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BlockVerse Arcade

  • 3d
  • arcade
  • game-hub
  • platformer
  • collection
  • low-poly
  • mobile
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. Mason Cobb-Diaz built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about BlockVerse Arcade yet. Play it, then tell Mason Cobb-Diaz what you would add next.

Make your own game

BlockVerse Arcade was built by Mason Cobb-Diaz 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 BlockVerse Arcade 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 BlockVerse Arcade

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 “BlockVerse Arcade,” a browser-based original Roblox-inspired 3D sandbox arcade hub built with Three.js and procedural low-poly geometry. Start with a full-screen dark translucent loading overlay titled “BlockVerse,” subtitle “Loading your sandbox arcade hub...,” and a rounded progress bar with a blue-purple-pink gradient. After loading, if there is no saved username show a sign-in screen with the BlockVerse title, an explanation that it is an original social game hub with device-local save and simulated server save, a username input, “Sign in,” and “Play as guest” buttons. If a username is saved, go directly to the Game Hub menu.

Use a third-person orbit camera following a blocky humanoid avatar: blue rectangular torso, skin-colored cube head, black flat hair, white rectangular arms, and black rectangular legs. The 3D world is brightly lit with a blue sky background/fog, soft shadows, a large green circular ground, an octagonal gray-purple central plaza, a sign reading “BLOCKVERSE HUB,” and simple conical low-poly trees around the perimeter. Place six colorful portal stations in a circle around the plaza, each made from a colored cylindrical pedestal, upright torus/ring, translucent glowing circular center, and floating dark signboard. The portals correspond to Sky Obby, Kart Dash, Coin Planet, Tower Climb, Paint Zone, and Meteor Field. Allow the player to walk with WASD or arrow keys, jump with Space, enter a nearby portal with E, and orbit the camera by dragging the mouse. On mobile provide a circular left joystick and a large blue circular JUMP button.

The Game Hub is a glassy dark overlay panel with “Game Hub,” a welcome message, buttons for “Settings” and “Enter 3D Hub,” status pills for Coins, Level, and local/server sync state, and a responsive grid of eight game cards. Cards have rounded translucent styling, colorful gradient thumbnail, emoji icon, name, description, and a “Playable now” label for the first three cards or “Catalog preview” for the remaining cards. Include these eight exact experiences and descriptions: Sky Obby — “Jump across floating blocks before time runs out.”; Kart Dash — “Run through checkpoints and beat your best time.”; Coin Planet — “Grab coins while drones try to tag you.”; Tower Climb — “A vertical challenge with moving platforms.”; Paint Zone — “Claim tiles for your color team.”; Meteor Field — “Dodge falling meteors as long as possible.”; Pet Plaza — “Collect buddies and earn passive coins.”; Creator Market — “Preview cosmetics and avatar items.” Clicking any card starts its corresponding playable scene, despite preview labeling.

When a mini-game starts, hide the menu overlay and show the 3D scene with the top HUD still visible: left dark rounded status box showing the mode name and mission text, and right “Menu” and blue “Save” buttons. The mission HUD should show a countdown in seconds and score during games. Every game begins with score 0 and a 60-second timer, and completing a game awards coins and XP, updates level, saves progress, and returns to the menu.

Implement Sky Obby as a sequence of 12 floating low-poly rectangular platforms extending forward from a blue starting platform, alternating pink and yellow, with varied lateral positions, and a translucent finish platform. The player must jump between platforms; falling resets the avatar to the start. Implement Tower Climb similarly but with 18 platforms that rise vertically in a zig-zag pattern and a higher translucent finish platform. Reaching the finish completes the course.

Implement Kart Dash as a dark gray circular ring track with eight small checkpoint/gate bars placed around the ring, alternating yellow and white. Treat the checkpoint bars as collectible targets; touching them rotates/collects them, adds score, and when all are collected the game ends successfully. The player moves faster in this mode.

Implement Coin Planet, Paint Zone, Pet Plaza, and Creator Market as open ground collection arenas containing 22 spinning gold coin discs distributed across the area, plus moving red spherical hazards. Touching a coin removes it, adds 10 score, adds 5 persistent coins and 3 XP, and displays a brief “+ coins” toast. For Meteor Field use nine moving hazards; for the other collection arenas use four. Hazards move in random horizontal directions, bounce within the arena bounds, and touching one resets the player to the starting position and subtracts 5 score with a “Tagged! -5” toast. Finish collection arenas when all coins are gathered, or when the 60-second timer reaches zero.

Support persistent progress using browser localStorage: username, coins, XP, calculated level (1 + floor(XP/100)), last login, settings, and a serverSynced flag. The Save button should write local progress and a simulated second “server” save slot, then toast “Saved locally + synced to server slot.” Settings should include Graphics High/Medium/Low, Camera sensitivity slider, Music volume slider, Save settings, Back, and a red Reset save button that clears both save slots. Show short dark toast notifications for welcome, game loaded, coins, tagging, completion, timeout, and save events. Keep the visual style polished but simple: dark navy translucent UI, rounded panels, white typography, blue primary buttons, pink/purple/blue gradients, bright toy-like low-poly 3D geometry, soft shadows, and responsive mobile layout. Do not add real accounts, multiplayer, cloud networking, or unimplemented advanced systems; the server save is only a second localStorage slot.

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