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Block City Run

  • 3d
  • voxel
  • open-world
  • arcade
  • driving
  • mobile
  • collectathon
0
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6 plays

How to play

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

Discussion

Nobody has said anything about Block City Run yet. Play it, then tell Ghazala Tahir what you would add next.

Make your own game

Block City Run was built by Ghazala Tahir 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 City Run 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 City Run

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 mobile-first third-person 3D arcade sandbox called “Block City Run.” The player explores a compact open city made from simple voxel/block geometry, collects glowing green cash crates, banks the unbanked cash at a bright green safehouse, and avoids hostile police drones. Use a smooth follow camera behind and above the player or vehicle, with a centered crosshair. The visual style is colorful low-poly/voxel urban scenery: a blue gradient sky with soft fog, cinematic tone mapping, broad dark asphalt roads laid out in a grid with yellow lane markers, gray sidewalks, green ground, blocky multistory buildings in muted blue-gray colors covered with glowing cyan windows and occasional pink/cyan neon roof accents, palm trees around the perimeter, blue canal water and a concrete promenade along one edge, and glowing street lamps. Keep the entire city bounded around a roughly 180 by 180 area; buildings are solid collision obstacles and the player/car cannot leave the world.

The controllable avatar is a blocky humanoid with a cyan-blue rectangular torso, dark block legs, a peach cube head, and a cyan visor. Start the player on foot around the southwest portion of the city. On foot, WASD or arrow keys move relative to the camera, Shift runs faster, and Space makes the character jump with gravity. Add solid collision against buildings and world boundaries. The player can approach a parked bright pink/red blocky roadster near the southwest roads and press E or Enter, or tap the Ride button, to enter it; hide the avatar while driving. The roadster should have a chunky rectangular body, pale blue glass cabin, cyan front bumper, pink rear bumper, and four dark wheels. In the vehicle, forward/back accelerate and reverse, left/right steer, Shift boosts the top speed, and Space brakes; E exits the vehicle. Driving into a building reverses the car slightly and damages health. Show a context prompt for entering/exiting the roadster and for banking.

Place about ten floating loot pickups distributed across the roads and city: each is a bright emissive green cube surrounded by a glowing ring, bobbing and rotating in the air. When the player or car gets close, collect it, add 
00 to current Cash, increase Heat by one level up to five, hide the pickup, and respawn it after roughly 12–20 seconds. The goal is to safely take this unbanked cash to the single green safehouse in the southeast corner of the city, represented by a glowing green square platform and tall green beacon/light. When near it, bank all current Cash into Banked, reduce Heat by two levels, and restore up to 12 health. Auto-bank or allow the Ride/Enter action to bank when close, but only if carrying cash. Create three red hostile drones with blocky bodies, pale rotor arms, and blue glowing eyes. With no Heat they patrol/hover around the city. Once Heat is above zero, they pursue the player or car from the air, bobbing and hovering near the target; if close enough they drain health continuously, with damage increasing slightly based on Heat. Health starts at 100. If health reaches zero, show a “Busted” message, stop the run, and let the Ride/action button restart the run at the safehouse with zero current Cash and Heat, full health, while preserving Banked cash. Reset the car to its original southwest position as well. Use a glassy dark HUD overlay suitable for both desktop and portrait mobile screens. At the top display the title “BLOCK CITY RUN,” a short instruction/message panel, and four stats: Cash, Banked, Heat shown as 0–5 star/outline-star icons, and Health. At the bottom provide a visible touch D-pad with up/left/right/down buttons and action buttons labeled Run (changing to Boost in the car), Jump (changing to Brake in the car), and Ride (changing to Exit in the car). Include translucent rounded panels, white uppercase typography, cyan/yellow accents, responsive sizing, and a centered prompt such as “Tap Ride to enter the roadster,” “Ride = exit • Jump = brake • Run = boost,” or “Tap Ride to bank your cash.” Support keyboard and touch controls, responsive resize, and show gameplay status messages such as successful pickups, banking, drone danger, and collision damage. Implement the state needed for current cash, banked cash, heat, health, vehicle mode, game-over/reset, loot respawn, drone pursuit, collisions, and a third-person camera; expose optional getGameState/setGameState hooks for inspecting or patching player, car, cash, banked, heat, health, and game-over state.

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