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Arcade › Golden Cicada

Golden Cicada

  • 3d
  • rhythm
  • music
  • arcade
  • mobile
  • keyboard
  • golden-hour
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. jaceizzyj21 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Golden Cicada yet. Play it, then tell jaceizzyj21 what you would add next.

Make your own game

Golden Cicada was built by jaceizzyj21 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 Golden Cicada 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 Golden Cicada

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-playable 3D rhythm game titled “Golden Cicada,” with a Chrome OS/mobile-friendly interface and a golden-hour performance stage. Use a fixed third-person frontal perspective: a wide low stage deck in deep plum/purple, a glowing low orange-gold sun in the hazy background, sparse silhouetted fantasy trees around the stage, and large speakers at the left and right edges. Light the scene with warm yellow/orange directional light and purple ambient fog. Place two simple stylized procedural performers on the stage: on the left, a golden pop-artist opponent with light skin, tousled golden/blond curls, dark jacket, pale shirt, gold necklace, and microphone; on the right, the player character, a lightskin kid with black curly hair, hazel eyes, blue hoodie, microphone, dark shoes, and a slight inward-facing pose. They should subtly bounce on the beat, with the opponent and player alternating pulse motion. Keep the art original, low-poly/geometric, colorful, and softly glowing rather than using photographic assets or exact real-person likenesses.

At launch, show a full-screen dark translucent purple menu overlay with a rounded cream/gold border and centered panel. Display the large two-line title “Golden Cicada” in bright yellow with a red-purple shadow. Under it, show a description explaining that this is a Chrome OS rhythm mode with a golden-hour stage, two playable charts, keyboard and touch controls. Provide two side-by-side song selection buttons: “Golden Hour” (selected by default, labeled as a warm-up/94 BPM golden-hour chart) and “Cicada” (faster). The selected button should have a bright yellow-to-orange gradient and cream outline; the other should be a paler gold secondary button. Include a “Start Song” button and instructional text: hit notes on the glowing line using Arrow Keys, WASD, or D F J K; Space pauses. Clicking a song changes the selected chart and the song name in the HUD. Starting hides the menu, resets score/combo/health, and begins the chosen song.

Overlay a crisp DOM rhythm interface over the 3D scene. At the top, show the current label “Golden Cicada Week / Golden Hour” or “Golden Cicada Week / Cicada,” a horizontal health bar with a dark purple track and yellow-orange-red gradient fill, and right-aligned text showing “Score [number] · Combo [number] · Miss [number].” In the center, create four vertical lanes spanning the screen height, constrained to a narrow centered playfield (about 92vw wide and at most 430px), with translucent warm gradient lane backgrounds and subtle borders. Each lane has a glowing receptor at about 22% of the viewport height: a dark translucent rounded square with a pale border, glow, and one arrow symbol in order: left, down, up, right. Notes are rounded square arrow blocks that fall downward toward these receptors. Use a bright gold/yellow/orange/red gradient, dark outline, glow, and large arrow glyph. Opponent-side notes are visibly dimmer, smaller, and desaturated; they are performance/decorative notes and must not be hittable. Player-side notes are the active notes.

Implement two charts. Golden Hour is a 94 BPM, approximately 105-second song with an intro and alternating sections: an opening opponent phrase, player answer patterns, faster chorus-style sequences, another opponent phrase, extended player chorus patterns, and a final triplet/subdivision phrase. Cicada is a faster 146 BPM chart, approximately 68 seconds, with 30 bars and rapid half-beat note patterns. Notes should spawn around 2.4 seconds before their target time and travel vertically to the receptor at a song-dependent speed (about 215 pixels/second for Golden Hour and 310 for Cicada). Notes that pass the receptor by roughly 0.2 seconds count as missed; player misses reduce health and reset combo.

Support keyboard input with these mappings: ArrowLeft/A/D = lane 1, ArrowDown/S/F = lane 2, ArrowUp/W/J = lane 3, and ArrowRight/K = lane 4. Ignore repeated keydown events. Also provide four touch arrow buttons near the bottom on coarse-pointer/mobile devices, matching the four lanes and triggering the same hit logic. Add a circular pause button at bottom-right and make Space or that button toggle pause. Pausing freezes song timing and notes and pauses loaded audio; resuming continues from the same point.

When the player presses a lane, briefly enlarge/brighten that lane’s receptor and search for the nearest unhit player note in that lane. Use a ±0.18 second timing window. Grade hits as SICK for under 0.055 seconds, GOOD for under 0.105 seconds, otherwise OK. Award 350/220/120 base points respectively plus 3 points per current combo increment, increase combo and max combo, and slightly restore health. A bad press with no valid note is a MISS: reset combo, reduce health, increment misses, and show a brief large centered judgment. Automatically missed player notes do the same. Display judgments such as SICK, GOOD, OK, and MISS in very large cream text with dark/red shadow and golden glow around the middle of the playfield, fading quickly. Play small synthesized lane-specific hit sounds, a low bad sound, and metronome beat sounds; if an optional `mods/golden_cicada_week/songs/<song>/Inst.ogg` exists, use it as the instrumental audio instead, otherwise use the built-in WebAudio synth fallback.

Initialize health at about 62%. End in failure when health reaches zero, returning to the menu with a retry message. End successfully when the song duration is reached or all notes are resolved, returning to the menu with a replay message and final score, max combo, and misses. Preserve the warm purple/gold visual theme throughout, include responsive resizing, and keep the 3D stage visible behind the translucent rhythm overlay.

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