Arcade › Blockbound
Click the game above and it runs right here in your browser. No download, no installer, no account needed. NOOTBEEECH built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Blockbound yet. Play it, then tell NOOTBEEECH what you would add next.
Blockbound was built by NOOTBEEECH 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 Blockbound 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 first-person 3D voxel sandbox game titled “Blockbound.” Use a Three.js-style renderer with a perspective FPS camera, mouse look, WASD movement, Space to jump, and Esc to release the mouse pointer. The camera should start above and slightly behind/within the world at approximately (0, 4, 8), with the player spawning near (0, 4.2, 5). Use gravity and grounded jumping so the player walks across the block terrain rather than flying. On touch/mobile layouts, provide the equivalent on-screen movement/look interaction if supported by the FPS controls, while preserving the desktop controls. Build a compact floating-looking voxel landscape on a clear light blue sky background with soft distance fog. The terrain is a fixed 13-by-13 grid spanning x=-6..6 and z=-6..6. At every grid coordinate, create a vertical column whose height is about 1–3 blocks, based on smooth sine/cosine height variation: h = max(1, floor(2.4 + sin(x*0.55)*0.45 + cos(z*0.43)*0.45)). Each column uses grass on its top block, stone on the bottom layer, and dirt for any middle layers. Every block is a sharp, aligned 1x1x1 cube with simple matte/rough materials, visible face shading, and shadows. Add exactly two simple block-built trees to frame the spawn area: one centered around (-6,-4) and one around (6,7). Each has a brown wood trunk rising from y=3 through y=5 (three blocks), plus a compact green leaf canopy made from a 3x3 footprint of blocks at x/z offsets -1..1 and two layers at y=5 and y=6. Use the same crisp cube geometry for trunks and leaves. Light the scene with a bright sky/hemisphere fill and a warm directional sun from the upper-left/front, with soft cast shadows on the terrain. Keep the visual style low-poly, clean, colorful, and Minecraft-like without textures: grass green, dirt brown, stone gray, wood medium brown, leaves darker green, and sand pale yellow. Implement voxel editing using a ray cast from the screen center through a centered white crosshair. Clicking the game canvas while aiming at a block breaks/removes the first intersected block, except blocks at y<=0: the bottom layer is protected and cannot be removed. Shift-clicking instead places one new selected block on the face being aimed at, using the adjacent integer grid coordinate; do not place if the destination is occupied or outside y=0..18. Show brief centered toast messages for actions such as “Block broken,” “Placed grass,” “Selected stone,” or “The bottom layer is protected.” Provide a fixed HUD overlay. In the upper-left, show a dark translucent rounded panel with a light border and shadow, the bold uppercase title “BLOCKBOUND,” and these exact help lines: “WASD move · mouse look · Space jump”, “Click to break · Shift+click to place”, and “1–5 choose a block · Esc releases mouse”. Put a small white crosshair with a subtle black shadow exactly at the center of the screen. At the bottom center, show a dark translucent rounded hotbar with five numbered slots labeled 1 through 5, each containing a colored square swatch: 1 grass (green), 2 dirt (brown), 3 stone (gray), 4 wood (brown), 5 sand (pale yellow). Start with grass selected, indicated by a bright pale-yellow/white inset selection border. Clicking a slot or pressing number keys 1–5 changes the selected block and displays a short selection toast. Do not add health, score, enemies, crafting, mining timers, block counts, or win/lose screens; this is an open-ended block-building and breaking sandbox.