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Arcade › Blockworld Adventure
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Darren built it with Cinevva, so it works on a phone or a tablet too.
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Blockworld Adventure was built by Darren 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 Blockworld Adventure 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.
Recreate "Blockworld Adventure" as a browser-playable first-person voxel survival sandbox titled Blockworld Adventure. Use a Three.js-style 3D block world with a perspective camera, pointer-lock mouse look on desktop, a centered crosshair, directional sunlight, hemisphere lighting, shadows, fog, and a bright blue sky that darkens at night. The world is procedurally generated in streaming 12x12 chunks around the player, with a deep underground extending down to approximately y=-54 and terrain reaching up to about y=28. Generate varied terrain from noise: oceans and shallow water, beaches/deserts, plains, hills, forests, jungles, cherry areas, snowy regions, and mountains. Use cubic one-meter blocks with simple colored, slightly rough materials. Include dirt, grass, stone, sand, sandstone, gravel, clay, snow, ice, water, logs, planks, leaves, cherry leaves, coal, iron, gold, diamond, emerald, obsidian, crops, torches, portals, lava, and crystals. Underground terrain should have caves and ores, with rarer emerald/gold/diamond blocks deeper down. Place trees, crops, occasional villages with simple plank houses, paths, farms, and villagers; also place a ruined obsidian portal, a stone stronghold-like structure with portal blocks, and a small underground dungeon containing a skeleton and diamond. Start with a full-screen dark translucent rounded menu panel over the world, headed "Blockworld Adventure", describing it as a compact voxel survival sandbox. Provide three large buttons: Survival, Creative, and Hardcore. Explain the desktop controls: WASD/arrow movement, mouse look, click to break/place, number keys 1-8 for the hotbar, E for inventory/crafting, F for trade/use, N for Nether, B for End, and Escape for pointer lock. Explain mobile controls: left joystick/drag to move, right-side drag to look, Break/Place buttons, and Bag for inventory/crafting. Selecting a mode hides the menu and starts the world. Survival starts with 20 health, 20 hunger, basic dirt and grass, and normal progression. Creative gives effectively unlimited items and access to all blocks, items, and spawn eggs, including a sword and pickaxe. Hardcore starts at 16 health and death permanently ends the world. The player should move with gravity and jumping, collide/stand on generated solid blocks, and have a fast creative movement speed. Let the player aim at blocks with the crosshair and mine within about 7 blocks; clicking a block removes it and adds its item to the inventory unless in Creative. Right-click or the Place button should place the currently selected hotbar block against the targeted block, consuming it outside Creative. The hotbar has eight selectable slots and visibly shows item names and quantities. Include spawn eggs for passive animals and hostile mobs; placing an egg spawns the corresponding simple blocky mob. Build low-poly voxel creatures from box parts: cow, pig, chicken, sheep, rabbit, villager, zombie, skeleton, spider, creeper, enderman, and blaze. Passive animals populate the starting area. Hostile mobs chase the player at night or in other dimensions, attack at close range, and can be struck by left-clicking them. A sword deals more damage than bare hands. Drops include blaze rods from blazes, pearls from endermen, and emeralds from creepers. Implement an inventory and crafting window toggled by E or Bag. Show collected nonzero items (or all items in Creative), allow clicking an inventory item to assign it to the selected hotbar slot, and provide crafting buttons for: planks from logs, sticks from planks, pickaxe from planks and sticks, sword from planks and sticks, furnace from stone, bread from wheat, and Eye of Ender from blaze rods and pearls. F near a villager performs a trade: spend one emerald and receive iron, bread, or a diamond according to the villager's increasing level. F without a trade opportunity can eat bread if health is below maximum, restoring health and hunger. Include the survival progression shown by the HUD goal: initially craft a pickaxe, then mine a rare diamond, explore the infinite chunks, acquire blaze rods and pearls, craft at least three Eyes of Ender, and enter the End. N enters a Nether dimension without requiring a portal interaction: switch to a dark red environment with obsidian/lava terrain and spawn zombies and blazes. B enters the End only when the player has three Eyes (unless Creative): create a dark void-like dimension with a flat stone island, endermen, and a boss arena. Spawn a large block-built end-dragon-like boss represented by a scaled dark enderman model, four healing crystals around the arena, and a visible purple/pink DRAGON health bar. The crystals can be attacked and each reduces boss health; then attacks on the boss reduce its 120 health. Defeating it shows a credits panel titled "The Dragon Falls" explaining that the return portal is open and the world remains available for building, farming, mining, and exploration. Provide a Continue playing button and then place a small return portal structure. Add a persistent HUD across gameplay: top-left pill reading BLOCKWORLD and the current mode, a health heart count and hunger count, a Day number and weather label, and a Goal label that changes between goals such as craft a pickaxe, mine rare diamonds, explore infinite chunks, defeat blazes, press B for End, defeat the dragon, and after completion "Free build forever." Include a centered plus crosshair, temporary dark notification messages for mining, crafting, combat, achievements, trades, and dimension transitions, and the boss bar when active. Simulate a day/night cycle over roughly three minutes per day: move the sun, darken the sky at night, increase hostile spawning at night, decrease hunger at the end of each day, and occasionally change weather among Clear, Rain, Thunder, and Fog. Rain should tint the sky gray-blue; Fog should shorten draw distance. Crops should grow through several visible stages over time. Track simple achievements such as First tool, First diamond, Entering the Nether, Entering the End, and Defeating the Dragon. Support touch/mobile presentation matching the screenshot: a translucent circular joystick at bottom-left and four dark blue rounded buttons at bottom-right labeled Break, Place, Bag, and Jump. On desktop show the hotbar at the bottom center; on mobile make it compact and horizontally scrollable. Use a clean system sans-serif UI, white text, dark translucent rounded panels/pills, blue action buttons, and a bright sky-blue background. Save seed, mode, health, hunger, day, weather, inventory, achievements, position, dimension, and completion state to local storage periodically, and restore the save on reload. After death, respawn Survival/Creative at the starting area with restored health; in Hardcore show that the world is lost and require a refresh/new seed.