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Arcade › Pulse Dash
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Rosalinda Venegas built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Pulse Dash yet. Play it, then tell Rosalinda Venegas what you would add next.
Pulse Dash was built by Rosalinda Venegas 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-based 2D side-scrolling auto-run rhythm platformer titled “Pulse Dash.” Use a responsive full-window canvas with a logical 960x540 playfield scaled to fit the viewport, dark navy/black background, and a neon cyberpunk aesthetic. The camera/world scrolls continuously to the right while the player stays near a fixed screen x-position of 160; the player’s world position advances automatically at 332 pixels per second through a finite 4500-pixel level. Player: draw a 34x34 glowing square avatar with a very dark blue interior, bright white outline, cyan and magenta small square accents near the top, and a short yellow line near the bottom. Rotate it continuously while moving and leave about 10 fading cyan-glowing square afterimages behind it. The player starts on the ground at y=396 (floor top y=430), has gravity 2220 and a normal jump velocity of -760. Jump on Space, W, ArrowUp, mouse click, or touch tap. A press triggers a jump; while the input is held, automatically jump again whenever the player lands. Allow a brief 0.075-second coyote time after leaving a platform. Falling into gaps or colliding with hazards restarts the run. Level/world: establish a horizontal neon platform floor at y=430, rendered as dark blue filled segments with a bright cyan 3-pixel outline and cyan glow. Include these gaps in world coordinates: x=760 width=120, x=1530 width=165, x=2320 width=128, x=3110 width=190, and x=3860 width=150. Tint the interior below each gap with a subtle transparent magenta rectangle. Place glowing yellow triangular spikes on the floor at x positions 520, 615, 980, 1080, 1180, 1378, 1850, 1945, 2040, 2550, 2650, 2860, 2960, 3425, 3525, 3640, 4140, and 4240. Their widths are generally 38 pixels, with every third spike 42 pixels wide; heights are generally 46 pixels, with every fourth spike 54 pixels. Use translucent yellow fills, bright yellow outlines, and glow. Add magenta-glowing rectangular blocks that are solid collision obstacles: at (1280, y=358) size 54x72; (1705, y=320) size 56x110; (2140, y=358) size 58x72; (2445, y=278) size 62x62 as a floating block; (3010, y=336) size 58x94; (3315, y=280) size 62x62 floating; (3715, y=348) size 58x82; and (4055, y=352) size 56x78. Fill them with translucent magenta, outline them in bright magenta, add glow, and draw a subtle diagonal interior line. Add jump pads on the floor that automatically launch the player on overlap: at x=1465 width 70, cyan/yellow-white colored and power -920; x=2260 width 70, cyan colored and power -900; and x=3350 width 76, magenta colored and power -950. Make the pads short 12-pixel-high glowing outlined rectangles. At the level end near world x=4500, show a glowing oval portal centered at floor y minus 84, with a large cyan ellipse outline (about 35x82) and inner magenta ellipse (about 22x60). Reaching roughly world x=4380 wins, stops movement, fills progress to 100%, and displays a centered finish overlay saying “FINISH!” with “Tap to run it again.” Tapping after winning starts a fresh run. Background rendering: use a deep #070817 backdrop, a subtle cyan grid with 40-pixel spacing that moves at 35% of world scroll for parallax, and faint vertical magenta beat-marker lines at intervals of speed times one beat. Add a distant repeating skyline of roughly 24 translucent dark geometric buildings with faint purple outlines, moving at 16% scroll parallax. Use strong cyan, magenta, and yellow bloom/glow effects. On death, briefly flash white and shake the camera, play a low electronic sound if Web Audio is available, increment the attempt count, and immediately restart from the beginning. The game should also emit quiet electronic beat blips every beat at 140 BPM and short jump/pad/win sounds, but remain playable without audio support. HUD: overlay HTML UI above the canvas. At the top, show the spaced uppercase title “PULSE DASH” in glowing light cyan, a wide dark progress bar with cyan border and a gradient fill from cyan through magenta to yellow, and a bold yellow percentage at the right. Progress is based on traveled world distance and should initially show 0% (the reference screenshot can show a small nonzero value once running). Near the bottom center show the instruction “Tap / Click / Space to jump — hold to auto-jump” in white within a subtle translucent bordered panel; after attempts beyond the first, show the attempt number instead. Put a bottom-right neon magenta outlined “Restart” button. Use responsive sizing, safe-area insets, and pointer/touch controls. Keep the game as a single continuous run with no enemies, weapons, collectible items, score, health, or multiple lives; the core challenge is timing jumps over spikes, blocks, and gaps while auto-scrolling to the portal.