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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. Mohammad Noor 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 Mohammad Noor what you would add next.
Block Drop was built by Mohammad Noor 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 falling-block puzzle game titled "Block Drop". Use a portrait-oriented 10-column by 20-row playfield centered in a dark navy interface, with the board sized to fit the screen (roughly up to 620px tall) and a small right sidebar on wider screens. The visual style is clean, modern, and neon-accented: page background is a dark blue radial gradient, panels are translucent/dark blue with blue borders and rounded corners, and the playfield is near-black navy with a subtle blue grid. Show the heading BLOCK DROP in uppercase with the subtitle "A falling-block puzzle" on larger layouts. At the top right, display three compact stat cards labeled SCORE, LINES, and LEVEL, initially 0, 0, and 1. Implement classic falling tetromino gameplay on a 10x20 grid. Randomly spawn one of seven colored pieces, centered near the top, using these shapes: a four-cell horizontal I; a 2x2 O; a T; S; Z; J; and L. Give the seven piece types distinct bright colors: cyan, yellow, purple, green, pink, orange, and blue. The active piece automatically falls, with the interval starting at 0.8 seconds and becoming faster as the level rises, down to a minimum of 0.08 seconds; level is floor(lines/10)+1. Allow horizontal movement while valid, clockwise rotation with simple wall kicks attempting offsets 0, -1, +1, -2, +2, soft drop, and hard drop. A soft-drop step awards 1 point, while hard drop awards 2 points per cell fallen. Draw a translucent ghost version of the active piece at its eventual landing position. Pieces lock when they can no longer move down, become part of the stack, and a new piece spawns. Display the upcoming piece in a square NEXT preview panel to the right, centered within a 5x5 preview area. When one or more complete horizontal rows are filled, remove them and shift the stack downward. Award line-clear points multiplied by the current level: 100 for one line, 300 for two, 500 for three, and 800 for four. Update the LINES and LEVEL stats. End the game if a locked piece extends above the top or a newly spawned piece is invalid, and show a centered overlay over the board with the title "Game over", text formatted like "Score 123 · 4 lines", and a "Play again" button. Before play begins, show a board overlay titled "Block Drop" with the text "Fill rows, clear lines, and keep the stack below the top." and a "Start game" button. Include a pause system: keyboard P or the touch PAUSE button toggles a board overlay titled "Paused" with the message "Take a breath, then keep stacking." and a "Resume" button; pause freezes falling and gameplay input. Support keyboard controls: Left Arrow or A moves left, Right Arrow or D moves right, Up Arrow or W rotates, Down Arrow or S soft drops, Space hard drops, and P pauses. Also include touch-friendly bottom controls with buttons in this order: left (◀), rotate (↻), right (▶), down (▼), DROP, and PAUSE. Buttons should have rounded corners, dark blue styling for controls, and a bright cyan primary style for overlay actions. The layout must adapt for narrow mobile screens: hide the subtitle and control-help text, reduce the sidebar width to about 76px, keep the board and next preview visible, and preserve large touch targets. On desktop, show a sidebar containing the NEXT panel and a small help list: ← → move, ↑ rotate, ↓ soft drop, Space hard drop, P pause. Use crisp canvas-rendered blocks with small inset spacing, a light highlight strip near the top, and a darker strip near the bottom to give each block subtle dimensional shading. Keep the board grid visible behind pieces and use rounded borders and a soft shadow around the board.