Skip to content

Arcade › Miku & Teto: Rhythm Rumble

Miku & Teto: Rhythm Rumble

  • 2d
  • pixel-art
  • beat-em-up
  • arcade
  • rhythm
  • side-scroller
0
Remix it Discord

1 play

About Miku & Teto: Rhythm Rumble

Dodge, punch, and kick through a neon-lit Japan, France, and Italy as Miku or Teto. Attack quarter-note enemies with combos, jump kicks, and ducking blows to fill your super meter, then unleash a screen-shaking area blast.

How to play

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

Discussion

Nobody has said anything about Miku & Teto: Rhythm Rumble yet. Play it, then tell Ace what you would add next.

Make your own game

Miku & Teto: Rhythm Rumble was built by Ace 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 Miku & Teto: Rhythm Rumble 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 Miku & Teto: Rhythm Rumble

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 compact 16-bit pixel-art side-scrolling beat-em-up titled “Miku & Teto: Rhythm Rumble.” Render the game in a 320x240 internal canvas with crisp nearest-neighbor pixels, centered on a black/dark page with a subtle dark border. Use a fixed arcade camera and a small horizontal scrolling playfield. The visual style is dark navy retro-console graphics with bright cyan, magenta, yellow, pink, and white accents, pixel-font text, simple procedural sprites, occasional screen shake, and tiny square particle effects.

Flow and screens:
1. Title screen: solid dark navy background; large yellow “MIKU & TETO” near the top, cyan “RHYTHM RUMBLE” below it, white “PRESS ENTER” centered lower down, and pink “16-BIT BEAT EM UP” near the bottom.
2. Character select: dark navy background with a heading in Portuguese, “ESCOLHA SEU PERSONAGEM.” Show two side-by-side rectangular selection panels. The MIKU panel is teal/cyan when selected and says “MIKU” and “TEAL HEARTS”; the TETO panel is red/magenta when selected and says “TETO” and “RED HEARTS.” Use Left/Right arrows to choose and Enter or Z to start. Touch selection should also work by tapping the left or right half.
3. Gameplay: a side-view scrolling beat-em-up on a single ground plane. The player is either Miku or Teto, represented as a tiny procedural pixel character with a skin-colored face, dark eyes, colored hair and twin-tail shapes, colored torso, dark legs, and simple animated limbs. Miku uses cyan/blue colors and Teto uses pink/red colors. The character can face left or right, walk, jump, duck, punch, kick, and use a super attack. Keep the player constrained to the visible horizontal play area while the camera softly follows horizontal movement.

Controls: Arrow Left/Right move; Up jumps; Down ducks while grounded; Z punches; X kicks; A triggers the super when available; R resets during play. Press Z or Enter to restart after game over. Include a touch-control fallback where the left and right sides move, the upper area jumps, the lower area ducks, and central zones trigger punch or kick.

Combat: spawn enemies ahead of the player from offscreen, with no more than a small handful active at once. Enemies move toward the player and occasionally attack at close range, reducing player health and causing knockback, hit particles, and mild screen shake. The two enemy types are music-note-like creatures: a slower/larger blue quarter-note enemy worth 150 points, and a faster/smaller pink eighth-note enemy worth 80 points. Draw them as oval/blob bodies with a dark note stem, tiny angry eyes, stick arms and animated legs; quarter-note enemies have an additional little music-note overlay. Give them health bars once damaged. Their health starts at 3 for quarter notes and 2 for eighth notes, increasing somewhat on later stages.

Attacks are short cooldown actions with visible poses: punch extends the forward arm, kick extends a leg, and attacks only hit enemies in front of the player. Successful attacks damage every enemy in the attack rectangle, knock enemies backward, make hit sounds, spawn colored square particles, and increase a combo up to COMBO x5; a missed attack resets the combo. Damage is normally 1, but after a combo above 2 it becomes 2. Add a simple rhythm feel: maintain a looping square-wave/chiptune beat and a cycling beat phase; attacks timed near the highlighted beat window deal a 1.5x bonus (rounded up). The super has a larger area attack, deals 3 damage, produces many particles, a strong yellow translucent flash and larger screen shake, then enters a cooldown. Every fourth enemy defeated makes the super ready; collecting some music-note pickups can also make it ready.

Collectibles: occasionally spawn small yellow pixel music-note pickups ahead of the player. They drift left, expire, and disappear if missed. Touching one awards 50 points, creates small particles and sound, and has a 60% chance to make the super ready.

HUD during play: show 12 small pixel hearts at the top-left, filled with Miku cyan or Teto red and empty hearts dark; flash filled hearts red when health is low. At top-right show yellow outlined “SCORE” with a five-digit padded score and cyan “NOTAS current/required.” Under the hearts show yellow “SUPER!” when ready or gray “SUPER” during cooldown. Show a pink COMBO xN label when combo is above 1. At bottom-left show the current themed stage name and number, such as “JAPAN 1/5,” in white with a dark shadow. At the very bottom display a small gray control hint: “Z PUNCH  X KICK  A SUPER  UP JUMP,” plus a tiny pulsing yellow beat indicator at the bottom-right.

Stages and progression: make five sequential stages. The actual stage labels are JAPAN, FRANCE, USA, ITALY, and DESERT. Each stage requires defeating enemies before advancing: stage 1 requires 10; later requirements are 8 + (stage number minus 1) * 4, i.e. 12, 16, 20, and 24. After the requirement is met and all active enemies are gone, clear the enemies, reset the player near the left side, and advance. The backdrop is a scrolling generated image/parallax strip over a gradient sky with a ground band and horizontal pixel lines. Use distinct dark palettes: navy/cyan neon accents for Japan, plum/purple for France, blue/green for USA, gray-blue and brown/ochre architectural accents for Italy, and brown/orange desert tones for Desert. Add sparse simple background details such as neon sign bars for Japan/USA, building blocks for France/Italy, and dune shapes for Desert. The stage should feel like a rhythm-themed nighttime travel montage rather than a detailed realistic city.

Use a health value of 12; enemy hits reduce it by 1. On zero health, show a dark red game-over screen with red “GAME OVER,” white Portuguese text “SAUDE ACABOU!”, the score, and “PRESSIONE Z PARA TENTAR” / “NOVAMENTE.” On completion of all five stages, show a dark navy victory screen with yellow “VITORIA!”, the selected character name followed by “ACORDA,” white “A AVENTURA ERA UM SONHO!”, score, defeated-note count, and cyan “PRESSIONE Z PARA REINICIAR,” plus a small pixel portrait/icon of the chosen character. Keep all displayed labels and the overall layout faithful to this simple Portuguese retro arcade presentation. Add short chiptune oscillator sound effects for punch, kick, hit, jump, pickup, and super, and use brief screen shake on impacts, but do not add unshown systems such as bosses, weapons, multiplayer, or complex menus.

More free browser games

Browse the whole Arcade →