Pulse Maze
Pulse Maze is a rhythm-locked grid puzzle hybrid. You move on every beat through a small pulsing grid, timing each direction input to the music, weaving between rhythm-driven doors, raising spikes, and moving tiles. 12 hand-designed levels across three chapters at 80, 100/110, and 130/140 BPM. Audio-clock-driven timing judgments (perfect / good / miss).
How to play
- Press Space (or tap the canvas) to start the track. A 4-beat audible count-in plays before scoring begins.
- On each beat, press a direction (↑↓←→ or WASD). Move resolves AT the next beat tick — the engine judges timing against the audio clock.
- Perfect (within ±60 ms) and Good (±150 ms) keep your chain; outside the window is a miss and the chain breaks.
- Doors open and close on a beat cycle. Spikes raise on certain beats. Plan two beats ahead before you commit.
- Reach the glowing exit ring. Stars: 95% non-miss = ★3, 80% = ★2, finish = ★1.
Tips
- Sing the BPM in your head before the first move. The cadence anchors your taps better than watching the bar at the top.
- When a door opens on odd beats, plan to be one cell before it on an even beat — step through on the odd beat.
- Standing still is a valid move (no input → miss + no movement). Sometimes waiting one beat for a spike to retract is the right call.
FAQ
- Why is the timing judged against the audio clock instead of the visual?
- Browser RAF can drift by several milliseconds per frame, especially on a non-vsync display. The Web Audio context's currentTime is sample-accurate, so a perfect tap that feels right always reads as perfect — no unfair misses.
- Can I tap early and have it count for the next beat?
- Yes — if you tap within ±150 ms of a beat's centre, it scores against that beat. Tapping in the middle between two beats is a miss for the upcoming one.
- What happens if I press two different directions during one window?
- Only the latest input before the beat resolves counts. So you can change your mind mid-window without penalty.
- Why does my run lose if a spike rises under me?
- Hazards are checked at the moment of beat resolution, after environment events have advanced. If a spike rose on the same beat you arrived at its cell, you take the hit.