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Arcade › Pocket Recital
Click the game above and it runs right here in your browser. No download, no installer, no account needed. James Hodson built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Pocket Recital yet. Play it, then tell James Hodson what you would add next.
Pocket Recital was built by James Hodson 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 Pocket Recital 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 mobile-first 3D rhythm game titled “Pocket Recital.” Render a fixed, slightly elevated frontal Three.js-style camera view of a tiny concert stage: a dark purple background/fog, a round warm-brown wooden stage platform, a purple circular rug, warm overhead spotlight, and seven small colored stage footlights. Center a friendly stylized grand piano with a chunky nearly-black body, raised lid, gold trim, seven cream white physical keys, five small black keys, and two simple piano legs. Place a wooden piano stool behind/below it (use a comparable low-poly wooden stool asset if available), plus two small peach-colored nervous hands hovering over the keyboard and subtly jittering. Add a simple horizontal recital progress rail near the upper-middle of the scene with a glowing yellow/orange spherical needle that moves from left to right as progress increases. The core gameplay is a falling-note timing game. When the player starts, spawn one colored glowing spherical note at a time in one of seven lanes corresponding to C, D, E, F, G, A, B. Notes begin high above the piano at y about 4 and fall vertically toward a timing region at the piano keys around y 1.55. They rotate and gently pulse in size while falling. Spawn lanes randomly; begin spawning after a short delay, with roughly 0.7–1.4 seconds between notes. Gradually increase fall speed from about 1.45 to at most about 2.35 and slightly shorten spawn intervals as elapsed time grows. The closest falling note determines the current target: outline and pulse the corresponding large mobile key in yellow. A note counts as a hit if the player taps the matching key when the note is within about 0.56 world units of the timing point; distance under 0.23 is “Perfect,” otherwise “Nice.” If a note falls below about y 0.87, count it as a miss. Tapping a key with no sufficiently close matching note is also a wrong tap. Put a large touch-safe seven-key piano UI fixed along the bottom of the screen, labeled C D E F G A B. Use a seven-column grid with small gaps, tall rounded cream/white keys, dark navy labels, dimensional inset/bottom shadows, and press animation. The target key gets a bright yellow inset outline and pulsing brightness; successful hits briefly turn it green, wrong taps briefly turn it red, and active presses depress the key. Also support keyboard fallback: C/D/E/F/G/A/B keys trigger the corresponding notes, and Space starts the recital. Clicking/tapping any key before a game is running should start the game. Play a short triangle-wave piano tone for every tap using frequencies C 261.63, D 293.66, E 329.63, F 349.23, G 392, A 440, B 493.88 Hz, with a short attack and decay, and play a soft click sound on taps; use a low descending sawtooth thud for misses/wrong taps if audio is available. Use a dark purple glassy HUD over the 3D scene. At the top, show three rounded translucent pills: “Score 0,” “Streak 0,” and “Recital 0%.” Center a large prompt near the top reading “Tap Start” before play, “Ready...” when started, and instructional subtext such as “Tap the highlighted key when a note reaches the piano.” During play, show floating feedback text near center (“Perfect!”, “Nice!”, “Oops!”, or “Miss!”). Score successful hits with 140 plus a streak bonus capped at 80 for Perfect, or 90 plus the streak bonus for Nice; increment streak on hits. Perfect adds 4.5 recital percentage points, Nice adds 3; wrong taps reduce recital by 5, misses reduce it by 4; wrong taps and missed notes reset streak and increment misses. Briefly shake the camera on hits/misses. Start with a full-screen translucent dark overlay and centered rounded glass card titled “Pocket Recital,” explanatory text about playing piano on a tiny stage and missing too many notes, and a gold/orange raised button “Start recital.” Reset score, streak, misses, recital, timers, and active notes when starting. End successfully at recital 100 with an overlay titled “Standing ovation!”, prompt text “You played the song!”, and stats showing score, best streak, and misses out of 8. End unsuccessfully after 8 misses with “Awkward silence,” prompt “The song fell apart.”, and a “Play again” button. Keep the layout responsive and mobile-safe with safe-area padding, no scrolling, touch-action disabled except on controls, and ensure the bottom keyboard remains usable over the canvas.