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Arcade › Geometry Pulse

Geometry Pulse

  • 2d
  • endless-runner
  • arcade
  • neon
  • geometry
  • one-button
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. It was built with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Geometry Pulse yet. Play it, then tell the creator what you would add next.

Make your own game

Geometry Pulse was built 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 Geometry 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 Geometry 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, canvas-based 2D endless runner called “Geometry Pulse.” Use a fixed side-view camera: the player stays near 23% of the screen width while the world, obstacles, and ground markings scroll left. The game fills the viewport, with a minimum logical size around 320x480, and should work with touch/pointer input and keyboard.

Visual style: dark futuristic neon arcade aesthetic. Paint a vertical gradient background from nearly black navy (#0a0920) at the top to deep purple (#151044) at the bottom. Add a subtle cyan grid of evenly spaced vertical and horizontal lines (about 42 px spacing), with a few small drifting pink particles/squares in the distance. The lower 24% of the screen is a darker purple ground region, separated by a bright cyan horizontal line; add moving cyan dash markings on the ground. Use bright cyan, hot pink, yellow, purple, and white accents with glow/shadow effects. Keep the visuals clean geometric/vector-like.

Player: a glowing cyan square, about 34x34 pixels, positioned at 23% of the viewport width and resting on the ground. Give it two small dark square eye/details and a small yellow horizontal mouth/detail. While airborne, rotate it continuously; while grounded, keep it upright. Physics should feel snappy: gravity about 1900 px/s² and jump velocity about -720 px/s. The player can jump only from the ground, but buffer a jump input for roughly 0.12 seconds so a press just before landing triggers a jump. Trigger a cyan particle burst at the feet on jump.

Core gameplay: automatically run to the right with no horizontal player control. Start at about 290 px/s and continuously increase speed based on score, capped near 430 px/s. Distance advances with speed and score equals floor(distance / 10). Spawn hazards ahead as the world scrolls: pink glowing triangular spikes rising from the ground. Most hazards are single spikes, about 38 px wide and 42 px high; occasionally spawn a double spike formation about 74 px wide and 54 px high, with the second triangle slightly shorter. Vary the gaps: initially place several obstacles about 320 px apart, then spawn new obstacles with randomized additional spacing (roughly 180–280 px) and a next-obstacle threshold varying around 420–620 px. Remove hazards once they are far offscreen. Detect collision with a slightly inset player rectangle against each triangle’s bounding rectangle/ground-height region. On collision, stop the run, show a brief screen shake, and emit a larger hot-pink particle burst.

Controls and states: tapping/clicking anywhere on the canvas, Space, ArrowUp, or W performs the single jump action. From the menu or crash screen, the same action starts/restarts the run. The initial state is a menu. The menu should show a dark translucent panel with a cyan outline centered around 10%–90% screen width and roughly 25%–65% screen height. Display “GEOMETRY” in large cyan text over “PULSE” in large pink text. Include the Korean instructional lines “한 번 탭해서 점프하고” and “분홍 가시를 피해 달려보세요,” plus a yellow rectangular button reading “탭해서 시작.”

HUD during all scenes: centered near the top, show the zero-padded four-digit score (for example 0000). At upper left show “BEST ” plus a zero-padded four-digit best score. Persist the best score in local storage under the key geoDashBest and update it when the player crashes. During active play, show “TAP / SPACE = JUMP” at upper right in small semi-transparent white text. Keep the HUD visible behind the menu/crash overlays.

On crash, show a dark translucent cyan-outlined panel centered around 10%–90% width, with “CRASH!” in pink, “SCORE ” and the current score in white, “BEST ” and the best score in yellow, and a cyan rectangular restart button reading “다시 달리기.” Continue rendering the background, player/obstacles, HUD, and fading particles behind the overlay, but stop gameplay progression while dead. Add short-lived square particles with colored velocities, gravity, and fading opacity for jump, passing an obstacle (small yellow burst), and crash effects. Use crisp bold sans-serif typography similar to Arial and preserve the neon glow treatment.

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