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Pulse Prism

  • 2d
  • platformer
  • rhythm
  • auto-runner
  • arcade
  • neon
  • side-scroller
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. Charlie built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Pulse Prism yet. Play it, then tell Charlie what you would add next.

Make your own game

Pulse Prism was built by Charlie 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 Prism 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 Prism

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 2D side-scrolling rhythm platformer called “Pulse Prism,” presented with an orthographic camera and a neon Geometry-Dash-like feel. The player controls a small glowing square/cube that automatically runs from left to right at a fixed speed of 7 world units per second; the camera follows horizontally while keeping the cube around the left-center of the screen. Build one complete song-length level lasting 125 beats at 140 BPM (about 53.6 seconds), with movement and visual pulses synchronized to the beat. The objective is to survive from the start to the finish gate. The cube should never stop, and the only gameplay action is jump: tapping/clicking anywhere, pressing Space or Up Arrow, or pressing the on-screen Jump button. Buffer a jump briefly and allow a small coyote-time window so timing feels responsive. The cube jumps with upward velocity, is affected by strong gravity, rotates while airborne, and settles upright when grounded. Play a jump sound on jumps and a custom energetic electronic music track during an attempt.

Use a dark futuristic neon presentation: nearly black navy background, faint blue horizontal/vertical grid lines, subtle large cyan and magenta translucent diamond shapes in the distance, colorful bloom/glow effects, and beat-synced screen/background pulses. Platforms should be assembled from pixel-art-like purple terrain tiles with glowing edges, with accent platforms in cyan, hot pink, and lime green. Use sprite-like artwork for purple block tops/fills, grey diagonal spikes, orange-red lava, green jump pads, circular portals, and small flying enemies. Keep the world as a 2D plane with layered depth for background, terrain, hazards, glow, and player.

Lay out a long obstacle course with these exact broad sections and challenge types: start on a purple floor; alternate floor segments separated by lava gaps; place pink spike strips on the floor in single, double, and triple groups; include raised cyan and pink floating platforms around beats 14–18, 33–36, 53–56, 67, 75–76, and 82–86; include additional purple floor routes through the middle and later sections. Add lava gaps roughly around beats 6, 12, 17.5, 23, 29.5, 36.5, 42.5, 50, 57.5, 64, 71.5, 79, and 85, with wider gaps in later sections. Add green jump pads on the floor around beats 13.2, 31.4, 52, 66, 81.1, and 122.5. Pads automatically launch the cube with a strong boost (about 23–24 vertical velocity), creating routes over gaps and toward raised platforms.

Add moving flying hazards at approximately beats 21.4, 36.1, 45.4, 49.2, 62.2, 77.2, 90.2, 95.1, and 118.1. Render each as a glowing cyan or pink flying sprite and move it vertically with a sine wave, using different amplitudes and periods so the player must time jumps around them. Include more pink spike lanes in the middle and end of the normal-gravity route, and in the inverted section place cyan spikes hanging down from ceiling platforms around beats 88.5, 93, and 97.8.

Include a late gravity mechanic. Place a cyan circular gravity portal around beat 84.2 at about world height 4.05; touching it flips gravity, launches the cube away from the portal, and changes the HUD label from “Gravity Normal” to “Gravity Inverted.” In inverted gravity, the cube runs along the underside/ceiling of cyan platforms, jumps toward the floor when tapped, and uses ceiling spikes as hazards. Build a ceiling-running passage with cyan ceiling platforms around beats 87–99 and a pink intermediate platform around beat 91.5. Place a second active portal around beat 100.8 at height 3.95 to flip gravity back to normal, then return to purple floor segments around beats 103, 109.5, 116.5, and 122. Add a final decorative lime portal near beat 124.5 and a translucent lime finish gate just beyond beat 125. Touching the finish gate completes the run.

Collision behavior must be strict and arcade-like: landing on the correct surface is safe, but touching spikes, lava, flying hazards, the sides/undersides of solid platforms, or falling below the world/above the ceiling kills the attempt. Every death should immediately stop the music, flash the screen pink/red, play a crash/restart sound, show a status such as “Restarting — hit obstacle” or “Restarting — missed landing,” and automatically restart from the beginning after a short delay (about 0.42 seconds). Reset player position, gravity, progress, and song time on restart. On completion, pause the music and show a “Level Clear” overlay; tapping again starts a new attempt.

Create a glassy HUD over the playfield. At top left show the title “PULSE PRISM,” the current gravity state, a cyan-to-pink progress bar, “Attempt N,” and elapsed time in seconds. At top/right show a rounded status pill with Loading, Ready, Running, Restarting, or Level clear. At bottom left show a hint explaining that beat timing matters and that early/late jumps cause collisions or falls. At bottom right show a large rounded translucent neon “JUMP” button suitable for mobile. Before starting, display a centered dark translucent overlay card labeled “RHYTHM PLATFORMER,” title “Pulse Prism,” descriptive text about surviving the whole song, bullet points for one-button control, instant restarts, and beat-synced pulses/pads/gravity portals, plus a large cyan-to-pink “TAP TO START” button. The first input should unlock/play audio and begin attempt 1. Use responsive layout and hide pointer interaction behind the overlay except for the intended controls.

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