Arcade › Pulse Dash
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Hudson Peterson built it with Cinevva, so it works on a phone or a tablet too.
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Pulse Dash was built by Hudson Peterson 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 Dash 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 browser-playable 2D side-scrolling rhythm platformer titled “Pulse Dash,” rendered with a responsive HTML Canvas 2D view. The camera follows an automatically running neon cube from left to right. Use a fixed logical world of about 960x540, scaling to fill the browser while preserving aspect ratio; the viewport shows a dark futuristic synthwave scene with a blue/purple gradient background, faint scrolling 48px neon grid, and translucent outlined geometric rectangles in the distance. Platforms are dark navy/colored rectangular blocks with bright glowing cyan, green, or magenta outlines and an internal grid pattern. Spikes are glowing triangular neon hazards; square hazards glow and oscillate vertically; ceiling hazards are rotating many-point circular saws. The player is a 34x34 glowing square with a white outline, two small dark square markings on its face, and rotation while airborne. Add particle bursts on jumping and crashing. Core gameplay: the cube auto-runs right with no horizontal input. The only action is jump: pointer/click/tap on the canvas, Space, ArrowUp, or W. A jump sets vertical velocity to about -760, gravity is about 2100, and jumping is intentionally a single press/tap rather than a hold. Include a small jump buffer (~0.12 seconds) and coyote time (~0.08 seconds) so near-edge inputs work. The cube lands only when descending through a platform top; hitting a platform underside or side, spikes, moving square hazards, saws, the upper screen boundary, or falling through a gap immediately causes a crash. On crash, play a short particle burst and reset the current level after roughly 0.43 seconds; ignore jump input while dead. The cube automatically advances at each level’s specified speed. Platforms, spikes, and hazards are placed in world coordinates so the camera scrolls as the cube progresses. Build three sequential levels. Level 1 is “Pulse Run,” end x=5600, speed 335, beat interval 0.48 seconds, colors background #0b0b27 to #11133d, platform #101b45, grid #00e5ff, accent/danger #ff2dfb, goal #ffee55. Platforms (x,y,width,height): (0,430,780,110), (900,430,560,110), (1570,388,210,152), (1850,352,300,188), (2260,430,760,110), (3150,358,360,182), (3650,430,610,110), (4380,392,270,148), (4750,430,850,110). Ground spikes use their platform top y and extend upward: x=455 w44 h54; x=1020 and 1064 w44 h54; x=1924 on the 352 platform w42 h50; x=2480,2522,2564 w42 h54; x=3310 on the 358 platform w44 h54; x=3860 and 4110 w48 h58; x=4885 and 5150 w44 h54. Moving square hazards: x=1350 baseY=350 size52 amplitude54 phase0.1 speed2.4; x=2860 baseY=302 size58 amplitude70 phase1.9 speed2.1; x=4520 baseY=316 size54 amplitude58 phase0.9 speed2.8. Ceiling saws: (2190,104,r31) and (3710,118,r35). Level 2 is “Circuit Drop,” end x=6400, speed 350, beat interval 0.44, colors background #071625 to #10283b, platform #0d2434, grid #30ff99, accent #00e5ff, danger #ff3864, goal #ffee55. Platforms: (0,430,620,110), (760,392,250,148), (1130,430,560,110), (1810,406,220,134), (2130,344,260,196), (2520,430,720,110), (3370,374,270,166), (3770,430,470,110), (4380,384,190,156), (4680,350,230,190), (5040,430,1380,110). Spikes: x=360 w42 h52; x=1290 and 1332 w42 h52; x=2218 on y344 w44 h52; x=2820 and 3030 w48 h58; x=3846 w44 h54; x=5240,5284 w44 h54; x=5710 w44 h54. Moving squares: x=930 baseY302 size46 amplitude72 phase1.2 speed2.8; x=3530 baseY270 size52 amplitude88 phase2.1 speed2.3; x=4890 baseY290 size48 amplitude76 phase0.5 speed3.2. Ceiling saws at (1705,118,r32) and (4210,126,r36). Level 3 is “Prism Panic,” end x=7000, speed 365, beat interval 0.40, colors background #16091f to #241149, platform #1b1241, grid #ff2dfb, accent/goal #ffee55/#00e5ff as used for goal, danger #ff6a00. Platforms: (0,430,520,110), (650,430,360,110), (1130,392,190,148), (1450,350,230,190), (1780,318,390,222), (2300,430,780,110), (3210,388,180,152), (3505,388,180,152), (3800,388,180,152), (4120,430,920,110), (5190,370,220,170), (5530,342,250,198), (5920,430,1120,110). Spikes: x=310 w46 h58; x=736 w42 h52; x=1518 on y350 w42 h52; x=1960 and 2002 on y318 w42 h52; x=2480 and 2760 w44 h54; x=3575 on y388 w40 h50; x=4380 and 4700 w48 h58; x=5618 on y342 w42 h52; x=6120,6164,6550 w44 h54. Moving squares: x=940 baseY300 size50 amplitude92 phase0.4 speed3.2; x=3330 baseY272 size54 amplitude80 phase2.4 speed3.0; x=5320 baseY260 size52 amplitude94 phase1.1 speed3.4; x=6420 baseY300 size52 amplitude76 phase0.2 speed3.1. Ceiling saws at (2225,108,r35), (4045,116,r34), and (5870,112,r38). Add rhythmic feedback: after the first user gesture initialize Web Audio. Play recurring square-wave beat ticks on each level’s beat interval, with a stronger tick every fourth beat; play a short triangle jump blip, low crash tones, and a four-note completion arpeggio. Visually pulse a small accent indicator near the upper-left of the canvas with the beat. Draw the player’s jump particles in the current grid color and crash particles in the current danger color. HUD should be HTML/CSS over the canvas and match the screenshot: a top bar with “LVL 1/2/3” label, a long thin outlined progress bar filled with a pink-to-cyan-to-yellow gradient, percentage text, and a square neon restart button containing a ↻ icon. Show a centered, large, glowing uppercase message briefly at level start (“Pulse Run,” etc.), on crashes (“Crash,” “Fall,” or “Ceiling”), and completion. At the bottom center show the hint “Tap / click / Space to jump on the beat,” fading once the run gets underway. At each level’s finish x, draw a glowing vertical goal line from y=80 to the floor and label it NEXT, or END on the final level. Reaching a level end pauses the cube and shows “Complete”; the next jump advances to the next level. Reaching the final end shows “Final clear” and “All levels complete — restart replays level 3”; a jump after final completion loops back to level 1. The restart button always restarts the current level and resets its timer, camera, particles, and player state. Keep the clean neon, high-contrast, arcade aesthetic visible in the supplied screenshot, with no extra gameplay systems such as shooting, health, collectibles, or enemies beyond the specified hazards.