Arcade › Block Bloom
Click the game above and it runs right here in your browser. No download, no installer, no account needed. line built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Block Bloom yet. Play it, then tell line what you would add next.
Block Bloom was built by line 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.
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 portrait-friendly casual puzzle game titled “Block Bloom.” Build it as a clean responsive web game with a pale lavender background and a centered, narrow mobile layout (maximum width about 560px), using rounded cards, soft shadows, and a polished minimalist style. At the top, show a header with the bold logo text “BlockBloom,” with “Bloom” in a vivid purple accent. On the right, show two small white rounded statistic cards labeled SCORE and BEST, with their numeric values. Persist the best score locally between games. The main play area is a centered 10-by-10 square grid on a large very pale lavender rounded board/card. The grid has 10 columns and 10 rows of evenly spaced rounded-square cells, with small gaps between cells. Empty cells are light gray-lavender. The board should scale responsively to fit the available area while preserving its square shape. Use a canvas or equivalent precise grid rendering, and rounded corners on both the board container and cells. Below the board, display a small centered instructional status line initially reading “Choose a shape, then tap an open spot.” Under that, provide a white rounded tray containing exactly three selectable shape pieces. Each piece is shown as a compact arrangement of colored rounded squares, using bright colors such as coral red, orange, teal, periwinkle blue, violet, and pink. The available shapes are randomly generated from these fixed polyomino forms: a single cell; a 2-cell horizontal domino; a 3-cell L; a 3-cell horizontal line; a 3-cell vertical line; a 2-by-2 square; a 4-cell T; a 4-cell L; a 4-cell zigzag; two 4-cell skewed/angled forms; and a 5-cell corner/long L form. Each of the three tray pieces receives a random shape and random color. Core interaction: the player selects one of the three pieces in the bottom tray, then taps or clicks an open location on the 10-by-10 board to place it. On pointer/mouse movement while a piece is selected, show a translucent preview at the pointed grid location. Preview cells use the piece color with transparency when placement is legal, and a translucent red/pink color when the piece would be out of bounds or overlap occupied cells. On touch devices, selecting a piece should work with pointer/tap input and tapping the board should place it; do not require drag-and-drop. Visually indicate the selected tray piece with a light lavender background and a slight upward shift. A placement is legal only if every shape cell remains within the 10-by-10 board and all destination cells are empty. If the selected shape does not fit, do not place it and change the status text to “That spot is blocked.” If legal, fill the destination cells with the shape’s solid color, award 5 points per block placed, replace that used tray piece with a newly randomized piece, and clear the selection/preview. After each valid placement, detect complete rows and complete columns. Clear every full row and every full column simultaneously. Award 10 points per cleared row or column, plus a 50-point bonus whenever more than one row/column is cleared in the same clear. Update the best score and persist it locally whenever the current score exceeds it. Change the status line after a clear to a message like “Clear! +20” based on the row/column clear points (the displayed clear message reflects the base clear amount, while the multi-clear bonus is also included in the score). Cells cleared from rows and columns should become empty again. After each turn, test whether any of the three current pieces can fit in any board position. If none can fit, end the round. Show a translucent pale-lavender overlay over the board area with a centered white rounded panel, the heading “Round complete,” text in the form “Score [score] · Best [best],” and a prominent purple “Play again” button. The button resets the board to empty, resets the current score to zero, creates three new pieces, hides the overlay, and restores the initial instruction. Also allow a fresh game to be started in the same way at initialization. Use responsive sizing for desktop and mobile screens, account for high-DPI displays, disable page scrolling during board interaction, and keep the visual language consistent: pale lavender page background, white cards, dark purple text, muted gray-purple helper text, purple primary button, rounded corners, and gentle shadows. Do not add enemies, timers, lives, animations, power-ups, rotations, extra board sizes, or other mechanics not described here.