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Arcade › Blockside

Blockside

  • 3d
  • exploration
  • third-person
  • low-poly
  • city
  • park
  • 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. It was built with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Blockside yet. Play it, then tell the creator what you would add next.

Make your own game

Blockside was built 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 Blockside 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 Blockside

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 lightweight low-poly 3D third-person exploration game titled “Blockside.” The player is a simple stylized explorer made from a blue rounded capsule body with a tan spherical head, standing in a small city block. Use a perspective third-person camera that follows behind the player at about 7 units distance; allow the player to rotate/look by dragging and keep the avatar centered in view. The game should run in a bright daytime scene with a pale blue sky-colored background and subtle distance fog, soft shadows, and simple flat-shaded/low-poly geometry.

Build the environment as a square neighborhood grid: a central 14-by-14 green park plaza surrounded by four dark gray roads, one on each side, with thin repeating yellow lane markings. The park has two intersecting pale tan paths crossing through its center, forming a plus-shaped walkway. Place several large stylized conifer-like trees and four simple benches around the park. Frame the outer corners of the block with four colorful low-poly commercial/city buildings: a library at the northwest corner, a diner at the northeast corner, a market at the southwest corner, and an apartment/building structure at the southeast corner. Include small visual storefront markers such as a red diner awning, pale library steps, and a yellow market sign. Add parked/curbside vehicles around the roads, including blue sedans and yellow taxis; the yellow taxis should visually suggest a taxi stand, although the core interaction is simply exploration.

The only objective is to walk around and discover points of interest. Define nearby locations for Central Park at the center, Diner at the northeast corner, Library at the northwest corner, and Market at the southwest corner. When the player comes within roughly 5 world units of the nearest point of interest, update the upper-left message to say “You found [location] — keep exploring the block.” Initially show the instruction/objective message “Explore the block — find the park, diner, and taxi stand.” There are no enemies, combat, collectibles, timers, health, score, or win/lose screen.

Use keyboard controls: WASD or arrow keys to walk, Shift to run faster, Space to jump, and mouse/touch drag to look around. The player should have gravity and a short jump, move at a normal speed around 5.5 units/second and run when Shift is held. Render cast and receive shadows on the avatar, trees, benches, buildings, cars, roads, and ground. Use a large green ground plane beneath the block and keep the composition uncluttered and toy-like, matching the supplied screenshot’s clean pastel low-poly city-park aesthetic.

Overlay a fixed HUD above the canvas with dark navy text and rounded translucent white panels: a bold uppercase “BLOCKSIDE” title in the top-left; beneath it, a larger rounded panel with the exploration objective/status text; and a rounded translucent white instruction panel along the bottom-left/bottom area reading “WASD / arrows to walk · Shift to run · Space to jump · drag to look.” The HUD must not intercept pointer input. Make it responsive for a tall mobile viewport as well as desktop, with the camera filling the screen and the title, objective, and controls remaining readable.

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