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Blockfall Lab

  • 3d
  • physics
  • sandbox
  • arcade
  • mobile
  • destruction
0
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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. 4rures 4rures built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Blockfall Lab yet. Play it, then tell 4rures 4rures what you would add next.

Make your own game

Blockfall Lab was built by 4rures 4rures 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 Lab 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 Blockfall Lab

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 mobile-friendly browser 3D physics sandbox titled “Blockfall Lab.” Use a fixed elevated perspective camera looking down at a rectangular laboratory platform: the camera is positioned above and in front of the play area, aimed toward the center of the tower, with a wide perspective view. Render with a dark navy dusk background and subtle exponential fog. The platform is a broad dark slate-blue rectangular box with a thin glowing blue grid made of evenly spaced lines across its top, extending roughly 18 units wide and 10 units deep. Add soft atmospheric lighting: a pale warm directional key light with shadows, cool blue fill/rim light, a dim translucent blue moon/sphere in the upper-left background, and sparse drifting cyan dust particles. Keep the overall mood calm, minimal, and like a stylized physics lab at dusk.

The central interactive object is a tower of colorful rectangular cuboid blocks. Each block is approximately 1.25 wide, 0.72 high, and 1.25 deep, with slight random rotation. Cycle through bright cyan, purple, pink, yellow, green, and coral materials as blocks are created. Blocks cast and receive shadows. Start with an empty platform and show a translucent cyan ghost block as a placement preview, positioned at the pointer’s horizontal ground location and at the top of the current stack. Clamp placement horizontally so blocks remain on the platform.

Core interaction: clicking or tapping the left or center portion of the canvas drops one new block at the ghost preview location. A block receives gravity, can bounce and slide on the platform, rotates from angular velocity, and has simple custom axis-aligned overlap resolution against other blocks so the tower can wobble and collapse. Award 5 points for every dropped block. Display the current number of standing blocks. The objective is to build a tower, then knock it down.

Provide a prominent “Knock it down” button in the lower-left. Clicking it applies a blast-like impulse to every existing block, with horizontal, vertical, and depth components based on each block’s position relative to the current spawn location, plus random spin; taller/larger stacks should visibly scatter and collapse. Award a base 20-point bonus plus 3 points per block for this knockdown. Also provide a “Reset tower” button beside it in a pale gray style; it removes all blocks, hides any active wrecking ball, and resets the score and block count to zero.

Implement a second interaction for the wrecking ball: pressing/touching and dragging from the right side of the playfield begins an aim/throw gesture, and releasing launches a white metallic sphere from high at the front/right side of the scene toward the release point. Give it gravity, drag, bounce on the platform, rotation, and simple sphere-to-block collision. On impact, push the hit block away, add spin, and award points based on impact speed (approximately impact speed multiplied by 4), with a short per-block impact cooldown so one ball contact cannot score every frame. The ball should disappear after leaving the bounds or settling/falling out of the active area. Play lightweight synthesized tones for dropping blocks, launching/impacting the wrecking ball, knockdowns, resets, and bounces if browser audio is available; do not let audio be required for play.

Overlay the scene with a non-interactive translucent dark HUD using rounded panels and a clean system sans-serif font. In the upper-left, show the title “Blockfall Lab” and the exact instructional copy: “Click or tap to drop a block.” and “Drag from the right side to throw the wrecking ball.” In the upper-right, show a large yellow score number with the label “score” and a line such as “0 blocks standing” that updates live. Along the bottom, show the pink/coral “Knock it down” button, the light gray “Reset tower” button, and a right-aligned hint reading “Stack carefully — the taller the tower, the bigger the collapse.” with a cyan-accented second line indicating that harder ball hits score more. Make the layout responsive with safe-area spacing for mobile, prevent canvas scrolling during touch gestures, and keep the buttons usable above the canvas.

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