Monthly ·
Pulse — Neon Orbit Survival
"A neon orbit survival game with progressive levels, blast shield mechanics, and procedural sound. Orbit the core, dodge hazards, collect energy, and unleash blast waves to destroy incoming threats."
The Game
Pulse is a neon orbit survival game with progressive levels, three power-up types, and procedural sound. You control a glowing orb locked in orbit around a central core. Click, tap, or hit space to reverse direction. Red hazards spiral inward from the screen edges — you read their trajectories, time your switches, and slip through the gaps. Collect green energy to charge your blast shield, grab purple boosters to expand your orbit, and grab cyan slow-mo clocks to freeze hazards in their tracks. When the screen gets overwhelming, unleash a full-screen blast wave that wipes every hazard clean.
Controls
| Action | Desktop | Mobile |
|---|---|---|
| Switch direction | Click / SPACE | Tap screen |
| Blast shield | SHIFT / Z | Blast button (bottom-right) |
| Pause | ESC / P | — |
| Mute | M | M |
Pickups & Power-Ups
| Pickup | Color | Shape | Effect |
|---|---|---|---|
| Energy | Green | Circle | +1 blast charge. Spawns from center going outward or from edges coming inward — rotate to intercept. |
| Booster | Purple | Diamond | Expands orbit radius by 60px for 4 seconds. Buys breathing room when the circle gets tight. |
| Slow-Mo | Cyan | Clock | Slows all hazards to 35% speed for 5 seconds. Your movement stays full speed — read the chaos and navigate safely. |
How It Plays
| Mechanic | Detail |
|---|---|
| Movement | One button — switch orbit direction. That's your only move. |
| Blast Shield | Costs 5 energy charges. Fires a screen-wide shockwave from center that instantly destroys every hazard on screen. Use it when the screen is saturated for maximum value. |
| Scoring | Points over time + 2 per survived hazard + 25 per energy + 10 per hazard destroyed by blast + 15 per booster/slow-mo |
| Levels | 8 named levels. Level 1 ("Awakening") has a large orbit and slow hazards. Each level shrinks the orbit and increases speed/density. Level 8 ("Collapse") is a tiny circle in chaos. Beyond that, infinite escalation. |
| Orbit Shrink | The orbit starts large at Level 1 (32% of screen) and shrinks each level down to 8% at Level 8. Boosters temporarily reverse this. |
| Energy | 5 charges = one blast. Max 15 stored. Energy orbs drift across the orbit path — some from center outward, some from edges inward. |
| Sound | Fully procedural — every action has a distinct synth tone. M to mute. |
Level Progression
| Level | Name | Orbit Size | Hazard Speed | Max Hazards |
|---|---|---|---|---|
| 1 | Awakening | Large (32%) | 0.65x | 3 |
| 2 | Stirring | 27% | 0.85x | 5 |
| 3 | Rising | 22% | 1.1x | 7 |
| 4 | Surging | 18% | 1.4x | 10 |
| 5 | Critical | 14% | 1.7x | 12 |
| 6 | Overload | 11% | 2.0x | 14 |
| 7 | Meltdown | 9% | 2.3x | 16 |
| 8 | Collapse | 8% | 2.6x | 18 |
| 9+ | ∞ | Shrinks further | Keeps escalating | Keeps climbing |
What You Get Out of It
- Three power-up types — energy for blasting, boosters for space, slow-mo for precision. Each creates a different tactical decision.
- Progressive orbit shrink — the play space physically contracts as you progress, raising the stakes beyond just speed
- Screen-clearing blast — the ultimate panic button. Save it for when the screen is full, or spend it early and race to recharge?
- Bidirectional pickups — orbs and power-ups come from both directions (center outward and edges inward). You choose which to chase based on what's safest.
- Procedural audio — every switch, collect, blast, level-up, and power-up has its own synthesized sound. No audio files, all code.
- High-score chase — your best run is saved locally; the loop is "one more try"
- Quick sessions — runs last 15 seconds to 3 minutes; perfect for a break
Design Notes
The game is entirely self-contained — single HTML file, vanilla JavaScript, no dependencies, no backend. The audio is generated entirely with the Web Audio API — oscillators, noise buffers, and biquad filters produce every sound at runtime, so there are zero audio files to load.
The level system creates a structured progression curve. Each level has a name (Awakening → Stirring → Rising → Surging → Critical → Overload → Meltdown → Collapse) and its own parameters for hazard interval, speed, max count, burst chance, and orbit size. The orbit physically shrinks from 32% to 8% of the screen across levels, so the difficulty isn't just speed — it's spatial pressure.
The blast shield is the strategic anchor. It costs 5 energy and clears the entire screen, so the decision is always: blast now for safety, or hold and dodge through a denser wave for a bigger payoff? The slow-mo and booster power-ups add secondary layers — slow-mo lets you read a chaotic screen and thread through gaps, while boosters give you literal room to breathe when the orbit gets tiny.
All pickups spawn bidirectionally — some emerge from the core and drift outward, others appear at the edges and drift inward. This means there's always a choice: rotate toward the incoming one or wait for the outgoing one. That choice, made under pressure, is what makes each run feel different.
First release in the Apps & Games monthly series — a new app, tool, or game every month.
