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Pulse Block

  • 3d
  • runner
  • arcade
  • rhythm
  • platformer
  • level-editor
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. aedan.white built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Pulse Block yet. Play it, then tell aedan.white what you would add next.

Make your own game

Pulse Block was built by aedan.white 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 Pulse Block 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 Pulse Block

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.

Rebuild "Pulse Block" as a polished browser-based 3D side-view auto-scrolling obstacle runner with a warm handmade tabletop-diorama aesthetic. Use Three.js with an orthographic camera, soft shadows, fog, and a fixed side-on view of a horizontal track. The scene should look like painted paper, clay, wood, and toy materials rather than neon: pale peach paper sky, a simple orange sun, distant off-white faceted hills, floating dust motes, and chunky green ground tiles with darker green sides. Keep the player near the left side while the world, ground, scenery, obstacles, and finish marker scroll left.

On launch, show a full-screen translucent warm-paper main menu over the scene. Build a large bordered hero card titled "PULSE BLOCK", with the eyebrow "Handmade runner", explanatory copy, pills for "Cube", "Bee Wave", "Rocket", and "Bird", and a small decorative preview showing a green track, cream block, clay spikes, and teal ring. Include prominent buttons for "Play Main Levels", "Change Cube", and "Level Editor". Below it, provide a vertical menu wheel with up/down arrows and three selectable dot items: Levels, Skins, and Editor. The menu should be responsive and use cream paper panels, dark brown borders, rounded/shadowed controls, burnt-orange primary buttons, and teal hover/active states.

The core game is an auto-running level: the player stays at approximately x=-3.5 while distance advances automatically, score increases continuously over time and awards points for passing obstacles, and each stage has a real finish line. Display a minimal HUD at the top with the spaced brand "PULSE BLOCK" on the left and a rounded stats pill on the right containing the current movement mode, a bullet separator, score, another separator, and speed multiplier (for example "CUBE • 14 • 1.0x"). At the bottom, show a mode-specific rounded hint such as "Space / ↑ / W / tap — controls change by mode" or the active mode instruction.

Support four movement modes, selectable in the Skins view and used by campaign/community levels:
1. Cube: a cream/colored 3D cube with an accent stripe. Tap/click, Space, W, or Up Arrow to jump, but only when grounded. Apply gravity and a rotating jump arc; the cube can land on the top of specially placed off-white platforms, and can also run on the green ground. Cube obstacles include burnt-clay triangular spikes, teal block arches with a central opening, and elevated landable cream platforms with varied heights. The intended feel is fair jumps with breathing room.
2. Bee: a small diamond-like flattened body with an accent stripe and no gravity. Hold input to rise and release to descend, with a visible tilt based on direction. Keep it within a readable lane using hard vertical bounds; touching the lower or upper bounds crashes it. Bee stages use ground spikes paired with ceiling hazards and occasional teal arches.
3. Rocket: a horizontal capsule/rocket with a colored nose stripe and a flickering orange flame at its rear. Holding input adds upward thrust while gravity pulls downward; releasing makes it fall. Clamp its flight within the play area and crash if it exits the top. Use spikes below, hanging ceiling hazards, and teal arches as obstacles.
4. Bird: a small spherical bird with a pointed colored beak and two flapping paper-colored wings. Each tap/click/Space/W/Up gives it an upward impulse while gravity brings it down, with body tilt following vertical velocity. Fly through gaps in pairs of tall teal pipes extending from the ground and ceiling; crash on pipe surfaces or leaving the vertical bounds.

Use distinct chunky geometry and palette colors: cream player, burnt orange/clay spikes and accents, teal arches and pipes, off-white platforms/finish flag, green ground, charcoal-brown outlines/typography, plus mint, lavender, and coral player skins. Add simple Tone.js synth sounds for jump/flap/thrust, obstacle pass score ticks, crash, completion, and menu cues; initialize audio on first user interaction.

Include these campaign levels and patterns, with mode and approximate speeds: "Sun Trail" (cube, 5.7), "Hive Hop" (bee, 5.9), "Courier Burn" (rocket, 6.15), and "Feather Drift" (bird, 5.95). Levels should be generated from compact pattern tokens and end with a stylized finish marker: a tall teal pole, cream flag near the top, and a burnt-orange ribbon lower down. Passing obstacles increases score by 10, while distance also adds a small continuous score. On collision, pause immediately, flash the background briefly warm red, play a crash sound, and show a centered cream overlay reading "Crash." with the run result/distance and controls "R to retry • Esc for menu", plus Retry and Main Menu buttons. On reaching the finish, pause and show "Level Clear!" with "R to replay • Esc for menu". R retries after crash/clear, Escape returns to the menu.

The Change Cube screen should offer four selectable paint jobs that persist across forms: Classic Cream (cream body/burnt-orange accent), Mint Stripe (mint body/teal accent), Plum Pop (lavender body/cream accent), and Coral Dash (coral body/charcoal accent). Although called Change Cube, the selected palette carries to bee, rocket, and bird forms. Also provide mode selection chips for CUBE, BEE, ROCKET, and BIRD.

Implement a real Level Editor in the Editor menu. Let the user choose a mode, enter a level name, select a token, and paint a clickable 8-column tile timeline initially containing 24 gap cells. Include mode-specific token palettes and explain them: Cube uses P=platform, S=spike, A=arch; Bee uses W=wave beat and A; Rocket uses R/S/A lane hazards; Bird uses F=pipe gap. Provide Fill gaps, Clear, +8 cells, and Trim tools, a live monospace pattern preview, Save Level, and Play Test buttons. Save up to 20 custom levels to localStorage and list saved levels alongside featured entries: Paper Peaks by Mira (cube), Honey Run by Beck (bee), Parcel Jet by Rin (rocket), and Bird Loop by Tao (bird), each playable directly. Keep the interface DOM-based above the Three.js canvas, responsive for narrow screens, and preserve the warm paper/card visual system throughout.

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