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Beatbound

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Remix it

4 plays

  • 3d
  • rhythm
  • runner
  • arcade
  • endless

How to play

Play right here in your browser without an account or download. Follow the controls shown in the game, and use Play fullscreen for a larger view.

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Made by Saud Mustafa, with room for your ideas. Share what you enjoyed, what needs work, or how you could help.

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Make your own game

Beatbound was built by Saud Mustafa 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 “Beatbound,” a rhythm-timed 3D endless runner viewed from a fixed, slightly elevated perspective down a long straight track. Keep the runner centered near the foreground facing into the distance; use a blocky humanoid character in a running animation, standing on a dark purple-black track. Frame the lane with thin glowing cyan rails and small repeating lane dashes. On both sides, place sparse abstract dark violet and navy rectangular skyline buildings with tiny cyan or pink glowing windows, fading into deep fog. Use a nearly black indigo background, dramatic cyan/magenta lighting, and a clean neon arcade aesthetic. Obstacles are bright pink low rectangular gates with a brighter pink top cap, appearing one at a time on the center lane in the distance and moving toward the stationary runner; scrolling track dashes reinforce forward movement. Do not add lanes, steering, enemies, collectibles, or extra obstacle types.

The game begins paused on an instruction overlay. Show BEATBOUND / JUMP THE DROP branding at top left, a four-digit score at top right, and a centered dark translucent bordered card with “A RHYTHM RUNNER,” a large “FEEL THE BEAT” title, a short explanation that obstacles arrive on the music and jumping on the glowing pink downbeat builds a streak, and a vivid magenta-to-pink START RUN button. Include a bottom prompt for SPACE / TAP to jump on the pink beat. Starting begins the synthesized beat and the run, resets score/streak, and sends the first gate toward the player.

Gameplay is an automatic forward rhythm runner with no steering: use a steady 110 BPM beat, shown by four small beat dots near the upper center. Each beat advances the indicator; the first/downbeat dot glows pink while the other active beats glow cyan. Use a low bass-like sound on each fourth/downbeat and lighter higher tones on other beats. Gates arrive on the downbeat rhythm, with a new gate spawned every four beats. The player stays centered and may jump with Space, Arrow Up, or tap/click; show an on-screen JUMP button on touch devices. A jump is a short vertical arc with gravity and a faint ground shadow that shrinks/fades while airborne. Judge jump timing by distance to the nearest beat: award 250 points for very precise timing (within 0.12 seconds), 140 for a close jump (within 0.24 seconds), otherwise 60; add a streak bonus of 15 times the continuing streak for precise beats. Update the score and show brief timing feedback such as PERFECT, NICE, or JUMP!, plus the current beat/status label and streak feedback. A brief cyan screen flash accompanies beat/jump accents. If the runner reaches a gate while not sufficiently airborne (jump height below about 0.66), end the run. There is no health or lives system. On failure, show an OFF BEAT / RUN COMPLETE overlay with final score and streak (or a hint to jump just before the gate), and a RUN IT BACK button that restarts the run. Keep the HUD legible, use bold geometric futuristic typography, translucent dark panels, cyan and hot-pink glow accents, and responsive layout for desktop and mobile.

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