SELECT KEY

Three shapes. One rule. No mercy from the tempo.

Every turn, an enemy shows you three locks — a circle, a triangle, a square, in some order. You have three beats to answer with the matching key, one per beat. Get it right, they take damage. Miss, or answer wrong, and you do.

That's the entire rulebook. SELECT KEY isn't testing whether you can learn it — you already have, in the first ten seconds. It's testing whether you can still execute it once the beat stops waiting for you to think.

The tempo isn't fixed. Clear a round cleanly and the BPM climbs for the next one. Struggle, and it backs off. Five rounds, from a calm 60 BPM up toward a genuinely unfair 180 — the game keeps handing you exactly the speed you can (almost) survive.

No hidden timing windows, no "Perfect / Good / Late" grading. You're either on the beat or you're not. What's left, underneath the HP bars and the battle framing, is a straightforward question: how fast can you turn seeing into pressing?

This is an MVP. One battle system, no story, no unlockables — built to find out if a rule this simple can still become a skill worth chasing. If round five at full tempo makes your hands shake a little, it worked.

Controls

  • One button per shape: circle key / triangle key / square key
  • Press during the INPUT beats (1–3 of each 8-beat turn)
  • No precision timing needed within the beat — just don't be late, and don't be wrong

What this build is (and isn't)

  • ✅ The full 8-beat turn loop, 5-round run, adaptive BPM, scoring
  • ✅ Playable straight in the browser, no install
  • 🚧 No music/SFX polish, no meta-progression, no additional shapes yet — this is a first playable, not a finished game
Published 3 hours ago
StatusPrototype
PlatformsHTML5
Authorwatsam
GenreRhythm
TagsArcade, Minimalist, Singleplayer
AI DisclosureAI Assisted, Code, Graphics, Text

Leave a comment

Log in with itch.io to leave a comment.