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Block Heat

  • 3d
  • third-person
  • low-poly
  • arcade
  • exploration
  • risk-management
  • mobile-friendly
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Isaiah Mendoza built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Block Heat yet. Play it, then tell Isaiah Mendoza what you would add next.

Make your own game

Block Heat was built by Isaiah Mendoza 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 Heat 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.

Read the build brief for Block Heat

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 playable third-person 3D low-poly street-turf game titled “Block Heat,” set in a grounded, moody night city. Use an isometric/over-the-shoulder perspective: the camera follows behind and above a blocky street crew member, smoothly rotating to stay behind the character’s heading. The world is a dark asphalt city grid bounded to roughly a 43-by-43 playable area, with two broad perpendicular procedural asphalt roads marked by short yellow lane dashes, dark blue-gray ambient lighting, fog, moonlight, and soft shadows. Populate the city with low-poly commercial buildings around the roads, curved street lights with warm pools of light, parked gray cargo trucks, and construction barriers. Use Kenney-style low-poly GLB city and block-character assets where available, with simple colored primitive fallbacks if assets fail. The visible player is a small stylized blocky character; rivals can use red-toned blocky silhouettes/models.

The core loop is to move around the city, locate five glowing gold claim circles, stand inside one, and hold the action input to tag it. The five named zones and positions are: Market Corner (-8,-4), Loading Dock (8,-7), West Courts (-11,7), Underpass (11,5), and Back Lot (1,-15). Each claim ring should rotate slowly, turn white while the player is nearby and actively tag, and turn green after being claimed. Holding the action input inside a zone takes 2.3 seconds, increases heat during the tag, then claims the zone, adds 20 reputation and 
50 score/cash, and briefly shows a toast. The win condition is claiming all five blocks before a fail state. Also place six small hovering/spinning green cash-drop boxes around the map, at approximately (-4,-12), (5,-3), (-7,12), (13,11), (-15,-10), and (4,14). When the player is within about 1.1 units, show a prompt; holding the action input collects the drop, hides it, adds
20, increases heat, and displays “Cash secured +
20.” Include four rival lookouts moving continuously along short looping waypoint routes: around the west central area, loading dock, west courts, and underpass. They should be visibly red-toned and smoothly interpolate between waypoints. When a rival comes within about 4.2 units, increase its alert scale slightly, drain the player’s nerve rapidly, and raise heat; nerve recovers when away from rivals. Include one patrol car that circles the outer roads; it becomes visible only when heat exceeds 28 and, when within about 5.5 units, raises heat and drains nerve more quickly. There is no gunplay or graphic violence: conflict is represented by rival pressure, patrols, reputation, heat, and risk management. Player controls: WASD or arrow keys to move relative to the camera, E held to tag or collect, and Shift held while moving to sprint. Sprint increases movement speed by about 45% but slowly raises heat. On touch devices provide a visible virtual joystick at lower left and a large circular “TAG” action button at lower right, both usable with pointer/touch input. Keep the player within the world bounds and prevent walking through buildings, trucks, and barriers using circular collision volumes. Build a polished HUD over the scene. At top left show a translucent dark panel with the title “BLOCK HEAT,” mission text, and three 0–100 horizontal meters labeled Rep, Heat, and Nerve, with numeric values. At top right show cash as “$0” initially. Show a contextual bottom-center prompt such as “Hold E / TAG to claim Market Corner,” “Tagging Market Corner...,” or “Hold E / TAG to pick up cash.” Show temporary rounded toast notifications for starting the night, city details loading, claims, and cash collection. The start overlay should explain that the player tags contested blocks, collects cash drops, avoids attention, and that there is no gunplay; include a “Start on the block” button. On defeat show a dark overlay titled “Heat got too high” or an equivalent reason with final cash and blocks claimed, plus a restart button. On success show “Route claimed” and explain that every block was claimed. Initialize the player near (0,14), with score/cash 0, reputation 0, heat 8, and nerve 100. Heat slowly decays over time (somewhat faster after a claim), while heat reaching 100 causes defeat with a patrol lockdown message. Nerve reaching 0 causes defeat from rival pressure. The HUD mission should update to “Claim N more blocks. Avoid rival pressure and patrols.” and, on completion, “You own the route. Nice work.” Provide a game-state interface if supported exposing player position, score, rep, heat, nerve, claimed count, zone progress/claims, and rival positions, plus a setter for basic state patching. Art direction: dark navy/charcoal night streets, cool blue-gray buildings and shadows, warm yellow lane markings and street lamps, gold claim circles, green cash drops, translucent glassy HUD panels, and chunky low-poly geometry matching the supplied screenshot.

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