Prism Sound Factory

Prism Sound Factory

Audio starts on your first tap. Keys A–K play pads · Space play · R record · X new take · M genre · W world · L listen

How Factory reacts

Rows light up as each sound plays.

v67.33 · Cyberpunk / Darksynth Modular Drive

Cyberpunk Modular Drive: 116 BPM, 32-bar evolving arpeggiator, real Studio filter automation, dark bass and cinematic breaks. Boom Bap, G-Funk and Electro-Hop remain preserved. Compose & Play, New Take, Stop and JSON save/load.

Ready. Compose & Play to hear the arrangement here.

FAQ

Comet Patrol 5 · how to play

Controls
  • Move: drag on the game screen, or arrow keys / WASD.
  • Fire: automatic on touch screens; hold Space on a keyboard.
  • Squadron: E or the Squadron button under the screen.
  • NOVA: Q or the Nova button.
  • Upgrades between zones: ↑ / ↓ and Enter, or tap a row.
  • End the game: Esc or the End game button.
What is NOVA?

Some enemies drop a glowing orange pod — fly into it to collect a NOVA (you can hold two; you start each game with one). Press Q or the Nova button: a shockwave wipes out enemy shots around you and six homing missiles hunt down enemies. Against a boss they strike its exposed weak points, but beams and tentacles still have to be dodged.

What is the Squadron?

Chain ten kills (a ×10 combo) to bank a Squadron charge — you can hold two. Launch it for four extra ships for 7 seconds.

Difficulty

Choose Easy, Medium or Hard under the game screen before you start. Easy gives extra lives and restarts you from checkpoints; Medium gives one retry at the boss; Hard has no checkpoints.

Bosses

At the end of the fifth zone a boss waits. Shoot its glowing orange weak points, and when you see an orange outline or a flashing column, move out of it — every attack is warned first.

Boss guide only you see this

Boss practice

Starts a game straight at the boss, on the difficulty chosen under the game screen (no upgrades, like the start of a run). Practice games don't count toward the best score.

Rules for both bosses

  • Orange = weak point. Everything else is armour and just absorbs your shots.
  • Every attack is warned first (a shrinking orange ring, a dotted outline or a flashing column). Nothing hits you without warning.
  • Bosses act on the music's beat, so the rhythm tells you when things happen.
  • 3 phases each; the bar at the top shows one segment per phase.
  • Squadron: four extra ships spread your fire wide. Save a charge for the hardest phase.
The Leviathan

Phase 1 · Turrets (about 30 s)

  • 5 turrets (3 on its spires, 2 on its wing tips), each at its own height, so none blocks another. Destroy them in any order.
  • A turret glows and aims at you, then fires. It tracks you until the moment it fires.
  • Key: line up, shoot, and slide up or down just as it fires. Its shots can't travel steeper than about 57°, so moving vertically always gets you clear.
  • Small escort ships fly at you, and every 16 beats it lunges forward.

Phase 2 · Tentacles (about 30 s)

  • Each of the 6 tentacles either sweeps across your row or slams down at your position. A dotted orange box shows where.
  • Safe-room rule: at most one sweep and one slam at once, so there is always somewhere safe.
  • Key: shoot the orange claw tips. Step out of the warning box, then shoot the tentacle as it pulls back.
  • In the loud part of the song a sweep and a slam can come together.

Phase 3 · The core (about 45 s)

  • The reactor is shut for 4 beats, then open for 4 (the last shut beat flickers). It can only be damaged while open.
  • While shut, the eye fires aimed shots.
  • Every other cycle a beam sweeps the half of the screen you're in, from the edge to the middle: go to the other half, or the band round the middle where it stops.
  • At two-thirds and one-third health the core flashes white, then fires a fan of 9 slow shots: find a gap.
  • Key: dodge while it's shut, do all your shooting while it's open.
The Obelisk

Phase 1 · The Rings

  • Two rings of segments turn in opposite directions. Each beat they move for about half the beat and rest for the other half; they reverse when the song changes section.
  • 6 targets, 3 per ring. Outer-ring nodes can be hit whenever they are on your side; inner-ring nodes only through a gap in the outer ring.
  • A ring with no live target facing you turns faster until one comes round, so nothing stays out of reach for long.
  • Nodes facing you glow and fire aimed shots, like the Leviathan's turrets.
  • Key: outer nodes first. For an inner node, sit at its height and fire while the rings rest; gaps come round every 1–2 beats.

Phase 2 · Fracture

  • The pyramid splits apart for 5 beats out of every 8. While open, the 4 keystones in the gap glow and can be hit; the seam flashes just before it closes.
  • Two rows (top and bottom): in each row the nearer keystone shields the far one until it breaks.
  • Mini-pyramids hover above you. One flashes, then drops a vertical beam (3 beats warning on Easy, 2 on Medium, 1.5 on Hard). Its position is fixed when the warning starts, so a sidestep always avoids it.
  • Key: shoot keystones while it's open; while closed, shoot the mini-pyramids — destroying one cancels its beam.

Phase 3 · Singularity

  • The halves stay apart and the reactor is exposed. Same as the Leviathan's core: open/shut cycle, eye shots, sweeping beam, bursts.
  • The lightning is decoration only.
Difficulty and checkpoints
EasyMediumHard
Lives533
WarningsLongerStandardShorter
Boss healthLowerStandardHigher
Boss shotsSlowerStandardFaster
CheckpointsRestart the current boss phaseOne boss restart from Phase 1None