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Arcade › Moonstep Beat

Moonstep Beat

  • 3d
  • rhythm
  • dance
  • arcade
  • music
  • neon
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. Zechariah built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Moonstep Beat yet. Play it, then tell Zechariah what you would add next.

Make your own game

Moonstep Beat was built by Zechariah 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 Moonstep Beat 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 Moonstep Beat

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-based 3D rhythm dance game titled “Moonstep Beat,” viewed from a fixed, slightly elevated third-person/front-of-stage camera looking down a glossy concert stage toward a dark video-wall backdrop. The scene should feel like a neon arcade dance show: very dark purple/black surroundings, colorful cyan, pink, yellow, and green lighting, six translucent cone-shaped spotlights sweeping across the stage, glowing colored video-wall tiles, four large speakers around the stage edges, a retro dance machine at the rear, and a small animated performer centered at the front edge facing the stage/camera. Use a stylized low-poly/ game-ready character and speaker/dance-machine props if available, with soft shadows, fog, bloom-like emissive materials, and animated crowd-glow spheres in the background.

The core gameplay is a four-lane rhythm chart. Lay out four long 3D lanes extending from the far/back of the stage toward the foreground, centered at x positions left to right. Each lane has a dark glossy surface, a distinct emissive color (cyan, hot pink, pale yellow, lime green), and a glowing timing pad near the front. Put a large matching arrow marker on every timing pad: left, down, up, right. When a show starts, colored 3D arrow notes spawn near the back and travel toward the timing pads, visibly moving down the perspective lanes. The chart should contain a repeating but varied sequence of 160 notes, roughly one every 0.48 seconds beginning after a short intro, with occasional extra off-beat notes. Notes should bob slightly and rotate as they travel.

The player must press the matching lane when a note reaches its pad. Support keyboard ArrowLeft/ArrowDown/ArrowUp/ArrowRight and alternate A/S/W/D controls (A=left, S=down, W=up, D=right). Also provide four large touch buttons along the bottom of the screen with the same arrow symbols. If a key/button is pressed while idle, begin the show; Space also starts an idle show. Judge timing within a 0.24-second window: under 0.075 seconds is Perfect, under 0.15 is Great, otherwise Good; a missed note is registered after it passes the timing point by 0.25 seconds. Incorrect or badly timed inputs break the combo and count as a miss. Successful hits hide the note, trigger a colored particle burst at the pad, play a short click plus synthesized musical tone, animate the performer with a lane-specific dance action, and show a callout such as “Perfect! 8 combo” or “Great! 3 combo x2 STYLE.” Misses show “Miss,” “Too early / late,” and use a hit-reaction animation and subtle camera punch.

Maintain and display score, current combo, style grade, outfit, and end-of-show results. Perfect hits award 120 points, Great 70, Good 25, plus a combo bonus capped at 40; when the fever/style meter exceeds 75%, double the hit points and add a visible x2 STYLE indicator. Display style C initially, then B above 6500 score, A above 12000, and S above 18000; append a star while fever is active. At the end of the chart, stop gameplay, restore the performer to idle, show an “Encore” button and a final-score/max-combo message. Add a synthesized original beat backing track while playing: a repeating low pulse and alternating triangle/saw tones, with a faster tick pattern, and use a click sound effect for hits if available.

Build a prominent overlay HUD. At the top center show translucent dark stat cards for SCORE, COMBO, STYLE, and OUTFIT. Beneath them show a wide translucent callout bar; before play it reads “Tap Start, then hit arrows on the beat.” Provide a large centered gradient button near the bottom reading “Start Show,” changing to “Encore” after completion. Use a vivid yellow-to-pink-to-cyan gradient, white/pale neon typography, thin translucent borders, blur, and glow. At the bottom center show four dark translucent square arrow control buttons with bright borders and a white flash when pressed. Include a keyboard hint reading “Keyboard: ← ↓ ↑ → or A S W D.”

Add an “Outfit Upgrades” panel on the right side of the HUD with buttons for Classic, White Glove · 500, Spark Jacket · 1500, and Finale Fit · 3500. Classic is initially owned. Unlock the others automatically when score reaches their thresholds; locked buttons remain visibly dim and show the required score. Clicking an owned outfit equips it and updates the HUD. Implement the visible cosmetics: White Glove adds white spheres at both hands; Spark Jacket adds a dark sparkling emissive torso jacket with gold studs; Finale Fit combines gloves and jacket and adds gold shoes, a gold top hat with brim, and a translucent cyan aura ring that rotates/pulses around the performer. Show an unlock/equip callout and small particle burst when appropriate. Keep the responsive HUD and touch controls usable on desktop and mobile, with a compact layout on narrow screens.

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