Arcade › Block Grove
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Jayden Do built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Block Grove yet. Play it, then tell Jayden Do what you would add next.
Block Grove was built by Jayden Do 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 Grove 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 first-person 3D voxel sandbox game titled “Block Grove.” Use Three.js-style real-time 3D rendering with a perspective FPS camera, blue sky background and matching blue distance fog, directional sunlight, soft hemisphere fill light, ambient shadows, and a simple clean low-poly block aesthetic. World: Build a small handcrafted floating-looking grassy island centered at the origin. Make a square-ish island from x=-8..8 and z=-8..8, keeping cells where max(abs(x),abs(z))<=6, plus a one-to-three-block-wide straight central path/extension where abs(x)<=1 and abs(z)<=8. At every retained cell place a dirt block at y=0 and a grass block at y=1. Use one-unit cube blocks. Add three simple block trees at approximately (-4,-3), (4,2), and (-5,5): each has a three-block-tall vertical wood trunk beginning at y=2 and leafy grass-colored cube canopy layers at y=4 and y=5, with a compact roughly 5x5 canopy whose cells satisfy abs(dx)+abs(dz)<4. Also include a large, thin, flat green ground/collider plane beneath the world, colored a muted grassy green, so the player cannot fall indefinitely. Materials/colors: grass blocks bright medium green (#68b34d), dirt warm brown (#8a5a35), stone cool gray (#8d99a6), and wood orange-brown (#b9783f). Keep materials matte/rough. Blocks should cast shadows when above the lowest layer and receive shadows. The scene should feel like a sparse, peaceful block grove rather than a detailed terrain game. Player and camera: Spawn the player above the central island around (0, 3.2, 7). Use first-person movement with WASD, mouse look after clicking/focusing the game, jump, gravity, and collision against the ground and voxel blocks. Movement speed is about 5.6 and jump speed about 8 with gravity about -22. Add a centered white crosshair made from vertical and horizontal strokes. When the crosshair is aimed at a block, enlarge it slightly, add a yellow glow/border, and change the strokes to yellow; otherwise leave it white. On touch/mobile layouts, provide the visible translucent circular virtual movement control at the lower-right as shown by the game’s mobile control presentation. Core interaction: Raycast from the center of the camera into the voxel blocks. Left click adds the currently selected block to the face being aimed at, snapped to the adjacent grid cell. Do not place a block if it would be too close to the player. Right click removes the targeted block, except blocks at y=0 cannot be removed. Prevent the browser context menu. Show a short rounded dark toast near the lower-middle of the screen saying “Block placed” or “Block removed” after successful edits. Removing a block should emit a brief burst of about 12 tiny same-colored cube particles that fly outward/upward, rotate, fall under gravity, shrink, and disappear in about half a second. Block selection/UI: Provide four selectable block types in a bottom-centered hotbar: 1 grass, 2 dirt, 3 stone, 4 wood, each represented by a colored square swatch. The selected slot has a bright yellow outline and subtle yellow outer highlight; the other slots use translucent dark panels and pale borders. Clicking/tapping a slot selects it, and keyboard keys 1–4 select the corresponding type. Pressing R removes all blocks above y=1 (the tree portions), then shows a “Trees cleared” toast. The status panel in the upper-right must dynamically read like “Grass block · 497 blocks,” using the selected block name and current total number of blocks; update it after placing/removing/clearing. HUD and style: Keep the HUD fixed over the game with pointer-events disabled except the hotbar. At top-left show a dark translucent rounded panel with the bold uppercase title “BLOCK GROVE” and a small instruction line: “WASD move · mouse look · click add · right-click remove · 1–4 choose block.” At top-right show the dark translucent rounded status panel. Use subtle white borders, blur/glass effect, and soft shadows. The screenshot’s initial state should visibly show the green world, center crosshair, the top title/status panels, bottom four-slot hotbar with grass selected, and a lower-middle toast such as “Block placed” when a block was just edited. Keep the layout responsive: hide the small instruction line on narrow screens and slightly reduce hotbar slots. On startup show a brief “Click the world to look around” toast.