What is RHYTHMIA
RHYTHMIA is a browser-based puzzle game that fuses classic falling-block mechanics with rhythm action gameplay. Drop pieces on the beat, clear lines, and progress through a series of musically-themed worlds.
- Super Rotation System (SRS) for piece rotation with wall kicks
- Piece hold and next piece preview
- Rhythm-synchronized visual effects (VFX)
- Bonus points for actions timed to the beat
- Combo system with Fever mode (10+ combos)
Game Modes
Single Player
Play solo through 5 musically-themed worlds. Clear terrain, collect item drops, and craft weapons to push further. Each world increases the BPM, demanding faster reflexes and tighter rhythm.
Battle Arena
Real-time 1v1 battles via WebSocket. Send garbage lines to your opponent by clearing lines. Supports ranked matchmaking with tier progression. If no opponent is found within 8 seconds, an AI rival fills in.
9-Player Arena
Up to 9 players compete in a shared-tempo rhythm battle. Random gimmicks, rising chaos levels, and tempo collapses create unique matches every time. Multiple victory conditions: last one standing, tempo collapse, or chaos overload.
Worlds
RHYTHMIA features 5 distinct worlds, each with a unique BPM and color theme. Worlds progress as you clear stages, advancing to the next world every 4 stages. Higher BPM demands faster play.
- 4 stages per world before advancing
- Clear terrain by clearing lines to complete a stage
- 4 terrain blocks destroyed per line clear
- Beat multiplier increases terrain damage
Controls
Key bindings can be customized in-game. Default DAS (Delayed Auto Shift), ARR (Auto Repeat Rate), and SDF (Soft Drop Factor) values are listed below.
| Action | Default Key |
|---|---|
| Move Left | Arrow Left / A |
| Move Right | Arrow Right / D |
| Soft Drop | Arrow Down / S |
| Hard Drop | Space |
| Rotate CW | Arrow Up / W / X |
| Rotate CCW | Z |
| Hold | C / Shift |
| Inventory | E |
| Shop | L |
| Forge | F |
Ranked System
The ranked system uses an Arena-style point system. Each match costs a bus fare (entry fee), and winning awards bonus points. Consecutive wins grant streak bonuses. Points cannot drop below 0.
| Tier | Points | Bus Fare | Win Reward |
|---|---|---|---|
| Open I | 0 - 499 | 0 | +40 |
| Open II | 500 - 999 | -10 | +45 |
| Open III | 1,000 - 1,499 | -15 | +50 |
| Contender I | 1,500 - 2,499 | -20 | +55 |
| Contender II | 2,500 - 3,499 | -25 | +60 |
| Contender III | 3,500 - 4,999 | -30 | +65 |
| Champion I | 5,000 - 7,499 | -40 | +75 |
| Champion II | 7,500 - 9,999 | -50 | +85 |
| Champion III | 10,000+ | -60 | +100 |
Consecutive wins award bonus points: 2 wins = +5, 3 wins = +10, 4 wins = +15, 5 wins = +20, 6+ wins = +25
- Matches players within 500 points of each other
- Timeout: 8 seconds
- Falls back to AI opponent on timeout
Advancements
RHYTHMIA has 45+ advancements (achievements) that unlock automatically as you play. Progress is saved to both local storage and Firestore. Toast notifications appear on unlock. The Battle Arena requires 3 advancements to unlock.
Lines
Score
T-Spin
Multiplayer
- Combo: Reach 3, 10, 20 combos
- Tetris: Clear 4 lines at once (1, 10, 50 times)
- Perfect Beats: 10, 50 per game
- Hard Drops: 100, 1,000 total
- Pieces Placed: 100, 1,000, 10,000 total
- Games Played: 1, 10, 50, 100
- World Traveler: Clear 5 worlds
Items & Crafting
Items drop when destroying terrain. Collect materials and craft weapons to increase terrain damage. Higher rarity items have lower drop rates.
Materials
| Material | Rarity | Drop Rate |
|---|---|---|
| Stone Fragment | Common | 40% |
| Iron Ore | Common | 30% |
| Crystal Shard | Uncommon | 15% |
| Gold Nugget | Rare | 8% |
| Obsidian Core | Epic | 5% |
| Star Fragment | Legendary | 2% |
Weapons
| Weapon | Damage | Special | Recipe |
|---|---|---|---|
| Stone Blade | +10% | — | 3x Stone |
| Iron Pickaxe | +20% | — | 3x Iron |
| Crystal Wand | +30% | Wide Beat | 2x Crystal + 2x Stone |
| Gold Hammer | +40% | — | 2x Gold + 2x Iron |
| Obsidian Edge | +60% | Shatter | 1x Obsidian + 2x Iron |
| Star Cannon | +80% | Burst | 1x Star + 2x Crystal |
Tower Defense
The Vanilla mode includes tower defense mechanics. A tower sits at the center of a discrete grid. Enemies spawn from the perimeter in sync with the beat and advance toward the tower. Line clears eliminate enemies, and turrets automatically fire projectiles at incoming threats.
- Enemies move 1 tile per turn on a discrete grid (orthogonal only)
- Grid extends 18 tiles from center in each direction
- Enemies spawn on the Manhattan distance 18 perimeter
- Turret fires every 1,000ms, bullet speed: 18 units/sec
- Bullets follow parabolic arcs (gravity: 40 units/sec²)