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Alien Blocks 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 Blocks 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.
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 playable first-person voxel sandbox called “Alien Blocks” using Three.js or an equivalent WebGL 3D engine. The player explores and edits a small alien planet made from individual 1x1x1 cube blocks. Use pointer-lock mouse look: clicking the canvas locks the mouse, mouse movement looks around, and Escape releases it. Controls are WASD to move, Space to jump, left mouse button to break the block under the center crosshair, right mouse button to place the currently selected block against the face of the targeted block, and number keys 1–6 to select a material. Limit interaction raycasts to about 8 world units. Show a small white plus crosshair in the exact center and a thin translucent white wireframe outline around the block currently being aimed at. Generate an 80x22x80 voxel world procedurally. Put an unbreakable bedrock layer at y=0, then form rolling alien hills with heights roughly 2–19 using smooth sine/cosine-style terrain variation. Fill terrain columns with Neon Stone internally, use varied surface materials, and include lower icy patches and elevated or noise-selected Alien Sand patches. Add occasional underground Lava Rock pockets and several randomly positioned clusters of tall Glow Crystal pillars extending above the terrain. Store blocks on integer x,y,z coordinates and rebuild/render them efficiently grouped by block type (for example, one instanced mesh per material) after a block is broken or placed. Do not allow the bottom y=0 layer to be deleted. Prevent placing blocks inside the player’s body. Implement simple first-person physics: approximately 1.7 units tall player with a 0.35-unit horizontal radius, gravity, axis-separated solid-voxel collision, ground detection, jump velocity around 7.6, movement speed around 7 units/second on ground and 6 in air, and world-edge clamping. Spawn the player above the center of the terrain. The world should feel open and explorable rather than being a fixed room. Add a small number of hostile “alien killer cubes” (roughly 80x80/260, so about 24 in this world) distributed around the terrain. Each enemy is a bright hot-pink/red emissive cube body about 0.9 units wide, with four short dark legs, giving it a tiny walking alien/spider-like appearance. Have them bob slightly, orbit/wander around a local point, face their travel direction, and animate opposite leg pairs. Touching an enemy kills the player and immediately respawns them at the original spawn point, with a brief “YOU DIED” HUD message. Enemies should not be persistent inventory or combat targets: aiming at one and left-clicking it kills/hides it for about five seconds, after which it respawns at a new random location. If an enemy is closer along the aim ray than a voxel, prioritize attacking it; otherwise left-click breaks the targeted voxel. Use a dark teal/blue sky and matching distance fog, with a dark ground plane far below the voxel terrain. Lighting should be soft cyan/teal ambient hemisphere lighting plus a directional light. Use procedural runtime-generated textures with no external art: Neon Stone is cyan/blue stone with noisy speckles and bright turquoise veins; Purple Soil is saturated deep purple with magenta/violet speckling; Glow Crystal is dark green/olive with pale luminous green bands and sparkles; Alien Sand is warm tan/gold with grain and subtle ripple lines; Ice is translucent pale cyan with cloudy highlights and white cracks; Lava Rock is near-black/dark red with glowing orange-red cracks. Give blocks slightly emissive neon materials: crystals strongly mint-green emissive, lava rock orange-red emissive, neon stone subtly cyan emissive, and ice semi-transparent. Use ordinary cube geometry, no outlines except the aiming highlight. Create a minimal HUD over the scene. At top left show bold “Alien Blocks” and the instruction line “Click to lock mouse • WASD move • Space jump • LMB break • RMB place • 1-6 select”. At top right show the currently selected block name followed by an FPS readout, such as “Purple Soil | FPS 65”; while in the brief respawn/death state append “| YOU DIED”. Along the bottom left, show a translucent blurred rounded hotbar with six slots labeled: “1 Neon Stone”, “2 Purple Soil”, “3 Glow Crystal”, “4 Alien Sand”, “5 Ice”, and “6 Lava Rock”. Clearly highlight the active slot with a bright cyan/white border and inset glow. Keep the UI lightweight and readable over the dark teal scene, and make the hint fade while pointer lock is active. The overall visual style should match a colorful low-poly voxel world: deep teal atmosphere, bright purple and cyan terrain, pale turquoise ice, glowing green crystal forests, tan sand, and occasional vivid pink alien enemies.