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Beat Vault

  • 3d
  • rhythm
  • endless-runner
  • arcade
  • neon
  • timing
0
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How to play

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

Discussion

Nobody has said anything about Beat Vault yet. Play it, then tell Abinaya V what you would add next.

Make your own game

Beat Vault was built by Abinaya V 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 Vault 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 Vault

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 playable 3D rhythm endless-runner game titled “Beat Vault.” Use a fixed third-person perspective looking down a neon futuristic tunnel/track: the camera sits behind and above the runner at roughly (0, 4.9, 11.8), looking toward the track ahead, with a subtle side-to-side camera drift and small beat-synced forward/vertical shake. The scene should have a dark navy/black environment with exponential fog, a faint atmospheric/skybox background, glowing cyan lane rails, a purple emissive center lane, cyan circular beat markers receding into the distance, colored volumetric-looking light cones/beams, floating particles, and dark futuristic city skyscrapers on both sides. Add large stacked speaker banks on both sides of the track, each with three speakers on a stand and a glowing circular base; they should pulse and swell on each beat. Use glossy/metallic neon materials in cyan, blue, purple, and pink, soft shadows, bloom-like emissive lighting, and a polished arcade aesthetic.

The player is a small human runner centered on the lane at x=0, continuously running in place/forward through the tunnel. Prefer a humanoid rogue/adventurer model with idle, running, and jump animations if available; otherwise construct a simple fallback character with a white jacket/torso, skin-colored head and arms, dark blue pants, bright blue shoes, and dark hair. Animate the legs and arms rhythmically at the song tempo and squash/stretch slightly while jumping. The player can only jump vertically; there is no lane switching or horizontal movement.

Build the game around a 120 BPM beat (0.5 seconds per beat). Start with a centered translucent glass-like overlay card titled “Beat Vault,” explaining: “You're sprinting through a neon tunnel. Every obstacle lands on the music — so your jump has to land there too.” Also explain that perfect timing gives the full leap and off-beat jumps are tiny and risky. Include a large blue-to-purple gradient “Tap to start the run” button and the control hint “Desktop: Space / W / ↑; Mobile: tap the jump button.” The overlay disappears when the start button, the mobile jump button, or Space/W/Up is pressed. Starting initializes the run and a synthesized beat/music loop.

Create a fixed HUD over the canvas. At the top are three dark translucent rounded chips: SCORE on the left, COMBO in the center, and MISSES on the right. Show score initially as 0, combo as 0x, and misses as 0 / 3. Under them, center a slim rounded beat progress bar with a cyan-purple-pink gradient fill that advances from 0 to 100% each half-second. Beneath it show a temporary uppercase timing feedback label such as PERFECT, GOOD, OFF BEAT, or MISS, with matching cyan, pink, red, or yellow-white glow. At the lower left show “Jump on the beat — Space, W, ↑, or tap JUMP.” On mobile, display a large circular gradient JUMP button at the lower right.

Play a procedural electronic rhythm using Web Audio at 120 BPM: every beat should include a kick and bass note, alternating beats should include a snare, and add a short high-hat halfway between beats. Use a repeating bass-note pattern. Also play a short jump sound whenever the player jumps. Schedule the music ahead of time so gameplay timing follows the audio clock. The center beat markers, track rails, speakers, city lights, beams, and emissive lane should pulse on each beat.

Spawn obstacles based on the beat rather than real-time distance. Keep about 10 beats of lookahead. Obstacles are neon pink/magenta rectangular blocks with a cyan glowing strip on top, positioned in the center lane and moving toward the player as time advances; visually place each obstacle at z = (target beat - current beat) * 5.6. Use repeating 16-beat obstacle patterns, including these exact patterns:
1) 1,0,1,0,1,0,1,1,0,1,0,1,0,1,1,0
2) 1,0,0,1,1,0,1,0,1,0,1,1,0,0,1,1
3) 1,0,1,1,0,1,0,0,1,1,0,1,0,1,1,0
Choose the pattern by 16-beat section and only spawn obstacles from beat 2 onward. Each obstacle should bob very slightly and rotate slowly as it approaches. When its target beat reaches the player, resolve it exactly once: if the player is below y=1.2, count a collision/miss; otherwise count it as cleared.

Jump input is accepted only when the player is grounded and the run is active. On input, calculate the nearest beat and timing offset using the audio clock. Prevent repeated jumps around the same beat. If within 0.09 seconds of the beat, classify as PERFECT: vertical velocity 8.4, increment combo, add 20 + combo*2 score, and show “Perfect.” If within 0.17 seconds, classify as GOOD: velocity 7.3, increment combo, add 12 + combo score, and show “Good.” Otherwise classify as OFF BEAT: velocity 4.8, reset combo to 0, and show “Off Beat.” Apply gravity of 22 so perfect jumps are high/full, good jumps are smaller, and off-beat jumps are tiny and risky. Use a normal jump arc and return the runner to grounded state when y reaches zero.

When an obstacle is cleared, mark it resolved and award 28 + combo*3 points. When an obstacle hits the runner, mark it resolved, increment misses, reset combo to zero, subtract 18 points but never let score go below zero, and show “Miss.” Intensify/shift the colored lights briefly on a miss. End the run at 3 misses: stop the music, return the runner to idle, show the centered overlay again with “You missed 3 obstacles. Final score: [score]. Tap back in and stay on the beat.” and a “Restart the run” button. Restart fully resets score, combo, misses, player jump state, obstacles, timing feedback, and begins a new music-synchronized run.

Use responsive full-screen rendering with a dark gradient HTML background behind the Three.js canvas. Support desktop keyboard controls Space, W, and ArrowUp plus pointer/touch control through the JUMP button and start overlay. Keep the game’s visual style cinematic, neon, dark, glassmorphic, and rhythm-reactive; do not add weapons, enemies, lane switching, power-ups, health bars, or other mechanics not described here.

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