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Block Mayor

  • 3d
  • city-builder
  • isometric
  • low-poly
  • sandbox
  • mobile
  • strategy
0
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1 play

How to play

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

Discussion

Nobody has said anything about Block Mayor yet. Play it, then tell Brayden Williamson what you would add next.

Make your own game

Block Mayor was built by Brayden Williamson 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 Mayor 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 Mayor

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 3D isometric-style city-building game titled “Block Mayor.” The game should run in a browser and present a bright, low-poly suburban miniature city viewed from an elevated oblique orbit camera. Use a sky-blue background with light atmospheric fog, soft warm directional sunlight, shadows, and a green square grass board divided into a 10 by 10 grid of pale green build tiles with subtle alternating shades and thin tile seams. The visual style should resemble cheerful Kenney low-poly city/suburban assets: small colorful houses with green roofs, a simple apartment building, roads, and stylized conifer-like trees/parks. The initial camera should look diagonally across the board from above, with orbit controls by dragging and zoom via mouse wheel or pinch; constrain the camera so it remains above the board and can zoom in and out within a moderate range.

Core gameplay: the player is a mayor who selects a construction tool, then taps/clicks an unoccupied green grid tile to build there. Show a translucent colored placement ghost over the tile under the pointer. Ignore a click if the player dragged to orbit or held too long. Do not allow two buildings on one tile, do not allow construction outside the 10x10 board, and show short toast messages for invalid actions and successful builds. Tools are House, Apartment, Park, Road, and Bulldoze. Buildings occupy exactly one tile.

Start with $800 and a small starter town already placed: roads at grid coordinates (4,4), (5,4), (4,5), and (5,5), houses at (3,4) and (6,4), and a park at (4,6). The starter town should therefore show 22 population and +$7/s: each house provides 8 population and +$3/s, the park provides +
/s and 6 happiness, and happiness contributes up to 4 extra population per house. Money increases automatically once per second by the current income. Implement these exact construction rules and costs: House costs
00, adds 8 population, and adds $3/s income. Apartment costs
20, adds 1,000 population, and adds $8/s income; enforce a global maximum population of 5,000,000,000. Park costs $80, adds 6 happiness and
/s income, and its happiness boosts homes by up to 4 population per house, capped by total happiness. Road costs
5, adds no population or income, and is primarily a decorative connection tile. Bulldoze removes an occupied tile and refunds 40% of that tile’s original cost, rounded down; bulldozing an empty tile reports that there is nothing to bulldoze. Recalculate population, happiness, and income immediately after every build or bulldoze, and prevent a build when the player lacks sufficient money or when projected population exceeds the global limit. Roads should use dark gray road slabs with pale lane markings where possible, and building/park models should cast shadows. If external low-poly models are unavailable, provide simple visible fallback geometry: a small house with a colored body and pitched roof, a taller apartment block, four small stylized trees for a park, and a dark road slab with a center line. HUD/UI: Overlay the 3D scene with a responsive glassy dark-blue interface. At the top show the title “🏙️ Block Mayor” on wider screens and stat cards for Population, Money, and Income. Population should display current value and “/ 5B” (or an equivalent compact formatting of 5,000,000,000), money should show a dollar sign, and income should show “+$X/s.” On narrow mobile screens, hide the title and compact the stat cards. Put a Reset button in the upper-right. Along the bottom center, show a rounded build toolbar with five buttons and these labels/descriptions: “House —
00 · +8 pop,” “Apart —
20 · +1K pop,” “Park — $80 · happy,” “Road —
5 · connect,” and “Bulldoze — refund 40%.” The selected tool has a bright green active state, while active Bulldoze has a red state. Include a help panel above the toolbar saying, “Build: choose a tool, then tap a green tile. Drag to orbit, pinch/scroll to zoom.” Use short fading toast notifications such as “House selected,” “Built House: population …,” “That tile is already built,” “Need $…,” “Population limit is 5 billion,” “Bulldoze mode,” “Bulldozed — partial refund,” and “New city started.” The Reset button must restore the $800 starting balance and the exact starter layout and HUD values. Make the board and models readable on both desktop and touch mobile screens, keep the HUD controls above the canvas, and ensure toolbar buttons do not accidentally orbit the camera. The overall experience is a compact, tactile, cheerful city-planning sandbox focused on placing buildings on the visible grid, growing population and passive income, and deciding when to spend or bulldoze tiles.

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