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Beatbound

  • rhythm
  • arcade
  • survival
  • casual
  • web
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. quinn.deeley4k built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Beatbound 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 Beatbound 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 Beatbound

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 browser-based rhythm-survival game titled “Beatbound.” Use a dark, polished, responsive mobile-first interface centered on screen. The page background should be a deep navy/black radial gradient with a subtle blue glow near the top. Place the game in a large rounded rectangular card with a dark blue gradient fill, thin blue-violet border, and soft shadow. At the top, show the small uppercase eyebrow “RHYTHM SURVIVAL,” the large title “Beatbound,” and the subtitle “Tap on the pulse. Ten misses and the run ends.” Put a compact outlined status badge on the right that starts as “READY,” changes to “LIVE” during play, and becomes “LOST” when the run ends.

Below the header, show three equal statistic panels: “BEATS” with the current successful-hit count, “MISSES LEFT” starting at 10, and “NEXT EVENT” starting at “30s.” Under these panels, show a horizontal rounded life meter initially full. It should use a mint-green to lime gradient while more than three misses remain, shrink in proportion to misses left (10 misses = 100%), and switch to a red/orange gradient when three or fewer misses remain.

The central play area is a large rounded arena with a thin border and a dark blue radial-gradient background. In the arena, display two translucent expanding circular pulse rings centered behind the control, staggered by half the beat interval; they repeatedly expand and fade to suggest a 1.2-second rhythm. In the exact center, place a large circular button labeled “BEAT,” with a bright diagonal mint/lime gradient, dark navy bold text, a soft green outer glow, and a subtle pressed scale-down effect. The player’s only core action is to tap/click this button or press the Space key in time with the pulse. Do not require directional movement or additional controls.

When a run starts, reset beats to 0, misses left to 10, the event countdown to 30 seconds, and use a beat interval of 1.2 seconds. The first target beat is due after 1.2 seconds. A tap counts as a successful “Perfect beat” if it is within 0.28 seconds of the target beat (also allow the equivalent timing around the looped interval); increment BEATS and advance to the next target. A tap outside the timing window must not advance the beat and should display “Too early — wait for the pulse” with a brief red/pink button feedback. If the player lets a target pass by more than the hit window, subtract one from MISSES LEFT and show “Missed beat — [number] left” with red feedback. A missed beat normally advances to the following target. If misses reach zero, stop the run, set the status to “LOST,” show “Run over — you reached [beats] beats.”, and reveal a “Restart” button. While idle, show “Press Start, then tap with the rhythm.” and a “Start run” button; hide Start during a run and show Restart only after loss. Pressing Enter while not running should start or restart a run. Tapping the central BEAT button while idle should not count.

Include a centered message line beneath the arena for live feedback. Successful hits should say “Perfect beat” and briefly brighten the button; misses and premature taps should use brief red feedback. The event panel below it should initially read with a bold “Random events” heading and the text “Every 30 seconds, something helpful or harmful changes the run.” During a run, trigger one random event every 30 seconds and reset the countdown to 30 seconds after each event. Clearly color the event panel green for helpful events and dark red/pink for harmful events, and announce the event name in the message line. Implement these exact possible event effects: helpful “Second wind” restores 2 misses, capped at 10; helpful “Lucky streak” makes the next three beats use a wider 0.42-second hit window; helpful “Time stretch” shifts the next target later by 0.25 seconds; helpful “Shield beat” causes one missed beat to be forgiven. Harmful “Off-tempo” shifts the next target earlier by 0.18 seconds; harmful “Static” makes the next three beats use a tighter 0.16-second window; harmful “Heavy step” removes 2 misses, floored at 0; and harmful “False echo” only displays the warning “A decoy pulse appears. Trust the button, not the rings.” without changing mechanics. Choose helpful versus harmful with equal probability and choose randomly within that group. Helpful effects should be announced in green and harmful effects in red/pink. A shielded miss should show “Shielded miss” and consume the shield without reducing misses. The temporary three-beat timing modifiers should be consumed after successful beats, matching their stated duration.

Below the event panel, include centered rounded secondary buttons styled in dark blue with outlined borders, followed by the hint “Tap the button or press Space. Stay on the beat.” Keep the layout compact and responsive: on narrow screens reduce card padding, preserve the three-column stats row, and keep the central beat button around 230px maximum while scaling it down to fit the viewport. Use only the visible UI and mechanics described here; the visual style should be clean, high-contrast, neon rhythm-game dashboard rather than a 3D scene.

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