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Pulse Cube

  • 2d
  • platformer
  • auto-runner
  • rhythm
  • arcade
  • 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. Kian Morrow built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Pulse Cube yet. Play it, then tell Kian Morrow what you would add next.

Make your own game

Pulse Cube was built by Kian Morrow 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 Cube 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 Cube

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 playable game titled “Pulse Cube,” an automatically scrolling neon rhythm-platformer viewed from a flat 2D side-on orthographic camera. Use a very dark navy/black background with a faint blue-purple grid and many slowly rotating, semi-transparent violet/magenta geometric ring shapes in the distance. Keep the camera centered so the player stays near the left side of the screen while the level moves past, with extremely subtle camera bob and brief screen shake/white flash on a restart.

The player is a small glowing cube (about 0.78 world units square), cyan with a shifting rainbow-like hue over time and a bright yellow outline. It automatically runs to the right at a constant speed of about 6.1 units per second; there is no horizontal player control. The only action is jump: tap/click anywhere, press Space, Arrow Up, or W. A jump is permitted only while grounded, launches with about 10.6 vertical velocity, and is governed by strong gravity around -24. While airborne the cube rotates continuously, and when it lands its rotation snaps to the nearest 90-degree angle. The presentation and instructions frame jumping as rhythm-based (“Tap / click / Space on the beat to jump”), with a simple synthesized electronic beat beginning after the first user interaction, but the actual collision mechanic is a straightforward grounded jump rather than a separate timing meter.

Build a single fixed level extending roughly 142 world units to a finish portal. The player begins on a broad cyan-outlined dark platform at floor height. Arrange the course from left to right as follows, preserving the approximate spacing and sizes: a long starting floor from x=-21 to x=5 (center -8, width 26), red triangular spikes around x=13 and x=16, a safe platform centered near x=20 with width 8, a gap centered near x=26.5 about 4.1 units wide, then a platform centered near x=30 with width 12. Add a raised magenta-outlined rectangular block around x=37 (width 2.7, height 0.9) that can be landed on but is dangerous to collide with from the side, followed by spikes at x=42 and x=44.4. Add an elevated cyan-outlined platform centered around x=49, width 6, about one world unit above the floor, then a long floor platform centered around x=58, width 14, with a spike at x=61. Add another gap around x=68.2, width 4.4, followed by a floor platform centered around x=72, width 12. Add another raised block around x=79 (width 2.5, height 1.3), an elevated platform centered around x=86, width 5.3, roughly 1.35 units above the floor, then three spikes at x=93.1, 95.3, and 97.5. Continue with a floor platform centered around x=102, width 14, a gap around x=112.5 about 4.2 units wide, and a final long floor platform centered around x=116, width 18. Put a raised block around x=123.5 (width 2.4, height 0.9), a spike around x=128.2, and finally a glowing green circular/torus portal around x=142, elevated above the floor. Reaching/overlapping the portal or passing the finish coordinate completes the level.

Platforms should be nearly black filled rectangles with bright cyan line borders. Raised blocks should have dark purple-black fills and hot magenta borders. Spikes should be solid red neon triangles with yellow outlines. The finish should be a vivid green torus/ring with a translucent cyan inner disk. Use simple glowing line-and-fill geometry, not detailed textures. Collision should include landing on platform tops, solid raised blocks as hazards except their top surface is landable, triangular spikes as instant-death hazards, falling below the world as death, and the portal as the win trigger. There are no enemies, collectibles, weapons, or lives.

On any spike/block collision or fall, immediately restart the run at the start, increment the attempt counter, reset progress and vertical motion, and show a brief crash effect with shake and flash plus an electronic crash sound. On winning, stop the runner, show a short ascending electronic win jingle, and allow tapping/clicking or the jump key to start the level again. The restart attempt number should increase each time; the game begins with “Attempt 1 · 0%.”

Implement a minimal fixed HUD over the game. At the top center, show a thin wide progress bar with a pale/white border, translucent dark interior, cyan glow, and a fill gradient from cyan through magenta to yellow. Fill it according to distance from the start to the portal. Below it, centered uppercase status text should show “ATTEMPT N · P%” during play, “LEVEL COMPLETE” after winning, and use wide letter spacing and a cyan glow. At the bottom center, show a bordered translucent dark hint panel with a magenta glow containing “Tap / click / Space to jump — stay on rhythm” during play and “You reached the portal — tap to run it again” after winning. Make the layout responsive, preserve the dark full-screen canvas, and support both desktop keyboard and mobile pointer/touch input.

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