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Arcade › Blockfall
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.
Nobody has said anything about Blockfall yet. Play it, then tell Oleg Sidorkin what you would add next.
Blockfall 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 Blockfall 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 responsive, touch-first falling-block puzzle game titled “BLOCKFALL,” rendered entirely on a single canvas with a pure Three.js orthographic 2D scene and no DOM controls. The playfield is a centered 10-column by 20-visible-row rectangular board, with a dark navy translucent frame, subtle static starfield dots in the background, and a thin blue ground-glow line below the board. Use a clean neon arcade presentation: nearly black/navy background, rounded translucent blue-gray UI panels, cyan title/accent text, and glossy beveled colored blocks. Core gameplay: implement classic tetromino play with the seven pieces I, O, T, S, Z, J, and L, each with its own palette color (cyan I, yellow O, purple T, green S, red Z, blue J, orange L). Use a shuffled 7-bag generator. The active piece spawns near the top center, falls under gravity, and can move horizontally, rotate, soft drop, hard drop, or be held. Represent rotations with SRS-style wall kicks, including separate kick behavior for I versus the other pieces. Show a translucent outlined ghost piece at the landing position. Pieces lock after touching the stack/ground with approximately a 0.5-second lock delay; horizontal movement and rotation can reset/reduce the lock timer. Clear every completely filled visible row, briefly flash the cleared blocks white for about a third of a second, then collapse rows above downward. Scoring and progression must match these rules: one/two/three/four cleared lines award 100/300/500/800 multiplied by the current level; a four-line clear while back-to-back is active gets a 1.5x bonus; hard drop awards 2 points per dropped cell and soft drop awards 1 point per cell. Increase the level by one for every 10 total cleared lines, and make gravity faster at higher levels. Persist the best score in localStorage. If a locked piece reaches the spawn/hidden zone, end the game. Layout/UI: place the board in the middle with a right-hand column of rounded panels. The top panel is labeled HOLD and displays the held piece as a small colored tetromino; the larger NEXT panel below displays the next three pieces vertically; the bottom panel shows SCORE, BEST, LEVEL, and LINES with large readable values. Above or near the lower board area provide five touch controls: two rounded square rotate buttons with circular-arrow glyphs for counterclockwise and clockwise rotation, a HOLD button with a two-way arrow and small HOLD caption, a blue-accented lightning-bolt DROP button, and a small pause button near the board’s upper-right corner. At the bottom, keep controls large enough for touch and adapt the board/sidebar sizing to the viewport. Initial menu overlay: dim the scene with a translucent dark overlay, show the cyan “BLOCKFALL” title, and show the instruction text “Drag to move · flick up = hard drop” and “Pull down = soft drop (auto-parks)” above a large START button. On game over, show “GAME OVER,” the score and best score, and a PLAY AGAIN button. On pause, show “PAUSED” and a RESUME button. Show a brief green “LEVEL N” notification when leveling up. Controls: touch/pointer dragging horizontally moves the piece by grid-cell thresholds; a quick upward flick hard-drops; dragging downward enables soft drop and stops/parks when the piece reaches below its ghost landing row. Touch buttons rotate CCW/CW, hold, hard drop, and pause. Also support keyboard controls: Left/Right move, Down soft drop, Up or X rotate clockwise, Z rotate counterclockwise, Space hard drop, C or Left Shift hold, and P pause. Include horizontal key auto-repeat after a short delay. Unlock short interface/impact sounds on the first user gesture: a click for movement/rotation, a light thud for hard lock, a clear sound for line clears, and a heavier bell for a four-line clear. If WebGL2 is unavailable, show a friendly centered 2D-canvas message saying the game needs a newer WeChat or system version. Keep the visual style procedural: glossy blocks with lighter top/left edges, darker bottom/right edges, outlined ghost blocks, rounded panels, and crisp canvas-rendered typography.