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Blocklift

  • 3d
  • first-person
  • arcade
  • collectathon
  • physics
  • low-poly
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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. Trev Or built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Blocklift yet. Play it, then tell Trev Or what you would add next.

Make your own game

Blocklift was built by Trev Or 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 Blocklift 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 Blocklift

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.

Recreate a browser-based first-person 3D game titled “Blocklift.” The player starts in a dark, stylized low-poly blockyard on a large square teal-dark platform, viewed through an FPS camera with pointer lock. Use a deep navy background and matching atmospheric fog, simple geometric forms, soft shadows, and a clean arcade presentation. Light the scene with a cool blue hemisphere light plus a warm directional sun, so the colored blocks cast soft shadows and have subtle bright edge outlines.

World layout: make the main platform a 34 x 0.6 x 34 box with its top at ground level, positioned around y=-0.3. Add five very thin glowing blue-green guide stripes across the platform at x=-10,-5,0,5,10. Place exactly three interactable rectangular blocks ahead of the starting position: (1) a small orange block, size 1.3 x 1.3 x 1.3, centered at approximately (-4,0.65,-4), mass 1; (2) a medium mint/green block, size 2.2 x 1.6 x 2.2, centered at (1,0.8,-5), mass 3; and (3) a large purple block, size 3.2 x 2.4 x 2.2, centered at (5,1.2,-2), mass 7. Give each block a slightly glossy colored material and faint white wireframe-like outer edges. The blocks and platform should act as movement colliders.

Place exactly eight gold coins around the player in a circle of radius 7.5, at y=0.5, evenly spaced around the origin. Coins are short gold cylinders oriented horizontally, with metallic rough gold material, warm emissive glow, shadows, and continuous spinning/hovering animation. Each coin gently bobs vertically and disappears when the player comes within 1.2 world units; increment the collected counter. The HUD should show “COINS 0 / 8” initially and update the number as coins are collected. There is no separate win screen or stated completion action; preserve the counter behavior.

The player is an FPS character represented primarily by the camera, initially positioned near (0,1.2,9), looking toward the blockyard. Show a stylized first-person right hand/forearm at the lower-right: a blue sleeve and simple peach/tan blocky palm, attached to the camera. The hand should subtly bob while moving and scale/pulse very slightly when carrying an object. Include normal gravity, jumping, collision with the platform and blocks, and a small movement bob. Movement is WASD, Shift (either left or right) temporarily changes speed from about 4.2 to 7.4 for sprinting, Space jumps with jump speed about 8.4 and gravity about -22, and Esc releases pointer lock.

Interaction is centered on a white crosshair made from horizontal and vertical bars with a faint cyan glow. After the player clicks the large centered cyan button reading “Click to enter the blockyard,” request pointer lock and hide the overlay. Clicking while pointer lock is active performs the interaction: if empty-handed and the crosshair ray hits one of the three blocks within 5.8 units, grab it; if already carrying a block, click again to drop it. While held, the selected block is marked held, follows smoothly in front of the camera, rotates toward the camera orientation, and rises by a mass-dependent amount: light blocks lift more (up to about 1.7), while the mass-7 heavy block lifts less (roughly 1.9/mass). Do not allow held blocks to be selected again. The on-screen carry line initially reads “Hands empty”; while carrying, show text in the format “Holding [block name without the word Block] · mass [number]” (for example, “Holding small · mass 1”), and return to “Hands empty” after dropping.

Use a minimal fixed HUD over the scene: at top-left, a translucent very dark rounded panel with a thin light border, white bold text for the coin count, and the carry status below it. Keep a small centered crosshair. At bottom-center, show a translucent pill-shaped help bar reading exactly “WASD move · Shift sprint · Space jump · Click grab / lift / drop · Esc unlock” in small light text; hide this help bar on coarse/touch pointers. Before pointer lock, show a fullscreen semi-transparent dark overlay with the centered rounded cyan start button. When pointer lock is lost, show the overlay again. Use responsive resizing, a near-72-degree perspective camera, soft shadow rendering, and fog that fades the scene into the dark navy distance. The overall visual style should match the screenshot: sparse geometric block arena, saturated orange/mint/purple blocks, glowing gold collectibles, cool dark environment, and polished but simple low-poly materials.

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