Beat Rush
Design brief
Four neon lanes, one relentless beat — tap the falling notes the instant they cross the line and ride the combo as long as you can.
Date: 2026-07-23 Genre: rhythm tap Platform: Mobile (portrait, touch-first) Status: Playable build
Concept
Beat Rush is a single-track rhythm-tap run: notes stream down four glowing lanes toward a hit line synced to a 128 BPM synthesized beat. It goes for that arcade-DDR feeling of locking into a groove — no menus, no song select, just drop in and chase a clean combo for one 60-second track.
How to play
Tap the lane pad the instant a falling note crosses the hit line near the bottom of the screen. Hitting on time scores Perfect or Good depending on timing precision; letting a note pass untouched breaks your combo. On desktop, the D / F / J / K keys map to the four lanes, Space/Enter/click starts the run, and R restarts at any time. The run ends automatically after the track finishes, showing a letter grade and stats.
Core mechanics
- Four-lane falling-note field with a fixed hit line and a live WebAudio-driven backing beat (kick + hi-hat) the chart is built around
- Timing windows: Perfect (±0.07s), Good (±0.14s), Miss beyond that — untouched notes auto-miss and reset the combo
- Combo multiplier that scales score up to 3x as the chain grows, rewarding sustained accuracy over lucky single hits
- Procedurally generated chart per run (eighth-note grid, rotating rhythm patterns) with difficulty ramping — travel speed increases and two-note chords appear as the track progresses
- End-of-run results screen with a letter grade (S–D) computed from accuracy and miss count, plus one-tap restart
Progression & scoring
Each run is a fixed 60-second track. Perfect hits award 100 points times the current multiplier, Good hits award 50. The multiplier climbs by 0.5x for every 10-hit combo, capping at 3x, so late-track chains are worth far more than early scattered hits. Note fall speed shortens gradually across the run and chord (two-lane) notes start appearing after roughly a third of the track, so the back half demands sharper reflexes than the intro.
Look & feel
Dark violet-to-black gradient backdrop with four saturated neon lane colors (pink, yellow, cyan, purple), rendered on canvas with glow-blurred note circles and floating judgement text. All audio — kick, hi-hat, and the three hit-feedback tones — is synthesized live with the WebAudio API, so the whole game is a single dependency-free file. The phone frame gives it a hand-held, pick-up-and-play arcade cabinet feel.
What makes it fun
- The backing beat and the chart are generated from the same clock, so hits genuinely feel locked to the music rather than just landing on a timer
- The escalating multiplier turns a clean run into a real skill ceiling — a sloppy start can still be clawed back with a strong late-track combo
- Chord notes and the speed ramp keep a 60-second session tense right up to the final bar instead of flatlining in difficulty