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Block Worm

  • 3d
  • arcade
  • snake
  • grid
  • mobile-friendly
0
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11 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. dwididhruvington built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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

Make your own game

Block Worm was built by dwididhruvington 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 Worm 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 Worm

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-playable 3D arcade snake game titled “Block Worm,” using Three.js or an equivalent WebGL 3D engine. The game should fill the viewport with a dark navy background and a fixed elevated perspective camera looking down at a square 20-by-20 grid arena. Use a perspective camera positioned roughly above and toward one side of the board (around (0,26,22)), looking at the center, so the checkerboard floor appears as a receding square. Add soft fog in the distance, hemisphere lighting, and a warm directional light with soft shadows.

The arena is made of 20x20 square cells, each 1 world unit, with a low 0.25-unit-thick checkerboard floor in alternating dark blue shades (approximately #2b3a67 and #344176). Surround the board with low blue perimeter walls, about 0.7 units high, so the boundary is visibly raised, while the worm’s collision rule treats leaving the 20x20 grid as death. Keep the overall visual style clean, low-poly, softly lit, and slightly neon against the very dark blue environment.

The player controls a blocky green worm/snake on the grid. It begins centered at cell (10,10), with a head and two body segments, for a total starting length of three. Render the head as a slightly larger bright lime-green cube with subtle green emissive glow and two small black spherical eyes on its forward-facing side. Render body segments as smaller green cubes. The worm moves one cell at a time, initially toward positive X/east, at 0.22 seconds per move. The head should rotate to face its current direction. Direction changes are queued immediately but direct reversal is forbidden: support Arrow keys and WASD for up/down/left/right, and reject a new direction if it is exactly opposite to the current direction.

Place one low-poly red apple on a randomly selected unoccupied grid cell. Model each apple as a faceted red icosahedron-like fruit with a small brown stem and a green leaf. It should hover just above the floor, slowly rotate, and bob gently. When the worm’s head enters the apple cell, increment the apple count, respawn the apple at another free random cell, add one body segment, and slightly increase speed by multiplying the move interval by 0.97, down to a minimum interval of 0.09 seconds. Eating should produce a short two-note ascending electronic blip. The body follows the head on the grid. Collision with the worm’s own body ends the game; allow moving into the current tail cell when not growing, but not when a growth segment is pending. Running outside the 20x20 grid also ends the game. On death, play a short descending low sawtooth-like sound.

At the top-left, show a translucent black rounded HUD panel with a subtle light border and the text “Apples” in white followed by the current count in red, initially 0. Before play begins, show a centered full-screen translucent dark overlay with backdrop blur. It contains the large bold white title “Block Worm,” the instruction text “Guide the worm. Eat the apples. Don't bite yourself or fall off the edge.”, and a rounded green button labeled “Play,” with a soft green glow. Clicking the button resets and starts a new game and hides the overlay. On game over, show the same overlay, change the message to “You bit yourself or ran off the edge. Try again?”, show a gold line such as “Apples eaten: N,” and change the button to “Play Again.” Space or Enter should also start/restart when the game is not active.

For touch devices, provide a translucent four-button directional pad near the bottom-left, consisting of separate rounded square buttons with white up/down/left/right arrow glyphs; only show it on coarse-pointer/touch devices. Also support swipe gestures on the canvas: a horizontal or vertical swipe of at least roughly 24 pixels changes direction based on its dominant axis. Prevent page scrolling and preserve responsive full-window rendering on resize. Keep all UI readable over the 3D scene, use rounded corners and modern system/Segoe UI typography, and make the presentation match the supplied screenshot: dark blue 3D board behind a darkened title overlay, bright white title, and green Play button.

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