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Arcade › Block Siege
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Nobody has said anything about Block Siege yet. Play it, then tell joe what you would add next.
Block Siege was built by joe 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 Siege 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 single-player 3D blocky base-defense duel called “Block Siege,” presented in an elevated third-person/isometric perspective. The player controls a small stylized humanoid made from simple box geometry, with a green body, pale cube head, and visible sword; the camera follows from behind and above, looking toward the enemy across a floating arena. Use a cinematic but clean low-poly look: large floating cuboid islands with colored tops, thick dark rocky/brown sides, pale edge lips, scattered faceted rocks, soft shadows, bright blue sky dome/fog, and a dark animated water/void surface far below. The player home island is blue and centered on the left side of the arena; the enemy home island is red on the right. Each base has a glowing rotating octahedral core on a dark pedestal and a team flag/banner. Place a gold/emerald center island toward the back of the arena and four smaller side loot islands, with neutral causeways connecting those islands. Add glowing rotating emerald and diamond resource pads/gems on the center and side islands. Core objective and loop: collect brick pickups from the player base generator and collect higher-value loot from the center and side islands, build a bridge across the central gap, defeat red enemy bots, and destroy the red enemy core before the blue player core is destroyed. The player starts with 100/100 HP, 6 bricks, 16 base melee damage, and a blue core at 90/90. Bricks spawn regularly at the blue base; emerald center pickups are worth 5 bricks and heal 12 HP; diamond side pickups are worth 3 bricks and heal 5 HP; ordinary gold base pickups are worth 1 brick. Pickups float and spin, expire after a while, and are collected by approaching them. Bridge construction must be a major visible mechanic. The central bridge consists of eight hidden 2.35-wide block/plank segments spanning between the home islands. At the player’s lane edge, pressing BUILD places the next segment if the player has at least 2 bricks; player-owned segments are pale/blue, enemy-owned segments are pale red, and a segment becomes neutral when both sides meet. The red team automatically builds from its side over time. The bridge is considered connected when the combined player and enemy segments fill all eight positions. Before connection, enemies remain focused near their red base; after connection, enemy bots spawn and advance across the bridge toward the player, allies, or blue core. Combat: support close-range sword attacks and ranged combat. ATTACK swings the sword with a short cooldown and damages nearby red bots or the enemy core. The player can buy a Bow Kit, which unlocks a bow and eight arrows; arrow shots are fast, slightly ballistic projectiles with limited ammo and can damage bots or the enemy core. Arrow refills add six arrows. The player can also buy and equip individual fireballs; fireballs are glowing orange spheres with a halo, travel more slowly, explode on impact or timeout, and deal splash damage to nearby enemies and the enemy core. RANGED fires whichever weapon is equipped, automatically aiming at a nearby target generally in the player’s facing direction; when one ammo type is empty, switch back to the other when possible. Red bots can also buy bows and fireballs and shoot at the player, blue allies, or the blue core after the bridge is connected. Include visible projectile motion and glowing fireball visuals, but do not invent particle systems or audio. Include a real modal SHOP menu that can be opened anywhere, pauses gameplay, and is usable on mobile. Shop purchases use bricks: two sword upgrades (Iron Sword for 8 bricks, Diamond Sword for 15) increase melee damage from 16 to 22 to 30; two armor upgrades (Reinforced Armor for 10, Titan Armor for 18) increase maximum HP to 140 then 180 and refill health; a Bow Kit costs 12 and grants the bow plus 8 arrows, with later refills costing 6; fireballs cost 8 each; and two team upgrades cost 14 then 20 and recruit additional blue ally bots. Show each item’s current price/status and highlight the currently equipped ranged weapon. The player begins with one blue ally bot; recruited allies spawn at blue-base home slots. Allies are simple blue humanoids with swords, follow the player or advance over the connected bridge, fight nearby enemies, damage the enemy core, can die, and respawn after a delay while the blue core remains alive. Red enemies are simple reddish humanoids with swords, begin with 40 HP and 11 damage, and the red team has an automated economy that gains bricks, buys extra bots, sword upgrades, armor, bows, and fireballs over time. Red team scaling should be visible through stronger bot body/sword colors and more pressure, with a maximum active bot count increasing as its bot level rises. Implement player death/respawn and core rules: when the player is defeated while the blue core still has HP, hide the player and respawn after roughly 2.2 seconds at the blue base with full current HP; allies similarly respawn after roughly 4.2 seconds. If the blue core is already destroyed and the player dies, show Defeat. Destroying the red core immediately shows Victory; destroying the blue core and then losing the player shows Defeat. Include a restart action after game over. HUD and controls must clearly communicate the rules. In the upper-left, use a dark translucent rounded panel showing HP/max HP, Bricks, Sword, Armor, Ranged ammo, Allies alive/total, Your core HP/max HP, and Enemy core HP/max HP. In the upper-right, show contextual instructions such as collecting loot, opening SHOP, building the bridge, and using ranged pressure. On touch/mobile, put a blue directional D-pad at bottom-left with up/down/left/right arrow buttons, plus large green BUILD and red ATTACK buttons at bottom-right; include a SHOP button and a RANGED button in the touch controls or equivalent clearly labeled controls. Support keyboard controls: WASD or arrow keys move, Space/J attacks, E/K builds, Q/L opens the shop, F fires ranged, Escape closes the shop, and R restarts after game over. Keep movement on the floating islands/causeways and let the player fall into the void if walking off incomplete bridge sections. Use a smooth following camera, animated water, rotating cores/gems, soft directional lighting, ACES-style tone mapping, and readable polished UI while preserving the chunky block-game silhouette shown.