Skip to content

Arcade › Alien Blockbreak

Alien Blockbreak

  • 3d
  • first-person
  • voxel
  • survival
  • sandbox
  • alien
  • block-building
0
Remix it Discord

0 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Leo built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Alien Blockbreak yet. Play it, then tell Leo what you would add next.

Make your own game

Alien Blockbreak was built by Leo with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix Alien Blockbreak opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for Alien Blockbreak

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Create a first-person browser survival game titled “Alien Blockbreak,” using a Three.js-style 3D voxel world. The player is stranded on a procedurally generated alien planet made from cubic blocks and must survive as long as possible; the score is simply elapsed survival time in seconds. If an angry alien cube touches the player, or if the player falls off the world, the player dies and the run resets. Use a pointer-lock first-person camera with mouse look, WASD movement, Space to jump, Shift to sprint, R to restart, and Esc to release the mouse. Show a centered white crosshair. Clicking the canvas should enter pointer lock; display a top HUD with the game title “ALIEN BLOCKBREAK,” the control hint “Enter to lock mouse • WASD move • LMB break • RMB place • F hit alien (makes it mad) • Space jump • R restart,” a live seconds timer, and a status indicator that says “CLICK TO PLAY” when unlocked and “LOCKED” when active. Include a bottom tip panel such as “Tip: build a wall between you and the cubes.” On death, release pointer lock and show a death overlay with the reason, final time, best time, and restart/continue controls; persist the best survival time locally.

Build a roughly 44 x 20 x 44 block world centered around the origin. Generate a height-field terrain by combining sinusoidal variations, producing uneven hills and valleys with heights clamped to about 3 through 17 blocks; fill each column from y=0 through its height. Carve a small 5-by-5-ish spawn crater around the center by removing the top few blocks. Render only exposed blocks, updating neighboring visibility whenever blocks change. The terrain blocks should be dark neon purple/blue with subtle darker interior shading and emissive color. The scene should have a nearly black purple sky/background, purple fog extending through the world, soft lavender hemisphere lighting, white directional light, and a cyan/teal point glow near the center, creating the moody neon alien-planet appearance visible in the screenshot. Use simple sharp-edged cubes rather than detailed textures.

Give the player a capsule-like axis-aligned box collision volume approximately 0.66 blocks wide and 1.7 blocks tall, with gravity, ground detection, jumping, acceleration, friction, horizontal speed capped around 5.2 normally and 7.6 while sprinting, and axis-separated collisions against solid blocks. Spawn above the center and drop the player to the crater floor. Keep the player within soft world bounds; falling below the world causes death.

Implement block interaction as a camera-centered raycast with a reach of about 6 blocks. Left mouse button breaks the targeted visible block, except it cannot break a block intersecting the player. Right mouse button places one block in the adjacent cell on the face being aimed at, if it is in bounds, empty, and does not overlap the player; prevent the browser context menu. Newly placed blocks should glow bright cyan/teal, while generated blocks remain purple. Apply a short interaction cooldown of about 90 ms. Only allow interactions while pointer lock is active and the player is alive.

Spawn 12 simple alien enemies as luminous green 0.9-block cubes around a ring near the outside of the map. They hover/hug the terrain surface and gently wobble/rotate. Initially aliens are friendly: they wander slowly and drift away if the player approaches within about 3 blocks, and they do not damage the player. Aim at an alien within the same 6-block raycast range and press F to hit it; this does not destroy it, but changes it permanently to angry. Angry cubes turn hot pink/red with strong red emissive glow, move toward the player at about 2.2 blocks per second, wobble more intensely, and kill the player on contact at roughly 0.95-block distance. When an alien is hit, create a brief expanding, rotating, fading cyan cube burst effect at its position. Keep friendly aliens green and emissive, and use the high-contrast purple terrain, teal placed blocks, green friendly cubes, and red/pink angry cubes as the main visual language. Ensure the game continuously renders the terrain, player camera, wandering/chasing cubes, effects, HUD timer, and death/reset state in a simple minimalist neon voxel style.

More free browser games

Browse the whole Arcade →