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Blockbound Bastion

  • 3d
  • voxel
  • fantasy
  • squad-battle
  • arcade
  • strategy
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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. RetroVicious Dev built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Blockbound Bastion yet. Play it, then tell RetroVicious Dev what you would add next.

Make your own game

Blockbound Bastion was built by RetroVicious Dev 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 Bastion 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 Blockbound Bastion

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 game titled “Blockbound Bastion,” a compact turn-like squad battle presented in a stylized low-poly/voxel 3D fantasy arena with a fixed orthographic camera. The scene should use a dark plum night background with light fog, warm directional lighting, soft shadows, and a slightly elevated camera looking down the battlefield from the front. The arena is a rectangular grassy platform with a long dark stone battle lane made of repeating square tiles. Put chunky stone keep towers at the four outer corners, each made from a blocky stone pillar with a gold cap; add a few rustic barrel props near the side towers. The visual style is toy-like, chunky, colorful fantasy voxel characters and simple box geometry.

The battle lane runs horizontally across the screen. Place three allied heroes on the left at x approximately -5.5, in three rows/z positions -2, 0, and 2, facing three enemies on the right at x approximately 5.5 in matching rows. Each character is assembled from rectangular blocks: a colored cubic torso, a tan square head, a dark hair block, tiny dark eyes on the front, two dark block legs, and a class-specific prop. Allies are Ember, a red-colored Mage with a wooden staff and colored orb; Bramble, a green-colored Guardian with a blue shield and sword; and Quill, a purple-colored Ranger with a gold bow and wooden quiver. Enemies are Ironclad, a blue Knight with red shield and sword; Hex, a purple Mage with staff and orb; and Thorn, a red Ranger with bow and quiver. Use simple flat colored materials, with metal-like light swords and gold accents. Characters should have a tiny idle vertical bob while the battle is active and briefly nudge toward the opponent when attacking.

Gameplay begins with a full-screen dark translucent overlay and centered cream instruction panel with a thick gold rounded border. Show the large two-line heading “Blockbound Bastion,” explanatory text: “Lead a tiny squad of chunky fantasy heroes against the rival keep. Tap a hero, then use Strike or charge up Burst.” and a blue “Enter the Arena” button. Clicking/tapping it hides the overlay, resets all hero HP and positions, selects Ember, and starts the battle timer.

This is a simple selectable-hero action battle. At the bottom-left, show three cream hero cards: name, uppercase role, a green HP bar, and a gold energy bar. Tapping an alive allied card selects that hero, outlines it in gold, and lifts it slightly. The top HUD shows the “BLOCKBOUND BASTION” brand on the left, a dark rounded pill on the right reading “Wave 1 · 0:00” with an elapsed timer, and centered helper text in a dark pill reading “[selected hero] · [role] · choose an action.” At bottom-right, show two gold rounded action buttons: “Strike” with small “single target” text, and “Burst” with small “needs 100 energy” text. Disable actions before the battle starts, for dead heroes, and disable Burst until selected hero energy reaches 100; disabled buttons are dimmed/grayscale.

When Strike is tapped, select the living enemy with the highest current HP and damage it. Damage is class-based: Mage 18, Ranger 24, Guardian/Knight 20. Increase the acting ally’s energy by 35, capped at 100. When Burst is tapped, use the same highest-HP living enemy target, deal class damage of Mage 48, Ranger 42, or other classes 36, and reset that ally’s energy to 0. Display a floating yellow damage number such as “-18” near the middle of the screen and animate it upward/fading; the attacking hero briefly nudges forward. Do not add targeting controls, movement controls, inventories, or extra abilities.

While the battle is active, run an automatic enemy attack roughly every 1.45 seconds. Pick a random living enemy and a random living allied hero. Enemy damage is Mage 15, Ranger 13, and Knight/other 17. Show a floating red damage number and briefly nudge the attacking enemy toward the allies. Update HP bars after every attack. If all enemies die, stop the battle and show a centered cream result box over a translucent dark overlay with gold border, title “Victory,” text “Your chunky champions breached the keep!”, and a blue “Battle Again” button. If all allies die first, show “Defeat” and “The rival keep broke your formation.” Battle Again resets HP and positions, selects Ember, hides the result, and starts again. Preserve the compact responsive layout: on narrow screens hero cards become slightly narrower, action buttons shrink, and the 3D canvas fills the viewport behind the HUD. Use pointer/touch-friendly controls and prevent the HUD from blocking the canvas except for interactive cards/buttons.

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