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Arcade › Block Buddies
Click the game above and it runs right here in your browser. No download, no installer, no account needed. EDLAN TEREFE LUMANGYAO built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Block Buddies yet. Play it, then tell EDLAN TEREFE LUMANGYAO what you would add next.
Block Buddies was built by EDLAN TEREFE LUMANGYAO 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 Buddies 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 browser-based local two-player 3D building/claiming game titled “Block Buddies.” Use Three.js or an equivalent WebGL engine with a fixed elevated perspective camera looking diagonally across a square 16x16 board. The board is made of 256 one-unit green checkerboard floor tiles on a pale raised border plate, with a faint white grid. Frame the little park arena with eight pine trees around the edges, against a bright sky-blue background with soft fog. Use directional and hemisphere lighting, shadows, and a bright toy-like style. Core match: two players race during a 120-second round to own the most blocks. Each player controls a glowing wireframe cube cursor on the grid. Player 1’s cursor is cyan/blue and begins at grid position (3,3), layer y=0; Player 2’s cursor is orange and begins at (12,12), layer y=0. Grid x/z positions are clamped from 0 through 15, and selectable height layers are y=0 through y=7. The cursor floats/pulses slightly around the selected layer. Players can move one grid cell at a time, change the selected height one layer at a time, place a cube at the cursor, or remove the cube at that location. There can be one block per x/y/z location. A placed block is a glossy, shadow-casting one-unit cube whose vertical center is y+0.5. Placing at an empty location creates a block owned by that player and increases their score. Placing on an occupied location converts/claims it for the placing player and changes its material/color; if it is already owned by that player with the same color, do nothing. Removing deletes the block and updates ownership scores. Do not require physical support for higher layers: placement is allowed at any selected layer. At the end of the timer, stop all actions, show the result, and announce P1 wins, P2 wins, or a draw based on the number of currently owned blocks. Use four selectable block colors: bright Sky cyan, Mint green, Sun yellow, and Berry pink. Player 1 starts on Sky and Player 2 starts on Sun. Player 1 desktop controls: W/A/S/D move, Q/E lower or raise height, R place, F remove, and number keys 1/2/3/4 choose the four palette colors. Player 2 desktop controls: I/J/K/L move, U/O lower or raise height, P place, semicolon remove, and 7/8/9/0 choose the four palette colors. Ignore key repeats so a held key does not rapidly repeat actions. Space starts a not-yet-started round and quickly restarts after game over. Build a dark translucent responsive HUD over the 3D scene. At the top, show rounded score pills labeled “P1 0” and “P2 0” with cyan and orange dots, a countdown reading “Build Jam 120s,” and a short status/message line such as “Blue and orange race to own the board.” During play update scores, remaining seconds, and action messages like “P1 placed sky,” “P2 claimed a block,” or “P1 removed a block.” Initially show a full-screen dark gradient overlay with a rounded instruction card titled “Block Buddies,” the description “Fast local multiplayer building — race to own the most blocks before the timer ends,” both players’ controls, a note explaining that phones use pass-and-play, and a “Start building” button. When the round ends, show the overlay again with the result and a “Play again” button. For screens up to about 900px wide, show a bottom touch control panel. It must support pass-and-play: P1/P2 player-selection chips choose the active player, and the active chip is highlighted. Include four palette swatches, a directional pad for one-cell movement, center place button, height down/up buttons, Remove, Color (cycle palette), Reset, and Start buttons. Keep the interface touch-friendly with large rounded buttons, dark translucent panels, blur, light borders, and responsive wrapping. The 3D board remains visible behind the HUD. Include subtle placement/removal feedback and optionally a short place sound, but keep the main presentation clean and colorful.