Arcade › Blockbound
Click the game above and it runs right here in your browser. No download, no installer, no account needed. jamus.hall1l 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 jamus.hall1l what you would add next.
Blockbound was built by jamus.hall1l 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 Three.js-style low-poly cubic geometry with a bright sky-blue background and light atmospheric fog. The camera is an FPS camera with a small white crosshair fixed at screen center; clicking the game captures the mouse/look control. Show a compact procedurally shaped voxel field approximately 12 blocks wide by 12 blocks deep, with x and z spanning -6 through 5. Build each column from y=0 upward using a gently uneven terrain height based on sine/cosine variation, with at least one block in every column. The top block of each column is vivid grass green, the upper subsurface layers are brown dirt, and deeper layers are gray stone. Use directional sunlight, soft shadows, and ambient/hemisphere lighting so the cube faces have clearly differentiated shading. Place two simple voxel trees in the world, centered around (-3,-2) and (3,-2): each has a three-block-tall vertical brown wood trunk rising from the terrain and a compact green leaf canopy made from blocks in a roughly 3x3 footprint, with the corners partially omitted and two leaf layers above the trunk. Start the player near the front portion of the field around x=0.5, z=2.5, standing just above the terrain, and let the player walk around the blocks and jump in the FPS view. Movement should use WASD and arrow keys, with Space to jump; use a movement speed around 5.5, jump speed around 8.5, and gravity around -22. The world should behave as a block-based environment with collision/grounded movement appropriate for the FPS controller. Implement block editing aimed at the block under the center crosshair: left mouse click breaks the targeted block, except blocks at y=0 cannot be removed; right mouse click places a new block on the face being targeted, provided the destination is empty and its y coordinate is between 0 and 24. Every successful break or placement increments a numeric block counter. The selected placement material is chosen from three types: grass, stone, and wood. Number keys 1, 2, and 3 select those materials respectively; clicking the corresponding toolbar slot does the same. Place blocks with the selected material, using simple opaque matte colors: grass green, stone gray, and wood warm brown; the prebuilt world may also use brown dirt and darker green leaves. Create a dark translucent HUD over the game. At top left display uppercase “BLOCKBOUND · voxel field” initially, changing to “BLOCKBOUND · blocks N” after edits, where N is the successful edit count. At bottom left show the instructional panel: “Click to look · WASD / arrows to move” on one line, “Space to jump” on the next, and “Left click breaks · Right click places · 1–3 select blocks” below it. At bottom center show a three-slot toolbar with dark rounded square buttons and simple icons: grass selected initially, stone, and wood. Highlight the selected slot with a bright border and yellow outer accent. On touch/mobile layouts, also show two circular dark buttons near the bottom right labeled minus for break and plus for place; these trigger the same targeted actions. Keep the clean, minimal arcade sandbox presentation shown in the reference: no enemies, no inventory quantities, no health, no timer, no extra objectives, and no decorative UI beyond the title, crosshair, help panel, material toolbar, and mobile action buttons.