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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.
Recreate a polished 3D falling-block puzzle game titled “Block Drop.” Use a fixed, portrait-friendly Three.js-style presentation: a tall 10-column by 20-row playfield viewed almost straight on from a slightly elevated perspective, with the camera positioned in front of the board and looking toward its upper-middle. The scene should feel like a dark futuristic arcade cabinet: nearly black navy background (#080b18), a deep blue rectangular backplate behind the board, thick blue side rails and a bottom rail, subtle floor plane and shadows, faint perspective/fog, and a visible thin blue grid dividing every cell. Use soft neon lighting with cyan rim light and restrained bloom-like emissive shading. The board itself is centered and occupies most of the screen vertically; blocks are glossy/emissive colored cubes with thin pale edge outlines and soft shadows. Implement classic falling tetromino gameplay on a 10x20 grid. At game start show a centered overlay saying “Block Drop,” with the instruction “Clear glowing lines before the blocks reach the top.” and a Start Game button. Keep a fixed HUD overlay: upper-left translucent rounded dark panel with the neon pixel-font title “BLOCK DROP” and rows for SCORE, LINES, and LEVEL; show numeric values beginning at 0, 0, and 1. On wider screens show an upper-right help panel reading: “Move: ← → / A D”, “Rotate: ↑ / W / Tap Rotate”, “Soft drop: ↓ / S”, and “Hard drop: Space”. On mobile hide that help panel. Along the bottom provide touch buttons: left, right, and down arrow buttons grouped on the lower-left; on the lower-right stack a colorful “DROP” button above a “ROTATE” button. Buttons should be rounded, high-contrast, with a cyan-to-green gradient for regular actions and a yellow-to-pink gradient for DROP, plus a pressed/down visual effect. Use the seven standard tetrominoes, each represented by four unit cells and colored as follows: I cyan (#45f3ff), J blue (#6096ff), L orange (#ffa034), O yellow (#f8e94e), S green (#52f28a), T purple (#c77dff), and Z pink/red (#ff5c7a). Deal pieces using a shuffled seven-piece bag. Spawn each new piece near the top around x=3. Pieces fall automatically, starting at about 820 ms per row and becoming faster by 64 ms per level, with a minimum interval of 95 ms. The active piece can move left/right if it does not collide with walls or occupied cells. Soft drop moves it down one row and awards 1 point per manually dropped row. Hard drop moves it all the way to the lowest valid row, awards 2 points per row, and immediately locks it. Draw a translucent pulsing ghost version of the active piece at its landing position, slightly in front/offset from the solid blocks. Support rotation clockwise for all pieces except O, using collision-safe horizontal wall kicks with offsets 0, -1, +1, -2, +2. Collision checks must account for board bounds, the floor, and already locked cells. When a falling piece can no longer descend, lock its four cells into the board, clear every completely filled horizontal line, then spawn the next piece. Score line clears using 100 points for one line, 300 for two, 500 for three, and 800 for four, multiplied by the current level. Increase the level to floor(lines/10)+1. Briefly shake the scene when lines are cleared. If a new piece collides immediately on spawn, end the game, stop falling, and show a centered dark translucent “Game Over” panel with the final “Score … · Lines …” and “Tap restart and try for a Tetris.” plus a Restart button. Starting/restarting resets grid, score, lines, level, and the seven-piece bag. Keyboard controls must work exactly as follows: Left/Right arrows or A/D move; Down arrow or S soft-drops; Up arrow or W rotates; Space hard-drops. Enter or Space starts the game from the initial non-running screen; touch controls should start the game if needed and then perform their action. Keep the game playable with no pause feature exposed. Preserve the clean composition: UI is HTML/CSS over the rendered 3D board, while the board, rails, cubes, ghost, lighting, grid, shadows, and floor are rendered in 3D. Use responsive sizing and prevent page scrolling or accidental touch zooming.