RHYTHM REALMS LIVE BPM DETECTION FUZZY LOGIC DIFFICULTY DYNAMIC WORLD BOSS POOL SYSTEM SPOTIFY INTEGRATION SETU 2026 RHYTHM REALMS LIVE BPM DETECTION FUZZY LOGIC DIFFICULTY DYNAMIC WORLD BOSS POOL SYSTEM SPOTIFY INTEGRATION SETU 2026

SETU Industry Showcase 2026

RHYTHM REALMS

A 2D action platformer where the music you play shapes the world. BPM drives everything — enemy stats, world visuals, your own power. Built from scratch in C++ and SFML.

LIVE BPM!
FUZZY LOGIC
BOSS POOL
SPOTIFY API
C++ SFML 3.0 Year IV C00285802

// 01 — About

WHAT IS
RHYTHM REALMS

Rhythm Realms is a 2D side-scrolling action platformer built entirely from scratch in C++ using SFML 3.0. The central question: can BPM be a meaningful real-time input that changes how a game feels — not just how it looks?

The music performs around you. Whatever track is playing passively reshapes the world — enemy speed, health, spawn rate, and the visual theme all shift in real time through a custom fuzzy logic controller.

The skill tree rewards players who commit to a BPM range. Two upgrade branches only activate at specific tempos — making the music an active strategic element, not just background noise.

3Enemy Types
2Boss Types
6+Skill Nodes
Run Variety

// 02 — Core System

THE BPM
ENGINE

Live BPM Detection

WAV audio analysed via the MiniBPM autocorrelation library. Double-time correction ensures the true beat is detected. Spotify mode pulls live tempo via RapidAPI — same pipeline, your own music.

Fuzzy Logic Controller

BPM feeds a fuzzy inference system outputting enemy speed, health, attack cooldown, spawn rate and XP multiplier every frame. No hard tiers — smooth continuous scaling as your music changes.

Dynamic Theming

BPM thresholds trigger visual theme transitions mid-run. Tilesets swap, backgrounds shift through parallax layers — the whole world changes without interrupting gameplay.

// 03 — Features

WHAT'S
INSIDE

01

Skill Tree

Invest XP into permanent upgrades. Two branches activate only at specific BPM thresholds — low BPM boosts damage, high BPM boosts defence.

02

Boss Pool System

At run end a random boss is selected. The Executioner with its jump slam or the Archer Boss with Arrow Rain — each with unique attacks and a dedicated health bar.

03

Procedural Chunks

Tile chunks loaded from Tiled JSON files and recycled dynamically as the player scrolls. Random selection per visual theme keeps each run different.

04

Combat System

Melee attack, block, and perfect parry. BPM timing windows multiply damage. A successful parry powers up your next strike.

05

Spotify Mode

Connect Spotify and let your own library drive the game. RapidAPI polls the current track tempo live. Your music, your world.

06

Hub World

Between-run safe zone with shop, skill tree access, and a spotlight lighting shader. Plan your build before each expedition.

// 04 — Enemies

FACE THE
OPPOSITION

Swordsman
▶ Standard Enemy

The Swordsman

Aggressive melee fighter that chases the player on sight. Stunnable and vulnerable to parries. Stats scale live with BPM via the fuzzy controller.

Melee
Archer
▶ Ranged + Boss

The Archer

Maintains distance and fires arrows. Retreats when engaged. As a boss gains Arrow Rain — red telegraph lines then arrows fall from above.

Ranged + Boss
Executioner
▶ Heavy + Boss

The Executioner

Heavyweight with a melee swing and a jump slam dealing area damage on landing. Mid-run miniboss and one of two possible final bosses.

Heavy + Boss

// 06 — Technology

BUILT
WITH

C++ SFML 3.0 MiniBPM Fuzzy Logic Spotify Web API RapidAPI nlohmann/json Tiled Map Editor

// 07 — Contact

GET IN
TOUCH

✉ joshbarcoealsybury@outlook.ie ⌥ GitHub ⌥ LinkedIn