脉搏 — 流星轨道生存
一款具有逐步升级关卡、动能护盾机制和生成式音效的霓虹轨道生存游戏,环绕核心飞行,躲避障碍物,收集能量,并释放冲击波来摧毁来袭威胁。
游戏
脉搏是一款霓虹轨道生存游戏,拥有渐进式关卡、三种类型的力量补给以及生成的声音。你操控一个被锁在核心周围旋转的发光球体。点击、触屏或按空格键改变方向。红色障碍物从屏幕边缘向内螺旋而来——你要分析它们的轨迹,精确切换时机,并通过缝隙前进。收集绿色能量以充盈你的爆破护盾,抓取紫色推动力加速轨道范围,以及抓取青色慢动作时钟来冻结所有障碍物在原地。当屏幕变得难以驾驭时,释放一个覆盖整个屏幕的爆炸波,彻底清除所有的障碍。
控制
| 动作 | 电脑版 | 手机 |
|---|---|---|
| 改变方向 | 点击 / SPACE | 触摸屏点击 |
| 爆破护盾 | SHIFT / Z | 底部右角的爆炸按钮 |
| 暂停 | ESC / P | — |
| 静音 | M | M |
收获与力量补给
| 收获物 | 颜色 | 形状 | 效果 |
|---|---|---|---|
| 能量 | 绿色 | 圆形 | +1个爆破护盾电量。从中心向外或边缘向内生成——旋转以拦截它们。 |
| 推动力 | 蓝紫色 | 方形钻石 | 增大轨道半径60px,持续4秒。当圆圈变小的时候用它来缓解压力。 |
| 慢动作 | 青色 | 手表形状 | 使所有障碍物减速35%,持续5秒。你的移动保持正常速度——阅读混乱的环境并安全导航。 |
如何游玩
| Mechanic | Detail |
|---|---|
| 运动 | 一个按钮——切换轨道方向。这是你的唯一动作。 |
| 防护罩 | 消耗5个能量单位。从中心发射一片贯穿屏幕的冲击波,瞬间摧毁屏幕上的一切障碍物。在屏幕上饱和时使用可以获得最大价值。 |
| 得分 | 时间积累的分数 + 2分每存活一个障碍物 + 25分每消耗的能量 + 10分每被防护罩击毁的障碍物 + 15分每加速/慢动作单位 |
| 关卡 | 8个命名关卡。第1关("觉醒")有较大的轨道和缓慢的障碍物。每个关卡都会缩小轨道并增加速度/密度。第8关("崩溃")是一个在混乱中缩成一小圈。之后是无限级数提升。 |
| 轨道收缩 | 轨道从第1关(屏幕的32%)开始较大,随着关卡数量递减到第8关时(仅占屏幕8%)。加速/慢动作单位暂时逆转这一趋势。 |
| 能量 | 5个单位 = 一次防护罩射击。最大15个单位可存储。能量球沿轨道移动——有的从中心向外扩散,有的从边缘向内聚集。 |
| 音效 | 完全基于生成算法——每一次行动都有独特的合成音色。M键静音。 |
关卡推进
| Level | 名称 | 轨道大小 | 危险速度 | 最大危害 |
|---|---|---|---|---|
| 1 | 苏醒 | 大 (32%) | 0.65x | 3 |
| 2 | 激发 | 27% | 0.85x | 5 |
| 3 | 扬升 | 22% | 1.1x | 7 |
| 4 | 波动 | 18% | 1.4x | 10 |
| 5 | 关键 | 14% | 1.7x | 12 |
| 6 | 超载 | 11% | 2.0x | 14 |
| 7 | 熔断 | 9% | 2.3x | 16 |
| 8 | 崩溃 | 8% | 2.6x | 18 |
| 9+ | ∞ | 缩小进一步 | 继续升级 | 继续攀升 |
你将获得什么
- 三种增益类型 — 能量用于爆破、助推器用于太空、慢动作用于精准。每种都创造了不同的战术选择。
- 渐进式轨道缩小 — 你前进的过程中,游戏空间物理上在缩小,这不仅提高了速度还提升了局势的复杂性。
- 屏幕清理爆炸 — 最终的急停按钮。何时使用它取决于是否即将满屏或早先用它来加快恢复?
- 双向拾取物 — 奇妙球和增强物从两个方向(中心向外和边缘向内)出现。你根据什么最安全来追逐它们。
- 程序化音频 — 每个切换、收集、爆破、升级及增强物都有自己的合成音效。无任何音频文件,全靠代码实现。
- 高分追赶 — 你的最佳表现被本地保存;循环为“再试一次”。
- 快速会话 — 游戏会话持续15秒到3分钟;非常适合短暂休息时玩
The游戏完全自包含——一个单独的HTML文件,仅使用vanilla JavaScript,没有任何依赖,没有后端。音频完全由Web Audio API生成——振荡器、噪声缓冲区和二阶滤波器在运行时产生每一种声音,因此没有音频文件需要加载。
层级系统创建了一个结构化的进展曲线。每个级别都有一个名称(觉醒 → 醒悟 → 壮起 → 涌动 → 危机 → 超载 → 爆裂 → 失控),并有自己的参数来设定危险间隔、速度、最大数量、脉冲概率和轨道大小。轨道在整个过程中物理上收缩,从屏幕的32%减小到8%,因此难度不仅仅是速度——而是空间压力。
爆裂护盾是战略上的锚点。花费5个能量值它可以清除整个屏幕,所以决定总是:现在引爆以保证安全,还是延迟保持并躲过更密集的波浪以获得更大的回报?慢动作和增益符文增加了第二层——慢动作可以让您读取混乱的屏幕并通过缝隙穿梭,而增益则在轨道变得极小时让您有空间呼吸。
所有拾取物都双向生成——一些从中心生长出来并向外移动,另一些则出现在边缘并朝内移动。这意味着总是有一个选择:是转向即将到达的那个还是等待另一个向外移动的?这种选择,在压力下做出,使每一轮别具一格。
▶ 次udios脉搏 (▶ Play Pulse)
每月应用与游戏系列的首作 —— 每月推出一个新应用、工具或游戏。
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