User prompt
add Main Background Music Track
User prompt
add 1. **Main Background Music Track** 2. **Menu / UI Background Loop** 3. **Sound Effects (SFX)**: **Jump Sound** - **Dash Sound** - **Slide Sound** - **Success Hit Sound** - **Failure/Miss Sound**
Code edit (1 edits merged)
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User prompt
Rhythm Pulse: Echo Runner
Initial prompt
Create a music-themed rhythm platformer game titled “Rhythm Pulse: Echo Runner”. The player controls a glowing character who runs through an abstract neon world. Every level is synced with an electronic music track. Obstacles appear on the beat, and the player must jump, dash, or slide to match the rhythm and avoid collisions. The visuals pulse and shift based on the frequency and intensity of the music. Key features: - Rhythm-based movement and timing (like Geometry Dash or Beat Saber) - Reactive visual effects synced to bass and treble frequencies - Increasing difficulty with more complex patterns per level - Score system based on accuracy and beat-sync performance - Music-reactive environments (lights flash, platforms appear/disappear with sound) - 3 levels of difficulty: Chill (easy), Flow (medium), Surge (hard) Visual style: - Neon, cyberpunk atmosphere - Abstract, minimalistic backgrounds - Smooth motion trails and light particles - User interface should be minimal and modern Target platform: web/mobile Objective: Complete levels by syncing actions with the rhythm. Mistimed actions reduce score or cause game-over. Create a set of original audio assets for a futuristic rhythm-based platformer game titled “Rhythm Pulse: Echo Runner”. 1. **Main Background Music Track**: Generate a high-energy electronic music track (duration: 60–90 seconds, tempo: 120–130 BPM) with a strong beat and dynamic rhythm. The music should feel immersive and reactive, suitable for a rhythm game. Use punchy drums, a driving bassline, futuristic synth leads, and glitchy transitions. Avoid vocals. Structure the track with an intro, build-up, drop, and outro to enhance the intensity curve of gameplay. Style: Cyberpunk, EDM, retro-futuristic. Mood: Energetic, focused, immersive, pulsing with rhythm. Reference vibes: Beat Saber, Geometry Dash, Tron Legacy. 2. **Menu / UI Background Loop**: Create a soft, loopable background track for the game’s main menu. Use dreamy synths, low-tempo beats (around 90 BPM), and smooth, retro-futuristic textures. The music should feel ambient and calm, with a digital yet relaxing tone. Style: Chillwave / Synthwave Mood: Ambient, minimal, nostalgic. 3. **Sound Effects (SFX)**: Produce short, crisp, electronic sound effects suitable for the following actions in a music game: - **Jump Sound**: A light, musical chime with a quick upward pitch glide, synced to rhythm. - **Dash Sound**: A short, fast swoosh with a sparkly electronic accent. - **Slide Sound**: A smooth, lower-pitched whoosh with a soft tail. - **Success Hit Sound**: A bright, satisfying pluck or tone that feels rewarding. - **Failure/Miss Sound**: A muted, distorted bass thud that indicates loss or error without being too harsh. All sounds should feel like they belong in a neon-lit, futuristic world. Keep the aesthetic cohesive across the entire audio set.
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
}); /****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
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jump
Sound effect
dash
Sound effect
failureMiss
Sound effect
mainBgMusic
Music
skyLevelMusic
Music
speedMusic
Music
natureMusic
Music
jumpNature
Sound effect
jumpUnderwater
Sound effect
dashNature
Sound effect
dashUnderwater
Sound effect
underwaterMusic
Music
jumpSpeed
Sound effect
dashSpeed
Sound effect