A song advances one chord at a time on a 3×3 grid; you move across lanes and rows to collect notes and dodge walls. One deterministic engine drives two frontends, a terminal and a graphical raylib window.
- Deterministic, side-effect-free game engine; rendering decoupled from the beat
- Terminal frontend and a raylib frontend sharing one draw pipeline
- raylib bound without CGO through purego
- Synthesized sound effects; vim-style controls