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Block Party

  • 3d
  • platformer
  • obby
  • arcade
  • casual
  • mobile
  • collectathon
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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. Con built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Block Party yet. Play it, then tell Con what you would add next.

Make your own game

Block Party was built by Con 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 Party 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 Party

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 polished, toy-like 3D third-person obstacle-course game titled “Block Party,” set in a bright blue-sky outdoor playground/obby. Use a fixed-size colorful block world with soft shadows, simple low-poly geometry, and a blocky humanoid avatar viewed from behind at a moderate follow distance. The player starts on a cyan 8×7 platform around (0, 0.2, 7), facing a linear route into the distance. The course is made of floating/raised rectangular platforms: an orange step, a purple step offset to the left, a green step offset right, a pink step offset left, and a large yellow finish pad, with a broad green ground plane far below. Add three extra green side islands to the left/right of the route. The scene should use bright saturated pastel materials, directional sunlight, ambient sky lighting, and mild distance fog.

Core gameplay: let the player move with WASD or arrow keys and jump with Space; provide equivalent touch/mobile controls with an on-screen virtual control area. Use third-person movement with gravity and jumping. If the player falls below the course, respawn them at the current checkpoint and show a brief “Back to the checkpoint!” toast. Place exactly eight glowing gold torus-shaped coins along the route and on side islands, each rotating or otherwise visibly collectible. Display a top-right HUD reading “Coins: 0/8” and “Checkpoint: 1”; collecting a coin hides it, increments the counter, and shows “Coin collected!” (show “Course complete!” after all eight). Checkpoints advance as the player proceeds down the route: checkpoint 2 near the orange step, checkpoint 3 near the green step, checkpoint 4 near the pink step, and checkpoint 5 near the finish platform. Show a “Checkpoint N reached!” toast and update the respawn location when advancing.

Include a start/menu overlay over the game. At upper left show a translucent rounded panel with “BLOCK PARTY” and the subtitle “obby playground.” Center a large rounded yellow button labeled “PLAY BLOCK PARTY,” with “Desktop + mobile controls ready” beneath it. Along the bottom show a dark translucent help strip reading “WASD / arrows to move · Space to jump · collect every coin.” Hide the overlay when Play is pressed. Add mobile-friendly circular touch styling consistent with the shown interface.

Add a building mechanic during play: provide a visible build button in the HUD/mobile UI and also support the B key. Each activation places one pink 1×1×1 block about three units in front of the player, aligned to a simple one-unit grid and at a height based on the player, up to 12 total blocks. Show a build counter in the interface and a short “Block placed!” toast. The placed blocks are solid colliders and cast shadows.

Add an “Arcade”/mini-games button that opens a translucent modal menu while preserving the main game. The menu offers four mini-games: Memory, Stack, Targets, and Race. Each mini-game awards exactly one coin and one build block on success, records a mini-game win persistently, and has a countdown/time limit; failures show a status message and return to the menu. Memory displays four colored pads, flashes a random sequence, and requires repeating it; sequences grow until a successful sequence of length five wins, while a wrong pad loses. Stack presents a button labeled “STACK! 0/15” and requires 15 taps within 10 seconds. Targets presents 12 brightly colored pads and requires tapping all within 20 seconds. Race presents a simple two-dimensional three-lane traffic course with a player car, yellow checkpoint gates, moving traffic obstacles, boost pads, lap/checkpoint/traffic status, and left/right buttons or A/D controls; complete three laps to win, with crashes losing and a 30-second limit. In Race, offer selectable pink, blue, gold, and mint vehicles, plus galaxy, lava, and diamond rare skins that unlock after three mini-game wins; persist the selected skin and win count locally. Show race text such as “Lap 1/3 · Checkpoint 0/4 · Use ◀ ▶ or A/D,” and display “TURBO BOOST!” when a boost is collected. Use clear rounded colorful buttons and readable white/dark-blue heavy display typography throughout, matching the playful block-party aesthetic. Do not add enemies, weapons, combat, or other objectives beyond collecting the eight course coins, reaching checkpoints, placing blocks, and the specified arcade mini-games.

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