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BLOCK WORLD 3D

  • 3d
  • voxel
  • puzzle
  • first-person
  • browser
  • arcade
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. aman yadav built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about BLOCK WORLD 3D yet. Play it, then tell aman yadav what you would add next.

Make your own game

BLOCK WORLD 3D was built by aman yadav 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 3D 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 3D

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 first-person 3D voxel puzzle game titled “BLOCK WORLD 3D.” Use Three.js-style rendering with a PerspectiveCamera, a centered crosshair, pointer-lock mouse look, and a blocky low-poly world. The environment is a bright stylized outdoor voxel landscape: a green grass block floor extending across the scene, a pale blue sky with atmospheric fog, soft directional sunlight and ambient hemisphere lighting, scattered small gray stone outcrops, several simple cubic trees made from brown rectangular trunks and stacked green leaf cubes, and a shallow blue river strip along the far edge. The camera should begin in first-person near the puzzle area, with the player represented as an invisible/object transform used by the camera, starting around the front of the board. Support WASD movement, Shift for running, Space for jumping, gravity, and mouse look after clicking the canvas to lock the pointer.

Make the central puzzle a raised 3-by-3 board of nine square voxel rooms/islands. Each room is a broad gray stone cube platform with a thin brown dirt cap. Arrange rooms in a square grid with visible gaps or seams, and put yellow-gold path segments on top of each room. Each path tile has directional segments toward the four cardinal directions (north/east/south/west), with several different starting patterns including straight/corner/three-way-looking arrangements. Clicking a room rotates that entire room by 90 degrees clockwise and updates its orientation. The puzzle objective is to rotate the rooms so the path network connects the blue beacon at the left/front side of the board through all nine rooms to the glowing gold gate at the opposite right/back side; visually place a small bright cyan-blue emissive beacon on a short block near one end and a taller glowing gold gate/block near the other. Determine connectivity by traversing adjacent rooms through active directional path sides, beginning at the top-left room, and mark the puzzle solved when all nine rooms are reachable. On success show a temporary toast reading “PATH CONNECTED — WORLD SEED COMPLETE” and change the objective text to “Perfect alignment. Press R to generate a new room layout.” Pressing R resets every room rotation and restores the original objective, with a brief “Puzzle reset” toast. Keep the visual path pieces emissive/warm yellow, the beacon cyan and strongly glowing, and the gate orange-gold and glowing.

Overlay a fixed dark translucent HUD. At top-left show the bold spaced title “BLOCK WORLD 3D.” At top-center show a rounded dark panel with the gold heading “LINE THE PATH” and the instruction “Click a room to rotate it. Connect the blue beacon to the gold gate.” In the center show a small white plus crosshair. At bottom-left show HEALTH and HUNGER labels with rounded horizontal meters: health orange/red and hunger yellow; initialize both to full. Hunger should slowly drain over time, and when it becomes very low health should slowly drain as well. At bottom-center show a four-slot hotbar with rounded dark slots, the first selected with a gold outline, containing simple square icons for grass, stone, wood, and sand and number labels 1, 2, 3, 4. Number keys 1–4 switch the highlighted slot, but the selected block is only a HUD selection and does not add building mechanics. At bottom-right show exactly the control hint “WASD move · Shift run · Space jump” followed by “Click room rotate · R reset puzzle · 1–4 select block.” Use a dark blue-gray interface palette, cream text, gold accents, subtle borders, and readable compact system UI typography. Include responsive canvas resizing and a brief centered toast notification below the objective when puzzle events occur. Do not add enemies, combat, inventory building, mining, extra levels, or features not described here.

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