Arcade › Blockfall
Click the game above and it runs right here in your browser. No download, no installer, no account needed. LEONOR BARRIENTOS 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 LEONOR BARRIENTOS what you would add next.
Blockfall was built by LEONOR BARRIENTOS 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 first-person 3D voxel mining game titled “Blockfall.” Use Three.js-style real-time rendering with a perspective FPS camera, a soft sky-blue background (#87b9d8) and matching distance fog, bright hemisphere fill light and a strong directional sun with soft shadows. The player is an invisible first-person miner/camera target, initially positioned above and near the edge of the central structure at approximately (0, 6, 5). Show a small white plus-shaped crosshair fixed at the exact center of the screen. Build the world from individual 1x1x1 cubic blocks on an integer grid. Make a compact 15-by-15 landscape covering x=-7..7 and z=-7..7. At the outer ring where max(abs(x),abs(z)) >= 6, make columns one block high. Elsewhere make columns 2–4 blocks high using a deterministic varied pattern. Use earthy, matte materials: green for top blocks, brown for lower ground blocks, gray-blue for the central tower’s inner blocks, and warm ochre/gold for its top blocks. In the center, create a chunky stepped tower over x=-2..2 and z=-2..2: columns rise from y=2 up to a maximum of 6, with height 6 - max(abs(x),abs(z)); central tower blocks should be gray-blue except for the uppermost block in each column, which is ochre/gold. Blocks should cast and receive shadows, producing a simple stylized low-poly voxel landscape. Keep the base/floor blocks at grid y=0 intact so the world remains playable. Core mechanic: the player can aim at blocks using the centered crosshair and remove the first block intersected by a forward ray from the camera, only if it is within 7 world units. Do not remove y=0 floor blocks. When a block is removed, immediately delete it, increment a counter, and update the HUD. There are no enemies, weapons, hazards, lives, timers, falling blocks, inventory, or level transitions; the objective is simply to explore the block landscape and mine/remove cubes. Use FPS movement controls: WASD and arrow keys move, Space jumps, and dragging looks around, with normal gravity and collision behavior so the player can walk on the block terrain. Set movement speed around 5.3, jump speed around 7.2, and gravity around -22. On desktop, clicking the canvas removes the aimed cube. On touch/mobile layouts, provide a visible circular orange “MINE” button at the lower right that removes the aimed cube when pressed; hide that button on screens at least 700px wide. The look control should support dragging, as indicated by the instructions. Overlay a fixed dark translucent rounded top-center status bar with a subtle light border. It should display the gray uppercase label “BLOCKFALL” and, beside it, bold pale-cream text such as “0 cubes removed,” pluralizing “cube” correctly when the count is one. At the bottom center, show a dark translucent rounded instruction panel reading “WASD / arrows to move · Space to jump”; on desktop append a gold/yellow “ • Click to remove a cube” instruction. Keep the HUD nonintrusive and pointer-transparent except for the mobile MINE button. Use a clean dark system sans-serif font, responsive safe-area spacing, antialiasing, and a full-screen canvas with no scrollbars. The overall visual style should be minimal, calm, and stylized: blue open background/fog, earthy voxel blocks, soft shadows, and compact HUD elements.