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Arcade › Block Borough
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Oleg Sidorkin built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Block Borough yet. Play it, then tell Oleg Sidorkin what you would add next.
Block Borough was built by Oleg Sidorkin 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 Borough 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 casual real-time strategy game titled “Block Borough” in a stylized low-poly 3D city viewed from a fixed elevated, slightly top-down perspective. Use a dark navy background and a rectangular city board with a dark ground slab, faint intersecting road strips, soft fog, shadows, and small low-poly green trees around the edges. Place exactly 12 squat, simple block buildings across the board in the same broad layout: two player buildings on the left side, two rival buildings on the right side, and eight neutral buildings distributed between and around them. Each building is a rectangular cuboid with a four-sided pyramid/cone roof, all colored by ownership: bright blue body with darker blue roof for the player, red body with dark red roof for rivals, and light gray body with slate-gray roof for neutral buildings. Put a small dark rounded number badge above every building showing its current troop/people count. Buildings have different starting troop counts, growth rates, capacities, and heights: player starts at about 34 and 22 people; rivals at about 35 and 24; neutrals at about 15–36. Non-neutral buildings continuously generate people over time up to their individual caps, while neutral buildings do not generate until captured. The player’s goal is to capture every building before the rival community captures the player’s last building. Interaction is pointer/touch based. Tapping/clicking a blue player building selects it, shown by a bright mint/teal glowing torus ring around its base and a selected-building HUD panel. After selecting a blue building, tap/click any other building to dispatch people toward it; tapping another blue building dispatches to reinforce it. The default dispatch sends 50% of the source building’s current people, rounded down, and Shift-click sends 80% for that individual command. Also provide a large Send 50% / Send 80% button that toggles the default mode, and pressing Space toggles that mode while a source is selected. Do not allow commands from neutral buildings. Show each dispatched group as a visible colored sphere traveling along a straight line between buildings with a slight bouncing arc; briefly draw a colored connection line between source and target. When the group arrives, add it to a friendly target up to its cap, or subtract it from an enemy/neutral target. If an attack reduces the target below zero, flip its ownership to the attacker and leave the absolute leftover amount as its new troop count. Captured buildings briefly scale up, then settle back. Rival red buildings periodically make autonomous attacks every roughly 1.5–2.8 seconds, choosing a strong rival source and a relatively weak/valuable non-rival target, preferring player targets, and sending roughly 48% when the source has enough people. Build a prominent overlay HUD matching the dark translucent, rounded-card style in the reference: across the top show live ownership counts as “You: [number] Rivals: [number] Neutral: [number]” in large white text. Include a large blue/purple rounded Restart button near the upper-left. Include a lower-left dark translucent rounded selection/status panel: when nothing is selected, show “No building selected” and “Tap a blue building first, then a target.” When selected, show its block number, current people, growth rate per second, and a hint that tapping a target attacks or reinforces. Include a large green rounded send-mode button toward the lower-right labeled “Send 50%” or “Send 80%.” At the beginning, display a large dark translucent instructional panel over the board explaining: “Tap one of your blue buildings, then tap any target to send half its people. Hold Shift while clicking to send 80%. Capture every block before the rivals overrun you.” The instructional panel may be dismissible or remain as a prominent start overlay, but the game must be immediately understandable from the HUD. Support R or the Restart button to reset the board, Escape to clear the selected source, and a restart/play-again action after game over. If all buildings become player-owned and no rival units remain in transit, show a dark overlay with the title “City Taken” and a message stating the player dominated every block and the elapsed time. If the player loses all blue buildings, show “City Lost” with a retry message. Keep the presentation clean and minimal: low-poly geometry, flat ownership colors, white system-style typography, soft lighting/shadows, and no extra gameplay systems beyond population growth, sending, capture, rival AI, selection, and win/loss state.