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Arcade › Blockwild
Click the game above and it runs right here in your browser. No download, no installer, no account needed. m a built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Blockwild yet. Play it, then tell m a what you would add next.
Blockwild was built by m a 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 Blockwild 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.
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 playable third-person 3D block-world exploration and mining game titled “Blockwild.” Render a bright, stylized low-poly/cuboid meadow under a clear cyan-blue sky, with soft fog in the distance, strong warm directional sunlight, ambient fill lighting, and soft cast shadows. Use a large flat green grass platform over a thicker brown dirt layer. The world should feel sparse and open, with blocky trees made from dark brown trunks and chunky cube-like green canopies, and gray low-poly stone resource nodes scattered around the meadow. Place the player at the front of the scene near the center, represented by a simple two-part block character: a rust-red rectangular torso/body and a dark blue-gray cube head. Attach a small stylized stone pickaxe at the character’s right side/hand. Use a third-person camera that follows behind and slightly above the player, with the player generally centered in view and a white crosshair fixed at the center of the screen. The player can move with WASD or arrow keys, jump with Space, and collide with the ground, trees, stones, and the constructed cave/wall geometry. Use gravity and allow the player to fall; if they drop below the world, respawn them at the starting location and show a brief “You fell — respawned!” notification. Build a dark charcoal-gray block cave or fortress-like formation toward the back of the meadow. It should consist of stacked rectangular/cubic blocks: a broad rear wall around z=-12, side walls extending backward toward z=-16 on both sides, and higher blocks forming a simple stepped top/arch-like silhouette, while leaving an open central approach. The geometry should be solid collision scenery rather than an interior gameplay system. Scatter six tree resource objects and six stone resource objects at positions around the starting area and cave approach. The player mines only by facing a tree or stone and activating the mining action: raycast from the center crosshair into resource objects up to roughly 8 world units away. Clicking/tapping the 84px circular “MINE” button at bottom-right should mine, and a mouse click on the canvas should also mine. If the ray hits a tree, increment the wood counter by one; if it hits stone, increment the stone counter by one, display a short toast such as “Wood +1” or “Stone +1,” and remove that resource node from the world after the hit. If nothing valid is within range, show “Face a tree or stone.” Resources should also be colliders while present. Add a fixed HUD overlay. In the top-left, show a dark translucent rounded panel with the lime uppercase title “BLOCKWILD,” and counters for wood (🪵, initially 0) and stone (🪨, initially 0). On desktop, show a second dark translucent hint panel toward the top-right reading “WASD / arrows to move · Space to jump · face a tree or stone and tap MINE”; hide this hint on narrow mobile screens. Keep the white glowing plus-shaped crosshair centered. Put a large brown circular button labeled “MINE” in white at the bottom-right, with a subtle pressed scale/color response. Show mining and respawn messages as small temporary translucent toast panels near the bottom center. The overall visual style should be clean, colorful, chunky, toy-like voxel/cube-world graphics with no enemies, weapons beyond the decorative pickaxe, crafting, health, timer, score, or explicit win screen; the core interaction is roaming the meadow and collecting the finite wood and stone nodes.