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Arcade › Block World

Block World

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

Discussion

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

Make your own game

Block World was built by Twixttwiser 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 World 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 World

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 platforming obstacle-course game titled “Block World.” Use a bright, friendly low-poly/blocky visual style: a pale blue sky with soft white clouds, light atmospheric fog, strong soft shadows, and floating square grass-topped dirt islands suspended in the sky. Use an angled third-person follow camera positioned behind and above the player, offset diagonally (approximately x 8, y 8.5, z 9.5), smoothly following the avatar and looking toward its head/body. The world should feel like a blocky social-sandbox obby, but do not use Roblox branding or assets.

The player is a simple block humanoid assembled from cubes: blue rectangular torso, tan cube head, dark block legs, and tan block arms. The avatar should cast shadows, face the direction of travel, and have a subtle walking bob/alternating arm and leg swing while moving on the ground. Start on a large square green grass platform with a thick brown dirt underside. Ahead is a procedurally laid-out route of separated floating platforms extending mostly forward into the negative-Z direction. Generate progressively more difficult levels: level 1 has around 9 route platforms plus a final portal platform; later levels increase the route count and modestly alter platform spacing, height, and lateral offsets. Platforms should vary in x position using a deterministic sinusoidal-looking layout, rise gradually, and be roughly 2.8–4.6 units wide/deep. Each platform is made of a brown full block/dirt base and a green grass cap.

Core goal and loop: move and jump across the floating platforms, collect every floating gold star, then reach the portal on the final platform to advance to the next level. Place gold faceted octahedron stars hovering above alternating route platforms (and near the end of the route), rotating and bobbing subtly. The HUD should show collected stars versus total stars. The final portal is a glowing cyan/blue torus ring lying horizontally above the last platform; it rotates continuously. It should remain cyan while stars are missing and change to a bright green glow once all stars are collected. Only when all stars have been collected and the player comes within roughly 1.9 units of the portal should the game advance. Completing a level awards score equal to collected stars times 10 plus the level number times 25, increases the level, and restores one life up to a maximum of five.

Add rotating hazards on some route platforms after the early platforms. Each hazard is a red horizontal rectangular bar mounted to a pivot, rotating around the vertical axis. It should spin at a speed that increases slightly with level. If the player is standing on a platform and comes within about 1.25 units of the rotating bar, lose a life and respawn. Also lose a life when falling below the world. The player has gravity, horizontal movement speed around 7.5, jump speed around 11, and gravity around 26; jumping is only allowed while grounded and uses a queued jump input. Respawning returns the player to the starting platform/spawn with zero velocity. Begin with 3 lives. If lives reach zero, stop gameplay and display “Out of lives — tap RESET.” The RESET action should consume a life and respawn/restart the current attempt when the game is still active, matching the original behavior; provide a clear way to reset via the on-screen button and keyboard R.

Support desktop keyboard controls: WASD or arrow keys for four-direction movement, Space to jump, and R to reset/respawn. Support touch/mobile controls with a translucent dark rounded D-pad at bottom-left containing up, left, right, and down arrow buttons, plus a large circular JUMP button and a smaller RESET button at bottom-right. Buttons should respond visually when pressed. Movement is world-axis based rather than camera-relative: up/W moves forward along negative Z, down/S moves backward, left/right move along X.

Build a responsive overlay HUD over the canvas. At top-left show a dark translucent rounded panel with the title “Block World” and the subtitle “Roblox-style blocky obby vibes — run, jump, grab all the stars, then reach the portal.” On desktop include the hint “Desktop: WASD / arrows to move, Space to jump.” At top-right show four dark translucent stat tiles in a 2-by-2 grid labeled LEVEL, STARS, LIVES, and BEST; initially show Level 1, Stars 0 / 6 (the generated level’s actual star count), Lives 3, and Best 0. Center transient messages should appear for events such as “Collect every star,” “Jump!”, “Star collected!”, “Nice grab!”, “Watch your step! N lives left,” “Respawn!”, and “Level N.” Store the best score persistently in local storage and update it when collecting stars and completing levels. Keep the scene and HUD responsive to window resizing, mobile safe areas, and touch input. Include soft lighting from a hemisphere light and directional sun-like light, shadow-casting geometry, and slowly drifting cloud groups in the background.

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