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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. Mariana Muntean 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 Mariana Muntean what you would add next.
Block Drop was built by Mariana Muntean 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 portrait-friendly browser falling-block puzzle game titled "BLOCK DROP". Use a 10-column by 20-row playfield with a dark navy-to-near-black vertical gradient background. Center the game board with a rounded dark-blue outer frame and a slightly lighter inner border; the board itself is very dark navy with subtle thin blue-gray grid lines separating every cell. Above it, show the large bold white title "BLOCK DROP" and the smaller muted blue subtitle "WECHAT MINI GAME MODE".
Implement classic falling tetromino gameplay. Randomly spawn one of the seven standard tetromino shapes: I, O, T, J, L, S, and Z. Give them the visible bright colors: cyan I, yellow O, purple T, orange J, blue L, green S, and pink/red Z. Pieces spawn near the top center, fall automatically, can be moved horizontally, rotated clockwise, soft-dropped, or hard-dropped. Rotation should use simple wall kicks attempting horizontal offsets 0, -1, +1, -2, +2. A piece locks when it reaches another block or the floor; complete horizontal rows are removed and blocks above fall down. End the game if a locked piece reaches above the visible top or the next piece cannot spawn.
Place a rounded dark-blue information card to the right of the board when space permits. It should show SCORE with a five-digit zero-padded score, LINES and the current LEVEL. Start at score 00000, lines 0, level 1. Award line-clear scores of 100, 300, 500, and 800 for one through four simultaneous lines, multiplied by the current level. Increase the level every 10 cleared lines and accelerate the automatic fall speed, starting around 700 ms per row and reducing it by about 55 ms per level to a minimum around 110 ms. Below the score card, show a second rounded card labeled NEXT with a centered preview of the upcoming tetromino.
Render each occupied cell as a colorful rounded square inset slightly within its grid cell, with a small pale glossy highlight near the upper-left. Keep the clean flat neon arcade aesthetic: white/light-blue typography, navy cards, soft rounded corners, and no decorative scenery. Under the board, display the control hint: "← → move ↑ rotate ↓ drop SPACE hard drop".
Desktop/keyboard controls: Left and Right arrows move, Up rotates clockwise, Down performs a soft drop, Space performs an immediate hard drop, P toggles pause, and R restarts. Also support pointer/touch input: tapping above the board rotates; tapping the left side moves left; tapping the right side moves right; tapping low in the board hard-drops; other board taps soft-drop. If paused, tapping resumes. If game over, tapping or pressing R restarts. While paused or game over, draw a translucent dark overlay with centered white "PAUSED" or "GAME OVER" text and a smaller instruction ("Tap to resume" or "Tap or press R to restart"). Make the layout responsive, sizing the grid cells to fit a narrow portrait screen while keeping the board and side cards visible whenever possible.