Arcade › Block Drop
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 Drop yet. Play it, then tell Oleg Sidorkin what you would add next.
Block Drop 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 Drop 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 responsive browser puzzle game titled “Block Drop,” a classic falling-block tetromino game on a 10-column by 20-row playfield. Use a portrait-friendly game shell centered on a very dark navy background with a subtle radial blue glow near the top. The layout should have a header across the top with the pixel-style title “BLOCK DROP” in pale yellow with a pink offset shadow on the left, and a small blue “PLAYING” status on the right. Below it, place the main board on the left and a narrow information sidebar on the right. On mobile/narrow screens the overall shell should remain compact and responsive while preserving the board and sidebar arrangement as much as possible. The board is a large dark navy rectangle with a bright periwinkle/blue border and a darker outer shadow. Draw faint grid lines dividing exactly 10 columns and 20 rows. Falling and settled blocks are square cells with a one-cell-margin style, colored and shaded like simple pixel-art tiles: each tile has a bright main fill, a translucent white highlight stripe near its upper edge, and a dark translucent shadow stripe near its lower edge. Use the seven standard tetromino shapes: I (four horizontal cells), J, L, O (2x2 square), S, T, and Z. Give them distinct colors matching the visible palette: cyan, blue, orange, yellow, green, purple, and pink/red. Spawn pieces near the top center, let them fall automatically under gravity, allow horizontal movement, rotation, soft drop, and hard drop, and merge them into the board when they land. Completed horizontal rows clear, the blocks above fall down, and the game continues with new pieces. Detect collision with board edges, the floor, and occupied cells; if a new piece cannot spawn, enter game over. Implement scoring and progression exactly as a simple arcade Tetris ruleset: score starts at 0, lines at 0, and level at 1. Clearing 1/2/3/4 lines awards 100/300/500/800 points multiplied by the current level. A hard drop awards 2 points per row fallen. A manual soft-drop step awards 1 point. Increase the level to 1 + floor(lines / 10), and make automatic fall speed faster each level, starting around 720 ms and decreasing by 55 ms per level down to a minimum of 105 ms. Display score as a six-digit zero-padded value, along with LINES and LEVEL counters in separate dark blue panels with blue borders and pixel-font labels. Include a NEXT panel with a small canvas preview showing the upcoming tetromino centered and rendered with the same tile style and color. On the right sidebar below the panels, include a large “NEW GAME” button with two-line pixel lettering, a pale blue border, blue fill, and a dark offset shadow. Resetting starts a fresh empty board, resets score/lines/level, and creates a current and next piece. When game over occurs, change the header status to “GAME OVER,” stop accepting normal moves, draw a translucent dark overlay over the board, and center pale yellow pixel text “GAME OVER” with a smaller “TAP NEW GAME” instruction. Allow the new-game button to restart. The current falling piece should not be drawn over the board after game over. Provide both keyboard and touch-friendly controls. Keyboard mappings: Left Arrow or A moves left; Right Arrow or D moves right; Down Arrow or S performs one soft-drop step and adds one point; Up Arrow or W rotates clockwise; Space performs a hard drop. Also place a five-button control strip below the board/sidebar spanning the shell width, with blue rectangular buttons, pale blue borders, dark offset shadows, and pixel symbols in this order: left arrow, rotate icon, down arrow, right arrow, hard-drop/down icon. Buttons should have a pressed state that shifts them downward and changes their fill. Clicking/tapping these controls invokes the same actions. Support direct board touch gestures: tap rotates, horizontal swipe moves left/right, downward swipe soft-drops, and upward swipe hard-drops. Use a crisp pixel-arcade visual style with Press Start 2P-like typography for title, labels, values, buttons, and game-over text, combined with a clean sans-serif for the small instruction line. At the bottom center show: “Arrow keys / WASD · Space drops · tap controls on mobile”.