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Arcade › Block Bloom

Block Bloom

  • 2d
  • puzzle
  • block-placement
  • casual
  • drag-and-drop
  • mobile
  • endless
0
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1 play

How to play

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

Discussion

Nobody has said anything about Block Bloom yet. Play it, then tell Alejandro Pupo what you would add next.

Make your own game

Block Bloom was built by Alejandro Pupo 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 Bloom 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 Block Bloom

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 casual block-placement puzzle titled “Block Bloom.” The entire game is presented in a polished mobile-first glassmorphism interface, with a tall portrait layout on phones and a two-column layout on wide landscape screens. Use a full-screen background made from a diagonal purple-to-cyan-to-pink gradient, layered soft radial highlights, and three large softly blurred floating colored orbs. Center the game in a rounded translucent glass shell with blur, white translucent borders, inset highlights, and deep soft shadows. Use a bold, rounded, high-weight sans-serif style similar to Nunito, with white text.

At the top, show a rounded translucent brand panel containing the large white title “Block Bloom” and the subtitle “Drag pieces. Clear rows. Chain combos.” Beside it, show two stacked rounded score cards labeled “SCORE” and “BEST,” with the current score and persistent best score. Include a pill-shaped white translucent “Restart” button below the play area. Save the best score locally on the device and update it whenever the current score exceeds it.

The central play area is an 8-by-8 square board inside a large rounded glass panel. The board has eight rows and eight columns with small responsive gaps. Every empty cell is a rounded square with a translucent white gradient, faint white border, inner highlights, and a subtle dark lower inset shadow. Filled blocks occupy almost the full cell, use rounded corners, glossy top highlights, a dark lower inset edge, and a soft shadow. Use randomly selected block colors/gradients from these families: coral-red, blue, mint-green/teal, warm yellow, pink, violet, and peach-orange. Newly placed blocks should pop into view with a brief spring-scale animation.

Below the board, show a rounded translucent tray containing exactly three available pieces at a time, arranged in three equal slots in portrait mode. Each slot is a lightly translucent rounded panel. Pieces are compact grids of colored mini-blocks with blank cells invisible, glossy highlights, rounded corners, and shadows. Randomly generate each piece from a repertoire containing: single blocks; horizontal and vertical dominoes; horizontal and vertical 3-block and 4-block lines; a 2x2 square; the four 2x2 L/two-plus-one corner variants; 3-wide T-like and mirrored arrangements; zigzag/S-like 3x2 arrangements; 3-wide centered T shapes; vertical 3x2 corner shapes; a 3x2 rectangle; and a 3x3 full rectangle. Give each generated piece a random color from the same palette. The three pieces remain available until individually used; once all three are used, immediately generate a fresh set of three.

The core interaction is direct pointer/touch dragging: press or touch a piece in the tray, create a floating enlarged ghost of that piece under the pointer, move it with the pointer, and release it over the board. Position the ghost above the pointer so the player can see the target. While dragging, map the pointer to a board cell and preview all occupied cells of the shape: valid placements tint the target cells mint/green and slightly scale them down; invalid placements tint them coral/red. A placement is valid only when every occupied shape cell is inside the 8x8 board and all destination cells are empty. If released on a valid position, commit all occupied cells with that piece’s color, remove that piece from its tray slot, and resolve lines. If released invalidly, do not change the board; restore the piece and play a small horizontal shake on it.

After every valid placement, check all rows and columns. Any completely filled row or column is cleared simultaneously. If multiple rows and/or columns are completed, count each line once, but when a cell belongs to both a full row and full column, clear it only once. Animate cleared cells with a bright flash, enlargement, and shrink/fade effect; emit small colorful glowing particles that scatter outward from each cleared cell. Display a floating white pill notification over the board: for one line, “+1 line” (or “+N lines” for multiple lines); for later consecutive clearing moves, display “Combo xN!” instead. A move that clears no lines resets the combo counter to zero; each clearing move increments it.

Scoring must reflect the actual mechanics: every placed occupied block cell awards 8 points. A line-clearing move awards a line bonus equal to (number of lines × 100 + (number of lines - 1) × 60) multiplied by the current combo count. Add this to the piece-cell points. Update SCORE and BEST immediately. Play subtle synthesized tones for dragging, successful placement, line clears, invalid release, and game over, but keep audio lightweight and only initialize it after the first user interaction.

After each tray update, test every remaining piece against every possible board position. If at least one remaining piece can fit, continue play. If pieces remain but none can fit, end the game and show a centered modal overlay. The modal dims the colorful background and contains a rounded translucent glass card with the heading “Game Over,” the text “No more pieces fit. Your best run is saved on this device.”, a “FINAL SCORE” label, the final score in very large type, and a bright pill-shaped “Play Again” button. The restart button and Play Again button both reset the board to empty, reset score and combo, hide the modal, and generate three new random pieces. Do not add falling blocks, rotation, timers, lives, a level system, or other mechanics not described here.

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