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Arcade › Block Blast
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Albert Brownlee built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Block Blast yet. Play it, then tell Albert Brownlee what you would add next.
Block Blast was built by Albert Brownlee 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 Blast 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 responsive 2D touch/mouse puzzle game titled “BLOCK BLAST,” matching a polished dark neon mobile-game interface. Use a centered single-column layout on a very dark navy background, constrained to about 560px wide and up to 960px tall. At the top show a bold, widely letter-spaced white “BLOCK BLAST” title with a subtle darker blue offset/shadow, and a right-aligned SCORE label in small lavender uppercase text above a large white numeric score starting at 0. Under the header show a centered status message in small bold lavender text: “Pick a shape, then tap a glowing cell to place it.” The main play area is a square 8-by-8 board inside a rounded rectangular frame with a dark blue diagonal-gradient surround, subtle inner highlight, and deep drop shadow. The board itself is a dark navy square. Render 64 evenly spaced rounded-square cells in 8 rows and 8 columns; empty cells are muted blue (#202853-like), with narrow dark gutters between them and visibly rounded corners. The board should fill most of the screen width while preserving its square aspect ratio. Below the board, provide a three-column tray of three randomly generated colored block pieces. Each piece is shown inside a rounded dark-blue card, with a centered miniature canvas/icon. Pieces use bright colors selected from cyan, pink, yellow, purple, green, and orange. Generate each piece from one of these fixed cell patterns: single block; horizontal or vertical domino; horizontal or vertical triomino; 2x2 square; several L/J/T-like tetrominoes; horizontal 4-block line; vertical 4-block line; zigzag; plus-shaped 5-block; and other small 3–5 cell patterns represented by these coordinate sets: [(0,0),(1,0),(2,0),(0,1),(0,2)] and [(0,0),(1,0),(2,0),(2,1)], [(0,0),(0,1),(0,2),(1,2)], [(0,0),(1,0),(1,1),(2,1)], and [(1,0),(0,1),(1,1),(2,1),(1,2)]. Do not rotate pieces; their selected orientation is fixed. Each new piece has a random pattern and random color. Core gameplay: the player selects an unused piece by tapping/clicking its tray card, which gets a bright white outline, cyan outer glow, and slight upward movement. The status changes to “Tap a board cell to place the shape.” The player then moves over or taps a board cell. While a piece is selected, show a translucent preview of all of its blocks at the computed placement location: brighter translucent colored blocks when the shape fits, or dim translucent blocks when it overlaps occupied cells or goes out of bounds. Placement uses the hovered/tapped cell as the anchor, with the piece shifted back by its maximum x/y extent if necessary so it can fit against the right/bottom edges. Clicking/tapping places only if every required board cell is empty and in bounds. If invalid, leave the piece selected and show “That shape does not fit there.” Placed blocks become solid bright colored rounded squares with a small light highlight strip near the top and a darker strip near the bottom, giving them a dimensional glossy appearance. On a valid placement, mark that tray piece used, add 5 points per block, and clear the selection. Then check every complete row and every complete column. Clear all full rows and columns simultaneously, including intersections; award 25 points times the square of the total number of cleared lines (rows plus columns), and show “Blast! N lines cleared.” Otherwise show “Nice move. Keep building a blast.” Used tray cards become very faint and non-interactive. Once all three current pieces have been used, immediately replace the tray with three newly randomized pieces. After each placement, detect whether any unused current piece has at least one legal placement anywhere on the 8x8 board. If none can fit, end the game: prevent further selection/placement, show “No more moves — final score [score]”, and display a centered pill-shaped PLAY AGAIN button in bright cyan with dark text. Pressing it resets the empty board, score, three fresh pieces, status text, and game-over state. Include a small centered footer below the tray/button reading “Clear full rows and columns. Plan ahead.” in subdued blue-lavender text. Use pointer/touch input, with touch-action disabled on the board so dragging/moving can update the hovered cell and preview; clear the preview when the pointer leaves. Make the layout adapt to viewport width and height, with slightly reduced gaps/tray/card/icon sizes on short screens. Keep the visual style strictly flat 2D, clean, rounded, high-contrast, dark navy UI with colorful glossy blocks; no enemies, timer, lives, falling physics, rotation controls, sound, or extra screens.