Appearance
Arcade › Block Heat
I don't know GTA copy I was just doing something random
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Roman Blessing built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Block Heat yet. Play it, then tell Roman Blessing what you would add next.
Block Heat was built by Roman Blessing 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.
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 browser-based 3D third-person driving/action game titled “Block Heat.” Build it as an original low-poly urban sandbox using generic modular city, suburban building, nature, character, crate, sedan, taxi, and police-car assets; do not use copyrighted GTA assets or branding. Use a bright daytime look with a pale blue sky, warm sunlight, soft fog, green ground, stylized realistic/low-poly buildings and vehicles, asphalt roads with yellow lane markings, and blue water. The playable area is a 1000ft by 1000ft square, represented as roughly 100 by 100 world units, with a larger grid of intersecting north-south/east-west roads, blocks of suburban/city buildings, a central lake on the west/southwest side, a river crossing the north side, and a sandy beach with an ocean/water corner in the southeast. Add shoreline rocks around the water. Keep the scene readable and colorful rather than dark or gritty. The player begins on foot near the center of the city as a small stylized human character. Use a third-person follow camera while walking: the camera sits several meters behind and above the character, follows mouse-look yaw/pitch, and has a small center reticle. WASD moves relative to the camera; the character turns toward movement and has idle, walk, and basic right-hand melee attack animations. Left click performs a melee attack with a short cooldown and can damage a nearby police car/enemy chase vehicle if close enough. Pressing E near one of the usable parked cars enters it; pressing E again exits it. While on foot, nearby buildings and map edges should impede movement. Provide three usable player vehicles placed around the starting area and coast: a sedan, a taxi, and another sedan/cruiser. Entering a vehicle hides the character and switches automatically to a cockpit/first-person driving view. The cockpit should visibly include a dark dashboard, a glowing radio panel, passenger seat, steering wheel, speedometer dial with a moving needle, and simplified driver arms whose pose changes with steering. Driving uses WASD: W accelerates, S reverses/brakes, A/D steer, and Space brakes hard. Also support a mobile virtual joystick for driving/walking. Vehicles have visible wheels that spin according to velocity and front wheels that turn with steering. Driving is simple arcade handling with acceleration, drag, a capped forward/reverse speed, turning, building/edge obstacle resolution, and no need for realistic vehicle simulation. Populate the city with four looping civilian traffic vehicles, including taxis and sedans, following rectangular road routes. Add about ten pedestrians distributed around the city who slowly walk in small looping patterns and use idle/walk animations. Add police chase cars only during the evade phase of a mission: spawn and maintain up to three police vehicles at distant map edges, have them pursue the player directly, steer toward the player, collide/damage the player at close range, and show hit sparks. Police vehicles have limited health and can be damaged by the player’s melee attack when on foot; remove a police car when its health reaches zero. The core objective is to complete exactly three sequential street missions. Each mission uses a yellow objective marker consisting of a glowing rotating ring on the ground and a hovering cone/beacon, with a crate/package at the marker. Mission 1’s package is in the northeast industrial area, mission 2’s is by the west/southwest lakeside, and mission 3’s is near the southeast coast/beach. The player starts with 100 health and a 125-second overall mission timer. The stages are: 1. REACH: guide the player to the yellow marker by walking or driving. When within about 1.5 units, transition to collection. 2. COLLECT: show the crate at the marker and require the player to move within about 1.25 units to collect it. It is acceptable to collect while in a car, although the on-screen message can suggest exiting if needed. 3. EVADE: hide the crate/normal marker, spawn police chase cars, and require the player to survive for a short chase countdown: 21 seconds for mission 1, 24 seconds for mission 2, and 27 seconds for mission 3. Police contact reduces health repeatedly, with larger damage while on foot than in a car. Once the evade countdown ends, complete the mission, remove the police, advance to the next marker, reset the mission timer to 125 seconds, and restore up to 22 health, capped at 100. Lose immediately if health reaches zero or the 125-second timer reaches zero. On loss show a centered “Busted” overlay explaining the reason and a Restart button; allow R on desktop or tapping Restart to reset health, mission, timer, stage, player position, and police. After the third successful evade, show a centered “You Win” overlay saying all three street missions are complete. Pause gameplay behind the start/win/loss overlays. Use a polished HUD matching the visible design: translucent dark blue/black rounded panels with subtle cyan borders, blur/glass styling, white text, yellow mission accents, and a red-orange-yellow health bar. At the top left show “Health” and the percentage; across the top center show the current mission/stage message; at the top right show “Mission 1/3” and “Timer 125,” plus an “Evade” countdown during a chase. Show a large circular directional arrow on the right side that points toward the current yellow objective, changing to a red arrow toward the first police car during evasion. Show a contextual bottom-center prompt such as “Press E to enter car” or “Press E to exit car.” Keep a small crosshair/reticle at screen center. On desktop show a bottom-left controls panel describing WASD/mouse, E, Space, and attack. On mobile/coarse-pointer layouts, show a translucent left joystick, a right-side look/touch region, and buttons for E, Brake, and Attack. The start overlay should be a large centered dark translucent panel titled “Block Heat,” describe the 1000ft city and cockpit features, and have a prominent yellow/cyan “Start Mission” button. Start via click/tap and request mouse pointer lock on desktop after starting; mouse movement controls look, while right-side touch dragging controls look on mobile. Use Three.js or an equivalent browser 3D engine with a perspective camera, directional warm sun, hemisphere fill light, optional soft shadows, fog, frustum/distance hiding for distant roads/buildings/vehicles, and responsive rendering. Make the scene playable on desktop and mobile, with reduced pixel ratio/shadows and stronger lighting on mobile. The game should feel like a compact original city driving-and-chase sandbox, with the clear loop of reach marker, collect crate, evade police, and repeat three times.