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Arcade › Block Hero Jump

Block Hero Jump

  • 3d
  • platformer
  • voxel
  • collectathon
  • anime
  • arcade
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. Arrielle Brooks built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Block Hero Jump yet. Play it, then tell Arrielle Brooks what you would add next.

Make your own game

Block Hero Jump was built by Arrielle Brooks 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 Hero Jump 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 Hero Jump

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 bite-size third-person 3D voxel platformer titled “Block Hero Jump.” Use a dark navy/black void background with exponential fog, a fixed-follow perspective camera behind and above the hero, and soft shadows from a bright directional sun plus cool purple fill light. The world is a single handcrafted floating micro-level made from 1×1×1 cube blocks with a Minecraft-like silhouette and bold toon/cel-shaded materials using hard lighting bands and dark ink-style outlines around characters and collectibles.

Build the level exactly as a compact obstacle course: begin on a roughly circular grassy island made from green blocks, with dirt and stone layers beneath it. Add a rising staircase/platform route on one side using alternating dirt and gray stone blocks. Add a horizontal elevated red brick bridge, plus a small cluster of white cloud blocks near the bridge. Continue toward the endpoint with three isolated gray floating steps that rise progressively, ending at a glowing cyan portal ring. Place two curved arcs of floating yellow coin discs: one arc over the rising stair route and another long arc along the red bridge. Coins should spin continuously and slightly bob, and disappear when collected.

The player is a small stylized anime/toon humanoid made from a white capsule-shaped body, a red torus-like scarf/collar, a red dome cap with a white brim, and a small dark face panel. Give the player a black ink outline, simple squash/stretch while jumping or falling, and rotate the character to face the current movement direction. Use a third-person camera that follows smoothly from an offset above/behind the character; movement is camera-relative. Holding the right mouse button temporarily enables orbit camera controls, allowing the player to look around while preserving a constrained third-person view. Prevent context-menu display during camera orbit.

Controls: WASD or arrow keys move, Space jumps, and Shift runs faster. R restarts the level. Implement responsive platforming with gravity, horizontal acceleration, jump buffering, and approximately 0.12 seconds of coyote time so a jump can still occur just after leaving a platform. Use axis-separated AABB collision against all voxel blocks. The hero can fall into the void; when the player drops below the world, respawn at the starting position and apply a small time penalty. Enemies are three cyan-blue outlined spherical slime creatures placed on the starting island, near the left route, and on the bridge. Make them bob and gently patrol side-to-side. Jumping onto an enemy from above while falling defeats it, bounces the hero upward, and awards 3 points. Touching an enemy from another direction respawns the hero and applies a shorter time penalty.

Collecting a coin awards 1 point. Reaching/touching the rotating cyan portal ring at the far end completes the level, stops the timer, plays a win sound, and displays a centered “LEVEL CLEAR!” message with the completion time and “Press R to run it back.” Track the best completion time in local storage and show it in the HUD. Include lightweight synthesized sound effects: jump, coin pickup, stomp, and portal completion, initialized after the first click or key press.

HUD: place a large readable dark translucent rounded panel at the upper left showing “Score” and the current score, with a timer and best-time readout also available in the same anime-like interface. Show a dark translucent centered startup prompt reading “Click to enable sound” and “Then: WASD to move • Space to jump • Reach the portal”; hide it after input. Add a control hint panel near the top-left/top area stating “WASD/Arrows • Space jump • Shift run • RMB look • R restart.” Add subtle scanline and vignette screen overlays. Keep the palette colorful and Mario-inspired—green grass, brown dirt, gray stone, red bridge, white cloud blocks, bright yellow coins, cyan slimes/portal, and white-and-red hero—while retaining the night void, fog, hard toon shading, and dark outlines.

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