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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.
Create a browser game titled “Block Drop,” a classic falling-block puzzle game rendered in a dark pixel-arcade UI. Use a fixed 10-column by 20-row playfield, with each cell 30px in the internal canvas (300x600), centered beside a vertical information sidebar. The page background is very dark navy (#0b0e1a); the board is slightly lighter navy (#0e1224) with a thin rounded dark-blue border, and faint white grid lines between cells. Use a pixel-style “Press Start 2P” font throughout, with pale lavender-white text and muted lavender-blue labels. Gameplay: continuously drop a randomly selected tetromino into the board. Support all seven standard shapes and these colors: I cyan, O yellow, T purple, S green, Z coral/red, J blue, and L orange. Shapes are represented as filled square blocks with a subtle light highlight strip across the top, a dark semi-transparent outline, and crisp pixel-art geometry. Spawn pieces horizontally centered; the I piece may begin one row above the visible board. The active piece falls automatically, beginning at an 800ms interval. The player can move left/right, soft drop down, rotate clockwise, or hard drop. Rotation should try horizontal offsets 0, -1, +1, -2, +2 so pieces can rotate near walls. A translucent ghost version of the active piece should be drawn at its eventual landing position underneath the active piece. When a piece can no longer descend, lock its occupied cells into the board, play a light lock sound, and clear every completely filled row. Shift rows above downward and award scoring: 100 points for one cleared line, 300 for two, 500 for three, and 800 for four, multiplied by the current level. Soft-dropping manually awards 1 point per descended cell; hard dropping awards 2 points per descended cell. Increase the level every 10 total cleared lines and make automatic falling faster by 70ms per level, with a minimum interval of 80ms. Show the current score, level, and total lines cleared. After locking, promote the preview piece to the active piece and generate another random preview. If a newly spawned piece collides, or a locked block would be above the visible top, end the game. Controls must work on desktop keyboard: Left/Right arrows move, Down arrow soft drops, Up arrow rotates, Space hard drops, P pauses/resumes, and Enter restarts after game over. Prevent browser scrolling for these keys. On touch devices show a fixed bottom control strip: left, down, and right circular buttons grouped on the left, and rotate and hard-drop buttons grouped on the right. Buttons are dark translucent blue with a blue outline, pale text, rounded circular 56px hit areas, and a pressed-state highlight. Hold left/right/down buttons to repeat their action roughly every 110ms. Also support touch gestures on the board: tap rotates, a downward swipe hard drops, and left/right swipes move one column. Sidebar layout: beside the board, stack rounded dark-navy panels with a 2px muted blue border and approximately 14px spacing. The top panel is labeled “NEXT” and contains a centered 96x96 preview canvas showing the next tetromino, using approximately 22px blocks and the same block shading. Below it are separate panels labeled “SCORE,” “LEVEL,” and “LINES,” initially displaying 0, 1, and 0. At the bottom show a compact controls legend: “←→ MOVE,” “↓ SOFT DROP,” “↑ ROTATE,” “SPACE HARD DROP,” and “P PAUSE.” On narrow/touch layouts retain the clean centered board/sidebar presentation while exposing the fixed mobile controls. When paused or game over, overlay the entire board with a translucent very-dark panel. Center pixel-font text reading “PAUSED” with “P TO RESUME,” or “GAME OVER” with “ENTER TO RESTART.” Include simple arcade sound effects for movement, rotation, locking, line clears, four-line clears, and game over, but the game should remain playable if audio is unavailable or blocked until user interaction unlocks audio.