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Star Tiles

  • 3d
  • rhythm
  • arcade
  • piano-tiles
  • endless
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. pattoncbp built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Star Tiles yet. Play it, then tell pattoncbp what you would add next.

Make your own game

Star Tiles was built by pattoncbp 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 Star Tiles 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 Star Tiles

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 3D rhythm runner called “Star Tiles,” built from scratch with an original visual identity. Use a Three.js-style perspective scene: a dark navy-black starfield with sparse small cyan, lavender, and white stars, light fog, and a camera positioned above and in front of a long four-lane rectangular play board, looking down the board toward its far end. The board is a subdued blue-black slab approximately 6.4 units wide and 34 units long, with thin glowing outer borders and three evenly spaced glowing lane dividers, creating four lanes. Near the player/front of the board, place a bright cyan glowing horizontal hit line and a subtle translucent blue floor glow around it; label it “HIT LINE.”

The core game is an original piano-tiles-style rhythm game, but do not use Magic Tiles assets or branding. When the run starts, continuously spawn bright rectangular 3D tiles at the far end of the board. Each tile occupies one of four lanes, has a flat box shape about one lane wide and 2.1 units long, and travels toward the camera/hit line along the board. Color-code lanes/tiles: lane A cyan-blue, lane S violet, lane D pink, and lane F mint green. Avoid repeatedly selecting the same lane most of the time. The game should progressively accelerate: begin at speed 6.2 (displayed as 1.0x), increase speed as score rises up to about 12.5 (roughly 2.0x), and shorten spawn intervals from about 0.62 seconds toward 0.28 seconds, with a minimum interval around 0.2 seconds.

The player must press the matching lane at the right time: desktop keyboard A, S, D, F map left to right to the four lanes; mobile/touch players use four large buttons fixed along the bottom labeled A, S, D, F. A press searches for the nearest unhit tile in that lane. It is successful only when the tile is within 1.05 world units of the hit line. Rate successful hits as Perfect when within 0.22, Great when within 0.48, and Late otherwise. A successful hit increments combo, updates best combo, awards 120/85/55 points respectively plus combo multiplied by 3, displays a temporary toast such as “Perfect x4,” and removes the tile. Pressing a lane with no valid nearby tile is a “Wrong lane” miss. Tiles that pass the despawn point at z=5.5 without being hit are “Miss” misses. Each miss resets combo, removes one of three lives, displays feedback, and creates a red/pink impact ring at that lane’s hit-line position. When lives reach zero, pause the game and show a game-over overlay titled “Beat Dropped” with text reporting the score and best combo.

For visual feedback, successful hits create a rapidly expanding, fading torus/ring at the tile position in that lane, colored to match the lane; misses create a red/pink ring. Tiles should have emissive materials and subtle motion/rotation, while the board remains dark and atmospheric. Keep the scene clean and readable, with the glowing line clearly marking the timing target.

Add a fixed HUD over the 3D scene in translucent dark rounded panels at the upper left: SCORE, COMBO, LIVES, and SPEED, showing initial values 0, x0, 3, and 1.0x. The UI uses bright off-white text, muted blue-gray labels, cyan/lavender accents, rounded borders, blur, and soft shadows. Put timing/status toasts near the upper center and fade them in/out. At the bottom, show four large rounded dark gradient lane buttons in a four-column grid; pressing one briefly scales/brightens it and adds a cyan glow. Keep the hit-line label above these controls.

Before starting, show a centered dark translucent modal card over the dimmed scene titled “Star Tiles.” Include the description: “Original magic-tiles-style rhythm game. Tap the lane buttons when tiles hit the glowing line. Miss 3 and the run ends.” Include three small rule cards for Desktop (“A S D F keys”), Mobile (“Tap the 4 big lane buttons”), and Goal (“Keep the combo alive”), plus a wide cyan-to-lavender gradient “Start Run” button and a small disclaimer that this is an original rhythm runner, not Magic Tiles assets. The supplied interface also shows decorative song cards for Sky Pop (active), Laser Rush, and Moon Drift in the start card; reproduce them as visible menu cards if space permits, but they do not need to alter gameplay unless implemented explicitly. On start, reset score/combo/lives/tiles, hide the modal, begin spawning, and show “Hit the glowing line.” Restart should reset the same way. Support responsive desktop and mobile layouts, safe-area spacing, pointer/touch input, and prevent page scrolling.

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