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Arcade › Block Battle
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Isaac Fortune built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Block Battle yet. Play it, then tell Isaac Fortune what you would add next.
Block Battle was built by Isaac Fortune 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 Block Battle 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.
Rebuild a browser-based Three.js first-person survival arena called “Block Battle.” Use a clean, simple voxel/block aesthetic made entirely from box-shaped geometry, with no branded assets. The game runs outdoors on a large flat 180x180 grassy plane. Give the grass a green textured/noisy appearance with subtle speckles and blade-like lines tiled across the ground. Surround the arena with a light blue-to-pale sky gradient dome and light blue fog for distance readability. Scatter about 34 simple voxel trees around the outer arena: each tree has a brown rectangular trunk and a chunky block canopy made from a large green cube plus two offset green leaf blocks. Add a few low rectangular grassy mounds around the map so the terrain is not perfectly flat. The player is hero A, a blocky humanoid built from boxes: blue shirt/torso, blue body parts, peach square head, dark flat hair block, separate arms and legs, and a small sword attached to the right hand. In normal play hide the player’s own model because the view is first person, and place the camera at approximately head height (1.72 units above the player position). Use a 60-degree perspective camera. Movement is camera-relative: W/A/S/D moves forward/left/back/right, and holding either Shift key multiplies movement speed by 1.6. The base movement speed is 6 units per second. Keep the player position inside approximately -75 to +75 on both horizontal axes. Clicking the canvas on desktop engages pointer lock; mouse movement rotates the first-person view, with clamped vertical pitch. On touch devices, provide translucent glassy on-screen controls in the lower left: four 64px rounded square arrow buttons arranged as an up button, left/right middle row, and down button. Put a 96x64 rounded “Sprint” button in the lower right. The arrow buttons move the player and Sprint activates the same speed multiplier. Support two-finger/touch drag on the play area for camera look, while ignoring touches on the controls. Spawn six hostile green block mobs around the player at radial distances of roughly 14–22 units. Each mob is a chunky green cube body raised above four small cube feet, with two tiny dark square eyes on its front. Every mob continuously moves toward the player at about 2.3 units per second, rotates to face the player, and bobs slightly. When a mob comes within 1.2 units, continuously damage the player at 28 HP per second. Start with HP 100; clamp/display HP at zero and switch to a dead state at zero. In the dead state keep the first-person camera in place and let the mobs stop their chase movement (they may retain a subtle idle wobble); do not invent weapons, attacks, pickups, or combat controls—the sword is visual only during normal gameplay. Increase score continuously at 10 points per second while alive. Also create a second blocky humanoid companion, hero B, with an orange shirt/body, peach head, and brown hair. During play it follows near the player at an offset of approximately (-1.4, +1.0 in horizontal coordinates), rotates toward the player’s facing direction, and animates its legs/arms. Animate humanoid walking with alternating leg and arm swings; mobs have a slight bob. The companion remains visible in the world even though the controlled hero is hidden. The always-visible HUD is minimal and translucent: top-left title “Block Battle” in bold white, below it the small instruction line “WASD move • Shift sprint • (Mobile) on-screen arrows to move • 2 finger drag = look • R restart”; top-right right-aligned “HP: 100” and “Score: 0” values that update live. Match the supplied visual impression: first-person view across bright green grass toward low-poly/blocky trees beneath a pale blue sky, with white HUD text overlaid and no crosshair or elaborate menus. On coarse-pointer devices show the mobile controls; on desktop hide them. Implement R to hard reset HP and score, restore the player, companion, and cutscene mob positions, respawn the six gameplay mobs, and begin the cinematic sequence. Include an approximately 10-second optional blocky opening cutscene on restart: show two voxel heroes (blue and orange) advancing toward one green hostile mob, facing it, swinging their swords in the latter half, with the mob recoiling slightly. Use a cinematic camera that blends through three outdoor shots, plus black top/bottom letterbox bars and a bottom-center translucent hint reading “Cutscene — press Space/Enter/click to skip.” Allow Space, Enter, or click to skip with a short dark fade, then enter first-person play. The cutscene can also end automatically after 10 seconds with a fade. At initial page load, start directly in active first-person gameplay with the six chasing mobs, rather than forcing the opening cutscene. Use a subtle black fade overlay for cutscene transitions. Keep the art simple, geometric, brightly lit with a hemisphere light and directional light, and use outdoor fog rather than a dark atmosphere.