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Arcade › Block Strike
Click the game above and it runs right here in your browser. No download, no installer, no account needed. bruno.fontoura.rocha built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Block Strike yet. Play it, then tell bruno.fontoura.rocha what you would add next.
Block Strike was built by bruno.fontoura.rocha 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 Strike 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 browser-based 3D first-person arena shooter titled “Block Strike,” using a Three.js-style/WebGL presentation and a clean DOM overlay HUD. The player starts in a large closed rectangular arena, at approximately the front/south side (position equivalent to x=0, z=24), with a first-person camera at eye height. The arena has a dark green-gray ground plane, four tall low-poly gray-blue boundary walls, atmospheric blue sky/fog, soft daylight, shadows, and several chunky rectangular gray-blue cover blocks distributed around the floor: blocks near (-14,-8), (16,-12), (-10,12), (12,16), the center, (20,4), and (-20,6), with varied box sizes and heights. Keep movement constrained by the outer walls and these obstacles using simple cylinder/box collision, while looking remains free in first person. The core loop is: press Start, aim with the center crosshair, and shoot incoming red blocky drone enemies before they reach the player. Enemies spawn at distant points around the arena perimeter, move directly toward the player, rotate to face the player, and gently bob while moving. Each drone is visibly assembled from a bright red rectangular body, a pale pink/white cube-like head, and two small glowing cyan eyes. The first wave contains 6 drones (4 + 2*wave, capped at 8 spawn points); when all are destroyed, immediately advance the wave and spawn the next larger wave, with later waves using tougher/slightly lighter-red drones. Each enemy starts with 45 + 15*tier HP, moves at 2 + 0.3*tier units/second, and contact damage occurs every 0.75 seconds when close: 9 + 2*tier damage. The player begins at 100 HP. When HP reaches zero, stop the game and show an overrun/game-over screen. Award exactly 100 score per kill and display the current wave. The blaster should fire a straight center-screen ray at the enemy bodies, with a 0.18-second cooldown, dealing 30 damage per hit; only the first intersected enemy body should be affected. Show a very brief warm yellow muzzle/projectile flash in front of the camera and briefly brighten the scene after firing. The top-left HUD is a translucent dark rounded panel reading “HP 100 · Score 0 · Wave 1” (updated live); the top-right panel says “Blaster ready” or “Cooling down.” Put a small white crosshair at the center. Before play, show a centered dark translucent rounded modal with the title “Block Strike,” the instruction “Clear the arena before the red drones reach you,” desktop controls “WASD move, mouse look, click shoot, Shift sprint,” phone controls “left thumb moves, drag anywhere else to look, tap FIRE,” and a blue gradient Start button. Start should hide the modal and begin wave 1; Restart should reset all values and begin again. Esc/pointer unlock should pause and show a centered Paused message with a way to continue. On death, show “You were overrun,” the final score, and a Restart button. Desktop input: WASD moves relative to the player yaw, Shift increases movement speed from 7.5 to 11, mouse movement controls yaw and clamped pitch using pointer lock, left click or Space fires. Mobile/coarse-pointer input: show a translucent circular virtual joystick at bottom-left with a blue knob for movement, allow dragging elsewhere on the screen to look, and show a large circular red “FIRE” button at bottom-right. Include a small bottom-center hint such as “Drag the world to aim.” Make the HUD safe-area aware and touch-friendly. Use simple low-poly/block geometry, cool blue-gray environmental colors, red/cyan enemy accents, strong readable rounded translucent panels, and no extra weapons, pickups, ranged enemy attacks, or invented mechanics.