Prototype·THE SETLIST·132 BPM·exports real .concert.json

The Setlist

You don't fight waves the game hands you. You book the set, then you play it. Draft clips, arrange them on the bar grid, then survive your own arrangement. Two ways to lose: go down, or bore the room.

HP 6 CROWD 50 COMBO x0 SET 1/9 arrange your set below

SET 1 — THE BASEMENT DIVE

place clips, then play
bar
enemies
hazards
section

Why this is the loop

The whole project says making the game is making music. Until now the player never touched that — the DAW was a dev tool. This puts it in their hands.

01
You author the fight you're about to play. Every run is a different arrangement, which is the "permutations" problem solved at the root instead of with more item variety.
02
Two failure states, pulling opposite ways. Stack an easy set and the crowd walks out — hype decays through empty bars and you earn nothing. Stack a brutal one and you go down in set three. That tension is the game. It's also what a real setlist is.
03
It reuses what's already built. SetChart, TourScore, ScoreCursor, FireChartClip, the timeline panel — all of it exists. This is a front-end on the engine Grok and Astra already shipped.
04
Your run becomes a file. Finish a set and it exports as valid .concert.json in the real schema — drop it in lab/sets/ and the actual game plays it. Runs stop being sessions and become bootlegs you can keep, replay, or hand to someone.