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Neon Funk

  • 2d
  • rhythm
  • arcade
  • neon
  • music
0
Remix it Discord

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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. Isaac Fortune built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Neon Funk yet. Play it, then tell Isaac Fortune what you would add next.

Make your own game

Neon Funk was built by Isaac Fortune 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 Neon Funk 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 Neon Funk

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.

Recreate “Neon Funk” as a minimalist 2D, orthographic four-lane rhythm game. Use a full-screen black-to-deep-indigo radial-gradient background with a subtle horizontal scanline overlay. The playfield is centered and consists of four tall, narrow vertical lanes separated by black gaps. Each lane is about 92 px wide with 18 px gaps, tinted very faintly in its lane color: lane 1 hot pink (#ff3b7a), lane 2 mint green (#31ffb1), lane 3 electric blue (#4aa3ff), and lane 4 golden yellow (#ffcf4a). The lanes extend far beyond the visible play area. Put a thin translucent white horizontal hit line across all four lanes, with a stationary translucent rectangular receptor/pad centered on that line in each lane. Notes are solid, brightly colored horizontal rectangles, one color per lane, slightly smaller than the lanes, with a subtle pale inner highlight. Notes scroll upward from below the visible playfield toward the receptors; their position should be driven by scheduled hit time rather than constant spawning, at roughly 520 pixels per second. The target line is below screen center, matching the reference composition.

The game starts in an idle state with the notes not moving. A click, any keyboard key, or a touch pad starts the run; the start prompt says “Click or press any key to start” (or equivalent), and once running the status says “Playing… (hit the notes on the line)”. Support four keyboard lanes: Left Arrow or A for lane 1, Down Arrow or S for lane 2, Up Arrow or W for lane 3, and Right Arrow or D for lane 4. Also provide four large mobile/touch buttons along the bottom labeled with left, down, up, and right arrow symbols, color-tinted to match their lanes, plus a separate circular/rounded restart button with a ↻ symbol. Touching a pad should visibly brighten/press it, trigger that lane, unlock audio, and provide a tiny optional vibration. Prevent duplicate judgments while a keyboard key is held.

Chart a roughly 24-second song at 120 BPM using eighth-note timing (0.25-second steps), beginning after a short lead-in. Generate a hand-like, mostly continuous but varied pattern across the four lanes, with occasional rests and occasional simultaneous two-note chords. Notes must be judged against their scheduled times using these absolute timing windows: Perfect within 45 ms, Great within 90 ms, Good within 135 ms, and Miss beyond 170 ms. A lane press should select the nearest unjudged note in that lane; pressing an empty lane or pressing too far from its note is a Miss. Notes that pass the hit point by more than 170 ms automatically become misses and disappear. When a note is successfully judged, remove/pop it from the playfield and briefly enlarge/brighten that lane’s receptor.

Show a fixed HUD over the playfield. At the top left display the compact bold spaced title “NEON FUNK”. Across the upper area display “Score: 0”, “Combo: 0”, and “Last: —”, updating during play. Also show a “HEALTH” label and a rounded horizontal health bar whose fill uses a left-to-right gradient from pink through yellow to mint green. Start health at 100%. Perfect hits award 350 plus a small combo-based bonus, Great awards 200 plus a smaller combo bonus, and Good awards 100 plus a combo bonus; each successful hit increases combo and restores a small amount of health (about 2.8%, 1.8%, or 1%). Misses reset combo to zero and remove 8% health. Display the latest judgment as large/color-coded text or in the Last field: Perfect in mint, Great in blue, Good in yellow, and Miss in pink. If health reaches zero, stop the song and show “Game Over — press Enter or ↻ to restart”. When every chart note has been judged, stop the run and show “Song Clear — press Enter or ↻ to run it again”. Enter and the restart button reset score, combo, health, timing, chart, and state.

Add lightweight synthesized audio unlocked by the first user interaction: a triangle-wave synth for note-hit feedback (high E for Perfect, D for Great, C for Good, low A for Miss) and a soft sine-wave bass/metronome pulse. Run the rhythm at 120 BPM: alternate bass notes A2 and E2 on beats, and add a light A4 tick on off-steps, with brief note durations and restrained volume. Keep the visual style flat, neon, sparse, and arcade-like: no characters, scenery, 3D perspective, particle effects, or extra gameplay systems. Use a responsive full-screen canvas/orthographic 2D presentation, preserve the centered lanes on resize, and keep the HUD legible over the dark background.

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