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Arcade › Hexfall Pulse
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Hexfall Pulse was built by Papa - Crash 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 Hexfall 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.
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 fullscreen browser arcade survival game titled “Hexfall Pulse,” using a 2D HTML canvas with a dark futuristic neon aesthetic. The game is viewed straight-on from above/centered: everything radiates around a central hexagonal core, with no camera movement except a very subtle vertical background drift. Use a deep navy-to-black radial gradient background, faint concentric/stacked cyan hexagon outlines, glowing cyan/magenta effects, and crisp uppercase HUD typography. At the top center show the title “HEXFALL PULSE,” with “FALL” colored magenta/pink while the rest is pale cyan/white, and the subtitle “SURVIVE THE COLLAPSE.” At top left show a six-digit zero-padded score starting at “000000.” At top right show “LEVEL 1” and an effect line initially reading “NO EFFECT.” The level starts at 1 and increases by 1 every 14 seconds. Score continuously increases over time at 8 + 1.4 × current level points per second, and bonus pickups award 150 points while malus pickups award 30 points. On the start screen, center a translucent dark rectangular card with a thin cyan border and soft cyan glow. It says “HEXFALL,” explains “Rotate around the core. Dodge the incoming walls.” and explains that CYAN bonuses slow time while MAGENTA maluses accelerate the collapse. Include a bright cyan “START RUN” button and the instruction “A / D or ← / → to rotate · Space to pause.” Starting a run resets score, level, timers, player angle, walls, pickups and particles. Hide the card during play. When the player collides with a wall, stop the run and show a centered “RUN OVER” card with the final zero-padded score, a contextual sentence (for high scores, something like “The pulse is getting sharper.”, otherwise “Stay close to the safe lanes and watch the pickups.”), a “RESTART” button, and the rotation legend. The player is a small bright white/cyan triangular arrow orbiting the central core at a fixed radius of about 88 canvas-scaled units. Its orientation points along its orbit direction and it rotates around the core according to the current angular position. Hold left or right to apply angular acceleration: A/Left Arrow rotates counterclockwise and D/Right Arrow rotates clockwise (or use the matching on-screen ◀ and ▶ touch buttons). Acceleration is 26 per second squared, velocity is damped strongly toward zero, clamped between -7 and +7, and angle changes continuously from velocity. The player should glow white with a cyan aura. Draw the center as a dark filled hexagon about 58 scaled units in radius, outlined in bright cyan, with a smaller inner hexagon outlined in translucent magenta. Incoming walls are glowing hexagonal rings that move inward toward the core. Spawn the first wall after about 0.5 seconds, then spawn another approximately every 0.58–1.28 seconds with a small random variation; the interval gradually shortens with level but never below about 0.58 seconds. Walls begin at approximately 58% of the larger screen dimension and move inward at roughly 70 + 9 × level units per second with slight randomness. Each wall is made of six luminous side segments, but exactly one complete hex side is open, forming a safe gap. Randomly choose the missing side from the six sides. Render walls with cyan/blue hues (random hue around 170–205), thick translucent glowing strokes and a bright aura. Collision occurs when a wall reaches the player radius, roughly within ±24 scaled units of the player’s orbit radius. Compare the player’s actual angular position to the center of the wall’s open side; the safe opening spans about half a hex sector with a small tolerance removed. If the player is outside that opening when the wall reaches the orbit, immediately end the run. Remove walls once they pass inside the core area. Sometimes spawn a pickup along with a wall (about 50% chance). Pickups appear at a random radius between about 125 and 230 scaled units and at one of six sector angles offset by 30 degrees; they drift inward at 28 units per second and slowly rotate. About 62% are cyan “bonus” pickups and the rest are magenta “malus” pickups. Render each as a pulsing, rotating glowing ring with a small filled square center: cyan for bonus and magenta/pink for malus. The player collects one when angular difference is less than about 0.25 radians and its radius is within about 28 scaled units of the player radius. A cyan bonus lasts 5 seconds and slows all wall/pickup movement to 0.58×; show “BONUS · SLOW TIME” in cyan in the HUD. A magenta malus lasts 4 seconds and accelerates movement to 1.55×; show “MALUS · FAST TIME” in pink. The effect timers should count down in real time, and show “NO EFFECT” when neither is active. Remove collected pickups and emit a burst of matching colored particles around the player; play a light synth chime for bonus and a low bass tone for malus if audio is available. Add subtle particle bursts on pickup collection: small colored square particles with random outward velocities, fading over roughly 0.25–0.7 seconds. Include optional synthesized electronic audio: a repeating fast sawtooth melodic sequence in C/Eb/G notes around 142 BPM during gameplay, plus a bright two-note bonus sound and low bass malus sound. Audio should fail gracefully if unavailable. At the bottom overlay, provide two small square translucent cyan-outlined touch buttons on the left with ◀ and ▶, and a large cyan pause button on the right labeled “Ⅱ.” The pause button toggles the run without resetting it and changes to a play triangle “▶” while paused. Space also toggles pause. Disable movement input on window blur. Make the layout responsive using viewport dimensions and device-pixel-ratio scaling, preserve the fullscreen canvas, prevent page scrolling/touch gestures, and keep all HUD/card controls above the canvas.