Local precision in a shared experience
Gameplay requires immediate feedback for the musician, while the audience needs to hear the same performance at the correct time and position.
I developed a five-lane multiplayer rhythm minigame with a custom chart editor, persistent leaderboard and audio synchronized between players. The project combines a React interface, Lua logic, SQL persistence and state synchronization.
Gameplay requires immediate feedback for the musician, while the audience needs to hear the same performance at the correct time and position.
Deliver a five-lane minigame with controller support, a custom editor, catalog, leaderboard and shared performances.
I developed gameplay and the editor in React/TypeScript, Lua client/server integration, audio synchronization and leaderboard persistence.
Keyboard and controller feed the same note judgment, combo and visual feedback flow.
The server controls start and end, validates musician, entity and position, and accepts scores only under the resource’s rules.
Gameplay uses the musician’s local player, while the audience starts audio at the elapsed time calculated by the server.
The demo brings together gameplay, the song catalog and the editor used to create and calibrate charts.
The demo shows the original interface in Brazilian Portuguese.
The project separates immediate feedback, content creation, multiplayer synchronization and server authority. Select a layer to explore the details.
The highway processes five lanes, taps, holds and chords through a shared keyboard and controller input model. Scoring starts at 50 points per hit, deducts 8 per miss and applies combo and multiplier.