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iBlockborough

  • city-builder
  • isometric
  • simulation
  • casual
  • strategy
0
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About iBlockborough

In **Blockborough**, shape your city by zoning residential areas, bustling commerce, and thriving industry on a nostalgic isometric grid. Strategically build roads and parks, manage resources, and watch your city grow as you design a vibrant community that balances happiness and progress.

How to play

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

Discussion

Nobody has said anything about iBlockborough yet. Play it, then tell Hariz Hakimi what you would add next.

Make your own game

iBlockborough was built by Hariz Hakimi 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 iBlockborough 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 iBlockborough

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 browser game titled “iBlockborough” (brand text can read “BLOCKBOROUGH” with subtitle “a tiny city builder”), a compact nostalgic isometric tile-based city builder. Use a full-screen canvas with a fixed isometric camera showing a 26-column by 20-row diamond grid centered in the lower-middle of the screen. The world should have a calm teal/green vertical-gradient background and a subtle warm glow near the top, with alternating green grass diamond tiles and thin, low-contrast tile outlines. Each tile is an interactive diamond and the cursor/finger-hovered tile gets a translucent white highlight and gold outline.

Start a new game with a 
2,000 treasury, 0 residents, 0 jobs, 62% happiness, simulation running at 1× speed, and the Road tool selected. Let the player click or tap an empty tile to place the currently selected item; do not allow placement on occupied tiles. Placement spends the shown cost if enough money is available. Available bottom toolbar tools are: Road (
0), Homes (
20), Shops (
80), Industry (
40), Park ($80), and Bulldoze (no displayed cost). Bulldozing a developed tile removes it and refunds 45% of its original cost; grass cannot be bulldozed into anything. Make controls work with mouse and touch/pointer input. Render roads as dark blue-gray tiles with a faint dashed cream center line. Render homes/residential zones as light leafy green tiles with stylized isometric buildings, commerce as golden tan tiles with warm ochre buildings, industry as muted brick-red tiles with taller red-brown factory-like buildings, and parks as green tiles with a small tree (or simple rounded tree fallback). Buildings should rise above the diamond tile in an isometric, two-sided block style, include small pale windows, and gradually become slightly taller as they age; residential buildings may gain a small house sprite/detail after aging. Keep the art clean, soft, low-poly/retro, with muted natural colors and subtle shadows. Run a simple periodic simulation while unpaused. The simulation tick should count all residential, commerce, industrial, road, and park tiles; ages of residential, commerce, and industry structures increase gradually, capped at 8. Calculate residents as residential count × 7 plus commerce count, jobs as commerce count × 5 plus industry count × 10. Calculate road access as road count divided by max(1, total residential+commerce+industry count × 0.6), capped at 1. Happiness is clamped from 0 to 100 and calculated as 50 + parks × 2 + road access × 25 − max(0, industry count − residential count) × 1.5. Income/expense per simulation tick is commerce × 3 + industry × 5 − residential × 1.2 + parks × 0.4, multiplied by the current speed; update treasury accordingly. Update the four HUD metrics as the city changes. The simulation should tick roughly every 0.85 seconds at 1×, with speed multiplier affecting both tick timing and economic/aging effects. Include a Pause button that toggles between pause and play symbols, a speed button cycling 1× → 2× → 4× → 1×, and a red Reset button restoring the initial blank grid and starting values. Keep the simulation running by default. The top HUD should be a row of dark translucent rounded panels with subtle borders, blur/shadow, and cream text: branding at left, centered Treasury, Residents, Jobs, Happiness stats, and Pause/speed/Reset controls at right. Beneath it, show a pill-shaped hint reading “Click or tap an empty tile to zone it.” At lower left, show a dark translucent legend with colored swatches and labels Homes, Commerce, Industry plus compact five-segment demand-style indicators. Along the bottom, center a row of rounded dark toolbar buttons with icons and labels/costs; highlight the active tool with a warm gold outline. Support a compact responsive layout where the brand can disappear and stats/buttons shrink on narrow screens. The goal is to strategically lay out homes, shops, industry, roads, and parks while watching treasury, population, jobs, and happiness evolve; there is no separate win condition or combat system.

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