktop controls with the four arrow keys (Left, Down, Up, Right), and mobile/touch controls with four on-screen lane buttons corresponding to the lanes; show the touch controls only during gameplay. On a successful hit, mark the nearest eligible note in that lane as hit, increase combo, add 250 plus up to 600 bonus points based on combo, and restore 2 health up to 100. An incorrect press resets combo, adds a miss, and removes 8 health. A note that passes below the receptor without being hit resets combo, adds a miss, and removes 10 health. Remove resolved notes. Start each song with score 0, combo 0, misses 0, health 100, and a 30-second timer. The player clears the song by surviving until the timer reaches 30 seconds; the game ends early when health reaches zero. During gameplay, display a translucent dark HUD panel in the upper-left showing SCORE, MISSES, and COMBO. Across the upper portion show a rounded health bar with a white outline; fill it green above 30 health and red/pink at or below 30. To the right/below the bar, show the current set and song name, plus “Difficulty: Easy/Normal/Hard” and a countdown in seconds. Difficulty options are Easy (slower notes), Normal (default), and Hard (fast note drops), changing falling speed and spawn chance. Implement the menus and progression shown by the game: Story Mode lists six sets, each with an opponent and three songs: Set 1 vs Bass Baron (Bounce Beat, Rushline, Final Verse), Set 2 vs Mask Twins (Night Hop, Shadow Skip, Moon Snack), Set 3 vs Street Ace (Tagline, Metro Jam, Flash Step), Set 4 vs Velvet Vox (Silk Sting, Skyline, Spotlight), Set 5 vs Snow Circuit (Cocoa Run, Freeze Pop, Whiteout), and Set 6 vs Rosebit (Petal, Static Heart, Thornspark). The first three sets are initially playable and Sets 4–6 are visibly locked. Starting a story set begins its first song; after clearing, offer CONTINUE to start the next song, and after the third song return to the main menu. Clearing a set unlocks the next set. Freeplay lists all 18 songs grouped by set, showing the opponent beneath each song; locked sets cannot be selected. Character Select shows an eight-entry grid with icon, name, and locked/selected status. The characters are Blue Mic (blue, unlocked), Street Punk (green, unlocked), Steel Guard (gray, unlocked), Fuse (orange, unlocked), Jester (green, unlocked), Hexa (cyan, locked), Skull Echo (white, locked), and Flare (red, locked). Selecting an unlocked character equips its color for the player silhouette. Unlock Hexa at a score of at least 12000, Skull Echo at 16000, and Flare at 20000 after a clear. Options shows Easy, Normal, and Hard buttons and a Back button. When health reaches zero, show a centered overlay titled “GAME OVER,” subtitle “[song] ended early,” and RETRY and MENU buttons. When the timer completes, show “SET CLEAR,” subtitle “[song] complete,” and CONTINUE and MENU buttons. Outside gameplay, use a dark diagonal/linear navy gradient background with four faint rounded lane columns behind the menu. Keep the presentation clean, arcade-like, colorful, and responsive for desktop and mobile screens, with rounded UI elements throughout. Implement the same visible gameplay state concepts: current set/song, selected character, difficulty, score, misses, combo, health, timer, and active notes.