Skip to content

Arcade › Block Heat

Block Heat

  • 3d
  • action
  • driving
  • open-world
  • mission
  • low-poly
0
Remix it Discord

11 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Mat-Tia Trejo 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 Mat-Tia Trejo what you would add next.

Make your own game

Block Heat was built by Mat-Tia Trejo 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 compact first-person 3D urban action sandbox called “Block Heat” in a low-poly, Kenney-style city. The player begins on foot in a roughly 92-by-92 city block, with a pale blue sky, atmospheric fog, soft afternoon lighting and shadows, gray sidewalk slabs, dark asphalt roads in a 3-by-3 street grid, yellow lane stripes, grass beyond the block, and rows of stylized multi-story commercial buildings around the roads. Include a simple dark blue delivery garage structure with a blue sign at the southwest area of the block. Use low-poly models for the player, pedestrians, buildings, and vehicles; the player is a blocky character, pedestrians walk along fixed sidewalk routes, and several parked/traffic cars populate the streets. The player’s view is first-person with a small center crosshair, mouse-look/pointer lock, and a camera height around character eye level. Start the player around (-8,-9), and place the yellow-marked target exotic future coupe around (8,-18). The target car should have a bright pulsing/rotating yellow ring marker on the ground, while other exotic cars can have subdued cyan rings. Include additional parked sports cars, a taxi, two moving traffic cars following straight crossing routes, and two police cruisers initially hidden.

Implement the mission loop exactly: begin with a 180-second timer and the objective “Find the yellow marked exotic car.” The player can walk using WASD (or arrow keys), look with the mouse, and hold Shift to sprint. Press Q near a visible car to hijack it; pressing E near a car enters it, and E exits a vehicle only when nearly stopped. Hijacking the marked target starts the theft: set wanted to 2 stars, reduce the timer to at most 150 seconds, reveal the two police cars, and change the objective to driving through the checkpoint route. Hijacking a non-target car is allowed but should not start the mission and should tell the player to find the marked exotic. The active car uses arcade driving: W accelerates, S reverses/brakes, A/D steer, Shift acts as handbrake, and speed is capped; cars are faster than walking. Keep cars within the world bounds, slow them off-road, and cause collisions with other cars to bounce/reduce speed and damage the target car.

After the target is stolen, show exactly one glowing green torus checkpoint at a time, in order at approximately (-18,0), (-18,22), (18,22), and (18,-18). The player must drive within roughly 4 units of each ring; each checkpoint increases wanted slightly up to three stars and briefly displays “CHECKPOINT.” After all four, show a blue delivery ring at the garage and change the objective to deliver the car. Winning requires bringing the target car within roughly 5 units of the garage while nearly stopped; display a large “DELIVERED” message and mark the game complete. During the theft, police cruisers pursue the target car, steering toward it and damaging it when very close. A catch meter rises while police remain close and falls when they lose proximity; if it reaches 100, display “BUSTED” and lose. Also lose if the timer reaches zero (“TIME’S UP”) or target car HP reaches zero (“CAR DESTROYED”). Press R after a loss or win to restart.

Add a fixed translucent dark HUD overlay matching a modern game interface: top-left/top row rounded panels for TIMER (starting 03:00), WANTED with three star slots, HEALTH starting at 100, and CAR showing a dash until the marked car is entered, followed by a wide objective panel reading “Objective: …”. Keep a bottom instruction panel reading “Click once for fullscreen + mouse look. Move with WASD, Shift sprint/handbrake, Q hijack nearest car, E exit/interact, R restart.” Show temporary centered dark message cards for THEFT STARTED, CHECKPOINT, DELIVERED, TIME’S UP, BUSTED, or CAR DESTROYED. Add a floating yellow objective arrow above the current target car, checkpoint, or garage. Include touch-friendly buttons for Sprint, Q, E, and fullscreen on mobile. Use Three.js ES modules and load low-poly assets where available, with simple geometric placeholders if they fail; expose getGameState/setGameState hooks for inspection and state patching.

More free browser games

Browse the whole Arcade →