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Arcade › Blockfall Lab

Blockfall Lab

  • 2d
  • physics
  • sandbox
  • arcade
  • stacking
  • casual
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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. kyren hann 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 kyren hann what you would add next.

Make your own game

Blockfall Lab was built by kyren hann 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 browser-based 2D physics toy called “Blockfall Lab” in a single full-screen responsive scene. Use a canvas occupying the app, with a dark navy radial/vertical-gradient laboratory-like backdrop: brighter blue-gray near the upper center fading to very dark navy at the bottom. Add faint 40px grid lines across the scene. Near the bottom, render a dark floor band with a thin bright periwinkle-blue top edge and short repeating blue-gray dash marks below it. Keep the visual style clean, minimal, neon-accented, and polished, with softly glowing colored blocks and no character avatar.

The central object is a stack/tower of simple rectangular blocks. Start the game with exactly five blocks already arranged near the horizontal center, alternating slight left/right offsets, each approximately 62x36 pixels, with tiny alternating rotations. Blocks should be solid rectangles with randomized colors chosen from coral red, orange, yellow, green, sky blue, violet, and pink. Give them a subtle colored glow/shadow, a translucent light highlight strip along the top, a dark strip along the bottom, and a thin pale outline. Newly added blocks should have randomized widths around 48–72px, heights around 26–38px, a random color from the same palette, a tiny random initial rotation, and appear above the nearby stack before falling.

Implement lightweight 2D rigid-body-like physics: gravity around 980 pixels/second squared, velocity and position integration, block-block axis-aligned overlap resolution over several passes, bounce and friction on the floor, horizontal wall containment with damped rebound, and slight angular spin from impacts. Blocks should settle naturally into piles/towers but can topple and scatter. The floor is responsive to the viewport: leave a larger bottom controls area on narrow screens. Maintain a live count of blocks and a “highest” value that is the maximum number of blocks ever present, not a measured pixel height.

At the top-left, overlay the title “BLOCKFALL LAB” in bold uppercase white lettering, with the subtitle “Stack it. Stress it. Send it flying.” in small muted lavender text. At the top-right, show two translucent rounded statistic pills: the current number followed by “blocks”, and the best count followed by “highest”. At the bottom, show a translucent rounded hint panel reading: “Tap or click the floor to drop a block. Build a tower, then hit Knock Down — or press Space. Drag across the scene to fling a shockwave.” Emphasize the action words as bold. Beside it place three rounded buttons: blue “+ Add Block”, blue “⚡ Knock Down”, and dark-blue secondary “↺ Clear”. On narrow/mobile screens, stack the hint above the buttons and make the buttons share the row width.

Interaction rules: clicking/tapping the canvas above the floor adds one falling block at the pointer’s x coordinate, clamped inside the scene. The Add Block button adds one block around the center with a random horizontal offset. Pressing the Knock Down button or Space applies an outward impulse to every current block based on its horizontal distance from the center: blocks farther left/right fly outward, while a centered block chooses a random direction; add upward velocity and spin as well. Spawn a burst of 24 small multicolored particles at the floor center when knocking down. Dragging from one canvas point to another, if the drag is longer than 35 pixels, triggers the same knockdown-style outward impulse centered around the release x-coordinate and creates the particle burst; otherwise treat it as a click/add action when released above the floor. Show a temporary centered toast near the upper-middle reading “Tower toppled!” after a knockdown, fading out after roughly 1.6 seconds. The Clear button removes all blocks and particles and resets the current count display, while the highest counter remains as the session maximum. Also support keyboard A to add a block, R to clear, and Space to knock down. Ensure the canvas is touch-friendly and prevents page scrolling during pointer interaction.

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