Skip to content

Arcade › BlockDrop 3D

BlockDrop 3D

  • 3d
  • tetris
  • arcade
  • puzzle
  • keyboard
0
Remix it Discord

5 plays

How to play

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

Discussion

Nobody has said anything about BlockDrop 3D yet. Play it, then tell Oleg Sidorkin what you would add next.

Make your own game

BlockDrop 3D was built by Oleg Sidorkin 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 BlockDrop 3D 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 BlockDrop 3D

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.

Rebuild a playable browser game titled “BlockDrop 3D”: a classic Tetris game played on a 10-column by 20-row grid, presented as a simple 3D Babylon.js-style scene. The coordinate system should have the board centered horizontally, with rows rising upward; tetrominoes are made from individual beveled-looking/solid 3D cubes slightly smaller than one grid cell so narrow dark seams remain visible. Use the seven standard tetromino shapes I, O, T, S, Z, J, and L, with the following distinct colors: I cyan, O yellow, T purple, S green, Z red, J blue, and L orange. Select pieces using a shuffled seven-piece bag, spawning them near the top center of the board. The player’s goal is to survive as long as possible by arranging falling pieces and clearing complete horizontal rows.

Use an angled ArcRotate-style 3D camera looking toward the vertical playfield from in front and above/side, with the board around the center of view. The scene should have a very dark navy/black background (approximately #080a12), a dark blue-gray vertical backdrop behind the board, subdued directional and hemispheric lighting, and a subtle dark 3D rectangular frame around the 10x20 play area. Keep the overall visual style minimal, low-contrast, and futuristic: brightly colored cubes stand out against the nearly black environment, with visible cube faces and shadows but no decorative scenery. Do not add unrelated gameplay objects.

Implement Tetris mechanics on the grid. A falling piece moves downward automatically, beginning at about 800 ms per row at level 1. The active piece can move left and right if the destination cells are inside the board and unoccupied, and can move down. Rows below zero are invalid, while cells above the visible top may be temporarily allowed during spawning. When a falling piece can no longer move down, lock its four cells into the board, remove every completely filled row, shift rows above downward, and spawn the next piece. If the newly spawned piece collides with existing blocks, end the game. Rotate non-O pieces by 90 degrees around their local origin: clockwise with Up Arrow or X and counter-clockwise with Z. Apply simple wall-kick attempts in this order when rotating: no offset, one cell left, one right, two left, two right, then one row upward. O rotation is a no-op. Show a translucent pale blue/white ghost version of the active tetromino at its lowest valid landing row.

Controls must be keyboard-based: Left Arrow and Right Arrow move horizontally with initial movement immediately and then repeat after roughly 140 ms at roughly 35 ms intervals; Down Arrow performs a soft drop using about a 22 ms fall interval and awards 1 point for each successful soft-dropped row; Space performs an immediate hard drop to the ghost/landing row, awards 2 points per row traveled, and locks the piece; Up Arrow or X rotates clockwise; Z rotates counter-clockwise; P toggles pause unless the game is over; and R fully restarts the game. Prevent arrow/space scrolling while playing. While paused or game over, ignore movement/drop/rotation actions, but allow P (when not game over) and R.

Track Score, Lines, and Level. For cleared rows, award 100 points for one line, 300 for two, 500 for three, and 800 for four, multiplied by the current level. Increase Lines by the number cleared and set Level to 1 + floor(Lines / 10). Increase falling speed by reducing the interval 65 ms per level, clamped to a minimum of 70 ms. The initial score, lines, and level are 0, 0, and 1. A seven-piece bag should provide fair randomized piece ordering.

Place a translucent dark HUD panel in the upper-left, about 320 by 230 pixels, with a thin blue-gray border, rounded corners, and subtle padding. It should display, in readable white/light-blue text: the bold title “BlockDrop 3D”, “Score: 0” (updated dynamically), “Lines: 0”, “Level: 1”, and a bold warm-yellow status line showing exactly one of “Status: Playing”, “Status: Paused”, or “Status: GAME OVER (R to restart)”. Include wrapped help text like “Arrows move • Up/X rotate • Z CCW • Space hard drop • P pause • R restart”. Keep the HUD overlaid on top of the 3D scene and make it scale cleanly across screen sizes. Start immediately in the Playing state with one active piece visible and its ghost landing preview.

More free browser games

Browse the whole Arcade →