Tide Tapper
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A rhythm-tapping game in the spirit of the 2000s Flash music games, made in-house for Leetdom. Four lanes of luminous water fall toward a strike line at the bottom of the screen. A backing track of drums, bass and pads plays itself from the audio clock, and the notes you hit are keysounds: a tap or hold or flick played on time rings out the lead melody on top, so a flawless run is you performing the song rather than just chasing it.
There are three note kinds. Crests are single taps on their lane. Swells are holds you press and keep held until the tail passes the line. Arrow waves are flicks: swipe (or press the arrow keys) left or right in time. Timing is judged Perfect, Great, Good or Miss against windows measured in milliseconds, and the game shows you whether each hit landed early or late so you can correct. A combo meter builds a score multiplier up to five times, an energy bar drains on misses and broken holds and fills on clean hits, and running it dry wipes you out; clearing the track grades you from D up to S, with an S reserved for a near-perfect full combo.
Because screens and speakers add their own delay, there is a calibration screen: tap along to a steady pulse and the game measures your personal latency and compensates for it, with a manual millisecond offset for fine tuning. A relaxed-timing option widens the windows, and a beat-pulse aid flashes the playfield on the beat for players who want a visual metronome. Three original tracks ramp from the calm Lowtide through the flowing Nightcurrent to the dense Riptide, each unlocked by clearing the one before. Best scores and grades are saved on your device. Every pixel is drawn in code and every sound is synthesised with WebAudio; there are no image or audio files and nothing is loaded from the network.
Credits:
Made by Leetdom, 2026. Written for Leetdom, and it lives here.
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Tags:
rhythm · music · arcade · reflex · one more go



