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Arcade › Blocky Garden
Click the game above and it runs right here in your browser. No download, no installer, no account needed. jordaninacio18 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Blocky Garden yet. Play it, then tell jordaninacio18 what you would add next.
Blocky Garden was built by jordaninacio18 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 Garden 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 low-poly/blocky gardening game titled “Blocky Garden.” Use a bright, Roblox-inspired aesthetic with simple chunky geometry and imported Quaternius-style farmer, worker, soil-bed, plant, fence, dirt-block, bucket, and shovel models. The scene is a sunny outdoor garden on a large rectangular green grass platform, with pale blue sky and light fog, soft shadows, a warm dirt path, and a fenced garden area. Use an over-the-shoulder third-person camera that follows and frames both local players, looking toward the midpoint between them; let mouse drag rotate the camera horizontally and vertically. Keep the camera close enough to clearly see the farmer avatars, square soil plots, crops, fences, and shop stalls. Make this a local two-player cooperative game. Player 1 is a farmer avatar starting near the first garden, controlled with WASD; Player 2 is a second farmer avatar, tinted somewhat blue, starting in a second garden farther along the z axis, controlled with the arrow keys. Both characters have idle/run animation and visibly carry a small bucket/watering prop. Clamp movement to the outdoor play area. On desktop, pressing E interacts for Player 1 and Enter interacts for Player 2. A mouse click/tap on the game or a mobile USE button should interact for Player 1. Also support mobile movement with an on-screen circular joystick and a large USE button. Mouse dragging should rotate the camera, while a short click should interact. Build two fenced garden areas, one for each player. Each garden uses a grid of 12 square plot tiles, arranged in four columns and three rows. The first row of four plots is initially unlocked; the other eight plots appear as dark/gray locked dirt blocks until purchased. Use Farm_Dirt_Level1-like raised soil beds for unlocked plots, with subtle translucent rectangular plot markers and a bright yellow translucent highlight on the nearest interactable plot. Surround the garden with chunky wooden fence sections. Include a packed tan dirt path through the outdoor area and a decorative leaning wooden shovel near the shops. Implement the exact gardening loop: each player begins with 4 seeds, 0 coins, 0 harvested crops, and 0 crop inventory. A player may only work plots belonging to that player. At a nearby unlocked empty soil bed, interact to plant one seed; show a small seedling model. Interact again to water a planted seedling; show a blue translucent water patch over the bed and a brief splash made from falling blue block particles. A watered crop grows for about 9 seconds. Show a small plant at the first growth stage, then a larger plant after roughly 55% of the growth period, and finally mark it mature after 9 seconds. Interacting with a mature crop harvests it, removes the plant/water state, adds one crop to that player’s crop inventory, and increments that player’s harvest count. If the player interacts while a watered crop is still growing, display a growing/progress message rather than harvesting. Place two procedural wooden market stalls outside/alongside the gardens. One is a green “BUY SHOP” stall with a counter, canopy, posts, interaction ring, three small displayed seed-bag props, and an animated worker NPC named “Mia the Seed Seller.” When a player is close and interacts, buying costs 2 of that player’s coins and grants 3 seeds; reject the purchase with a message if they lack coins. The other is an orange/gold “SELL SHOP” stall with matching counter/canopy/posts, an interaction ring, three displayed gold coin props, and an animated worker NPC named “Bo the Crop Buyer.” When a player is close and interacts, sell all crops currently held by that player for 3 coins per crop; reject the action if they have no crops. Interaction rings should brighten and enlarge when a player is near. Display NPC name tags above the workers and shop signs facing the play area. Add plot unlocking: when near a locked plot, the owning player can interact to unlock the nearest locked plot for 6 coins. Deduct the cost, replace the dark locked dirt-block appearance with an unlocked soil bed, and allow normal planting. Reject the action if the player lacks 6 coins. Players must not be able to unlock or farm the other player’s plots. The shared win condition is a total of 8 harvested crops across both local players before the match timer reaches zero. Start a 150-second countdown. When the total reaches 8, pause the game and show a centered game-over/result panel stating that the harvest goal was hit and how many crops were harvested with the remaining time. If time reaches zero first, pause and show a failure panel with the total harvested out of 8. Include a Play Again/restart button. Create a clean HUD over the 3D scene. Along the top, show dark green rounded rectangular pills with white bold text: Player 1 coins/seeds/crops, Player 2 coins/seeds/crops, controls guidance, shared “Harvests: current/8,” and “Time: m:ss.” At the start, reflect 0 coins, 4 seeds, 0 crops, 0/8 harvests, and 2:30. Show a centered dark-green rounded prompt panel near the lower middle describing the nearest interaction, such as planting, watering, growing percentage, harvesting, buying, selling, or unlocking. Show brief translucent message notifications near the top-center for actions such as planting, watering, harvesting, shop purchases, and errors. On desktop include a small center aiming dot; on mobile hide it and show the joystick/USE controls at the bottom. Use rounded green controls with darker green pressed shadows, large readable white typography, and a cream-colored bordered result panel. Add subtle click/action sound feedback for interactions.