rhythm-game
Skill2 starsChanged 50 days agoApache-2.0View on GitHub
Entry point for a rhythm-game slice — an original music track with a known BPM and structure, a note chart derived from the track's onsets, lane and visual design in the project style, and a playable web prototype with timing windows. Use when the user says "rhythm game", "music game", "beat map", or describes performance driven by timed input.
In this repository74 other files it gives its agents.
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- film-dialogue-voiceoverSkill
- film-directionSkill
- film-end-creditsSkill
- film-generate-reviewSkill
- film-locationSkill
- film-pipelineSkill
- film-prop-sheetSkill
- film-screen-captureSkill
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- worldview-game-horror-mundane-routine-corruptionSkill
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- worldview-game-observation-gated-stalkerSkill
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- worldview-game-relief-resource-with-hidden-costSkill
- worldview-game-restore-power-under-pressureSkill
- worldview-game-roaming-stalker-pressureSkill
- worldview-game-safe-room-pressure-resetSkill
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- The first 60 shown.
The file
Files
Rhythm Game
Make a chart that feels like the song, not a metronome.
What the user gets
| Deliverable | Format |
| Track | original instrumental, fixed BPM, stated structure (intro / verse / build / drop / outro), 60–120 s |
| Onset analysis | detected beats and accents with timestamps |
| Chart | note placements per lane, density by section, difficulty tiers (easy / normal / hard) |
| Visual design | lanes, note sprites, hit effects, background reactive to the drop — in the project style |
| Prototype | web build with timing windows (perfect / good / miss), score, combo |
| Preview video (optional) | 15–30 s of the chart being played |
Rules this entry enforces
- Track first, chart second. The chart is derived from the audio's onsets, never written before the music exists.
- Fixed BPM. Generated music is requested at a stated BPM; the file is checked; drift over 0.5 BPM is rejected.
- Density follows structure. Verse sparse, build rising, drop dense, outro release. A flat-density chart is a typing test.
- Notes on accents, not on every beat. The chart plays what the ear hears.
- Timing windows are stated in ms. perfect ±40 · good ±90 · miss beyond.
- Hit effects obey causality. The effect fires on the hit, in the lane, with the note's colour — same rule as
vfx-effect. - Difficulty tiers share the song. Easy is a subset of normal; normal a subset of hard.
Example
Track: 128 BPM, 90 s, "amber pulse" — intro 8 bars · verse 16 · build 8 ·
drop 16 · outro 8; instrumental, no vocals
Chart (normal): verse 1 note/beat on kick · build adds hats every half-beat ·
drop 2–3 notes/beat with holds on the synth stabs · outro 1/2 beat
Lanes: 4 · notes as lantern sparks · hit = amber ring · miss = fog puff
Windows: ±40 / ±90 msRelated entries
film-generate-review(core) — music generation happens in its audio passvfx-effect— hit effectspixel-art-sprite— note and lane sprites
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