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Brick Pulse

  • 2d
  • arcade
  • breakout
  • neon
  • html5
0
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1 play

How to play

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

Discussion

Nobody has said anything about Brick Pulse yet. Play it, then tell vhrynevych what you would add next.

Make your own game

Brick Pulse was built by vhrynevych 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 Brick Pulse 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 Brick Pulse

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 responsive 2D neon Arkanoid/Breakout game titled “Brick Pulse.” Use a full-screen dark navy playfield, capped around 960x720, with a subtle radial blue glow near the top fading to almost-black at the bottom. Render gameplay on a canvas and overlay a HUD. At the upper left show the glowing cyan uppercase title “BRICK PULSE”; at the upper right show uppercase/light text “SCORE [number] · LIVES [number] · LEVEL [number]”. Add faint horizontal grid lines across the playfield beginning below the HUD/header area and repeating about every 32 pixels.

Core gameplay: place a cyan glowing horizontal paddle near the bottom, about 104x14 pixels, controlled left/right with Arrow Left/Arrow Right or A/D. Also support pointer/touch dragging on the playfield to position the paddle directly under the pointer. A small bright white glowing ball starts attached just above the paddle; pressing Space launches it (pointer down also starts/launches). The ball travels continuously, bounces off the left and right walls and the area below the header, and bounces upward off the paddle. When it hits the paddle, vary its horizontal velocity based on where it strikes: center sends it mostly vertically and edges send it more horizontally. Keep the paddle constrained within the screen.

At the top of the playfield, below the header, create a centered grid of glowing rectangular neon bricks: between 6 and 10 columns based on available width, with 7-pixel gaps, rectangles around 70x22 pixels, and 4 rows on level 1 (add one row per level up to 7). Use repeating row colors cyan, periwinkle blue, purple, pink, orange, and yellow. Give bricks a bright glow and a small lighter highlight strip near their top edge. Most bricks require one hit; on levels above 2, the first two rows are double-hit bricks marked with a small white “×2”, and they change to dead only after two collisions. Each destroyed brick awards 10 times the current level. On collision, reverse the ball’s vertical direction and process only one brick per update.

If the ball falls below the bottom edge, remove one life. Start with 3 lives and update the HUD immediately. If lives remain, reset the ball attached to the paddle; if lives reach zero, stop gameplay and show a centered dark translucent modal with rounded corners, a thin blue border, and glow, reading “GAME OVER,” “Final score: [score]”, and a “PLAY AGAIN” button. When all bricks are cleared, increment the level, generate the next brick layout, reset the ball attached to the paddle, and continue. The game begins stopped with a centered start modal reading “BRICK PULSE” and “Clear every neon brick. Keep the ball alive.” plus a prominent rounded cyan-to-purple gradient “START GAME” button. The button has a darker offset shadow and a pressed-down effect. Starting via the button or Space hides the modal and begins the game.

Include pause behavior: pressing P toggles pause while running; while paused, keep the scene frozen and draw centered semi-transparent white “PAUSED” text. At the bottom center of the HUD, show the instruction line “Move with ← → or A / D · drag on the playfield · Space to launch” in muted blue-gray text. Use bold system UI typography, uppercase letter spacing for HUD elements, cyan/blue/purple glows, and subtle shadows throughout. Make it playable with keyboard, mouse, and touch, preserve the aspect/layout responsively, and prevent page scrolling during touch play.

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