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Blocky Avatar

  • 3d
  • third-person
  • exploration
  • low-poly
  • casual
  • 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. One gamer Cloud built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

Blocky Avatar was built by One gamer Cloud 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 Avatar 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 Avatar

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 small third-person 3D exploration game titled “Blocky Avatar.” Render a bright, simple low-poly/blocky world in Three.js (or an equivalent 3D engine) with a sky-blue background and light atmospheric fog. Use a perspective camera following behind and slightly above the player at about 5.5 units distance, keeping the avatar centered as it moves. The scene should have soft shadows and warm daylight: a pale blue hemisphere/environment light plus a strong white directional sun from the upper-left/front, with shadow casting enabled.

World layout: make a large flat green grass base, approximately 38 by 38 units and slightly thick, with its top around ground level. Add a straight pale beige/tan path or plaza strip about 8 units wide and 30 units long running along the world’s z axis through the center. Place six isolated solid cubes around the path, each roughly 1.8 x 1.8 x 1.8 units and sitting on the grass: one at (-5, -5), one at (0, -6), one at (5, -4), one at (-6, 3), one at (5, 4), and one at (1.8, 5) in x/z coordinates. Color them in a simple varied palette matching the reference: orange/tan, red/coral, blue, and golden tan, with no textures or markings. They should cast and receive shadows. The visible composition should feel like a tiny colorful obstacle/exploration world rather than a combat game.

Use a third-person humanoid avatar loaded from or modeled after a casual low-poly/blocky male character: brown rounded stylized hair, a blue short-sleeve shirt, dark/black arms and lower clothing, and simple blocky proportions. Place the player at approximately (0, 0, 7), facing into the world toward the path. Enable the model’s cast and receive shadows. If using an animated character asset, support Idle, Walk, Run, Jump, and Fall clips, beginning in Idle and switching based on movement state; blend transitions smoothly. There are no enemies, collectibles, weapons, score, health, or win condition: the goal is simply to explore the small world.

Player interaction: support WASD and arrow keys for movement, with normal third-person locomotion at roughly 4.2 units/second. Support Space for jumping, with jump speed about 7.2 and gravity about -22; keep the avatar grounded on the grass/path and allow jumping over/around the cubes as handled by ordinary third-person collision/ground movement. Use a slope limit around 38 degrees. On touch/mobile, provide a virtual joystick for movement and retain a touch-friendly jump interaction if supplied by the control system. The camera should follow and orbit/track the player using the third-person controller, without switching to a first-person view.

Overlay HUD: draw the game full-screen beneath a transparent fixed UI. In the upper-left, show a dark navy translucent rounded rectangle with a subtle light border and shadow. It contains the large bold white title “Blocky Avatar” and the smaller subtitle “Explore le petit monde.” At the bottom center show a dark translucent pill-shaped hint reading exactly “WASD / flèches · Espace pour sauter · joystick sur mobile”; on narrow/mobile screens place it higher above the bottom area so it does not overlap the virtual joystick. The reference mobile layout also shows a faint circular joystick ring in the lower-right. Use an uncluttered interface with no additional HUD metrics.

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