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Blocky

  • 3d
  • arcade
  • survival
  • voxel
  • collectathon
  • endless
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. Adam Peacock built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Blocky yet. Play it, then tell Adam Peacock what you would add next.

Make your own game

Blocky was built by Adam Peacock 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 Blocky 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 Blocky

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 browser-based 3D arcade survival game titled “Blocky,” using a colorful low-poly/voxel aesthetic. Use an orthographic-feeling third-person perspective from a fixed, elevated camera that follows behind and to the upper-right of the player, looking down at the arena; smoothly follow the player as they move. The scene should have a bright sky-blue background with light atmospheric fog, strong soft shadows, and a large square floating-looking grassy arena made from many 2x2 checkerboard green tiles. Scatter chunky rectangular voxel obstacles across the outer portions of the arena: some brown dirt blocks and some gray stone blocks, with random heights of roughly one to three block units. Obstacles must block movement for both the player and enemies. Add a couple of distant white floating sky-island slabs high in the background for visual depth.

The player is a simple block character centered initially at the arena origin: a bright blue cube body, a smaller pale white cube head above it, and two tiny black square eyes on the front. The character should gently bob while moving/playing and rotate to face its movement direction. Place five collectible yellow/gold cubes at random positions around the arena, floating slightly above the ground, slowly rotating and bobbing. When the player gets close enough to a gold cube, collect it, remove it, immediately spawn a replacement elsewhere, add 10 to Score, and add 3 seconds to the timer (capped at 99 seconds). Every 40 points, add another chasing enemy, up to a maximum of 8 enemies total.

Start each run with 60 seconds, 3 Health, score 0, four enemies, and five gold cubes. Enemies are blocky red cube creatures with a larger red body and a smaller lighter red/pink cube topper. They spawn at random arena positions, continuously chase the player directly, rotate toward the player, and gently wobble/bob. Their movement should be affected by obstacles (they back away when colliding rather than passing straight through). When an enemy reaches the player, deal one health damage no more often than once every 1.2 seconds per enemy; briefly flash the player body with a dark red emissive hit effect. The run ends when Health reaches 0 with a message that the red blocks caught the player, or when the timer reaches zero with a time-ran-out message. Track and display the best score across runs.

Provide keyboard controls: WASD and arrow keys move in the four cardinal directions, with diagonal movement normalized; Space pauses or resumes. Provide a mobile-friendly on-screen D-pad at the bottom-left with up, left, down, and right arrow buttons that act while held, plus a large pause button at the bottom-right that toggles pause (or starts the run if it has not started). Stop movement input when touch/pointer is released or the window loses focus.

Overlay a readable HUD over the 3D scene. At the top-left, show a dark translucent rounded panel with the labels and large values “Score,” “Time,” and “Health.” At the top-right, show a matching translucent instructional panel reading approximately “Collect yellow cubes, dodge red ones. Move with WASD, arrows, or the on-screen pad.” Before play, show a centered dark translucent rounded card titled “Blocky,” explaining that the goal is to grab gold cubes before the timer runs out and that red blocks chase the player, with a gold “Start Run” button. After game over, reuse the card to show “Run Over,” the reason, final score, and best score, with a “Play Again” button. Keep the mobile controls visible over the scene and make the pause icon switch between pause and play states. The overall presentation should match a clean, friendly voxel arena game: bright green tiled ground, blue sky, blocky geometry, soft shadows, and simple translucent modern UI.

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