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Arcade › Blockyard PvP
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Josiah Jones built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Blockyard PvP yet. Play it, then tell Josiah Jones what you would add next.
Blockyard PvP was built by Josiah Jones 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 Blockyard PvP 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 “Blockyard PvP,” an original voxel-inspired 3D browser arena PvP game played offline against bots (no real backend multiplayer). Use a Three.js-style 3D renderer with a bright blue sky background, atmospheric fog, soft shadows, chunky cube geometry, and colorful low-poly/blocky visuals. The player and all opponents are square humanoid avatars: rectangular torso, cube head with a flat hair/accent block, separate block arms and legs, and optional block accessories. The default player is the green-shirted “Grass Noob”; other avatar palettes include grey “Stone Knight,” red “Red Miner,” bright-blue “Sky Archer,” and purple “Void Raider.” Accessories are None, a red cape/banner, gold crown, dark hood, or green banner. Show held weapons visibly in the avatar’s hand, and in first person show an enlarged weapon viewmodel. Start in a polished lobby UI with tabs for Play, Shop, Passes, and Locker. The lobby should show the Blockyard PvP title, the selected skin/loadout, coin balance, a roster indicating 1 player plus 11 bots, a small clickable drop/spawn map, and a Play button. Shop items are persistent via localStorage and include the four additional skins and Cape, Crown, Hood, and Banner accessories, purchased with coins. The Passes tab offers VIP, Sky Slam, and Builder Pro purchases. VIP adds a gold/VIP chat and roster tag and gives +100 coins on a win; Sky Slam starts with extra wind charges and increases mace slam bonus; Builder Pro starts with more blocks and faster placement. The Locker lets the player equip owned skins and accessories. Begin with 700 coins, Grass Noob, None accessory, and no passes. Include a controls/how-to-play modal. When Play is pressed, generate a chunky 28-by-28 block arena. Build varied grass-topped dirt terrain with heights roughly 1–4 blocks, a low central area/platform, four tall stone corner towers with plank tops, and raised wooden bridges forming cross-like routes around the arena. Keep the world bounded and use solid voxel collision. The player can select a spawn cell from the lobby map before starting. Spawn 11 bots around the arena, using varied skins/accessories and loadouts: some bow users, some axe users, and some mace users. Bots navigate toward the player or roam to target cells, collide with blocks, attack at close range, and shoot arrows from a distance. Display eliminated bots disappearing, a live players-left counter, chat banter, damage messages, and a kill feed. The match ends when the player is eliminated or all bots are eliminated; award 40 coins per bot elimination and a victory reward of 160 coins, or 260 with VIP, then return to the lobby after a short message. Use a third-person camera by default, positioned behind and above the player with mouse/touch look, and support toggling to first person. In third person, hide the player’s body when first person is active and show the selected item in front of the camera. The player has 100 health, gravity, jumping, crouching, sprinting, vertical collision, and block collision. Movement is WASD or a virtual touch joystick; mouse movement or right-side touch dragging controls yaw and pitch. Space or the mobile Jump button jumps, Shift sprints, C crouches, and V or a mobile view button toggles first/third person. Left click or the mobile Hit button attacks or uses the selected item. Right click or the mobile Place button places the highlighted block. Provide a ten-slot hotbar selectable with keys 1–9 and 0. Initialize it with: Sword x1, Axe x1, Pickaxe x1, Bow x1, Arrows x18, Mace x1, Wind Charge x3 (x5 with Sky Slam), Blocks x32 (x52 with Builder Pro), then two empty slots. Show slot number, item name, rarity, and stack count. The weapons are blocky original meshes: sword, axe, pickaxe, bow/string, cube-like mace head, glowing wind-charge cube, and placed-block cube. Sword is a 24-damage melee weapon with 0.38-second cooldown and 4.2 range; axe does 32 damage with 0.62 cooldown and 3.9 range; pickaxe does 18 damage with 0.32 cooldown and can break player-placed blocks; mace does 18 base damage with 0.72 cooldown and gets a falling slam bonus based on downward velocity, plus the Sky Slam bonus. Bow consumes arrows, fires visible physical arrows with gravity, deals 17 damage, and has a 0.55 cooldown. Wind Charge consumes a stack and launches the player upward with a forward boost, enabling aerial mace attacks. Melee attacks should only damage bots in the player’s forward aim cone and range. Implement building as a core mechanic. When Blocks is selected, raycast from the camera to a world block or terrain and display a translucent cube preview at the adjacent grid cell. Tint it green when valid and red when invalid. Right-click/place adds a blue-tinted player-placed block, consumes one block, and uses a short placement cooldown; do not allow placement outside the arena, inside an existing block, above the height limit, or overlapping players/bots. Only player-placed blocks can be removed, and the pickaxe returns the block to the inventory. The HUD should show a crosshair, health (100/100), materials/block count, selected skin, players left, an instructional prompt that changes for blocks, wind charge, bow, or ordinary weapons, a minimap showing terrain, white player position, and red living bots, and a visible inventory bar. Add a chat panel with system messages, bot chatter such as “who stole my bridge,” “wind charge combo!”, and “builder diff,” a text input opened with Enter, and VIP styling when applicable. Include touch/mobile controls (joystick, look drag, Hit, Jump, Place, View, Crouch), fullscreen support, installable PWA behavior, and a Leave Match control. Keep the art original and voxel-inspired rather than copying Minecraft assets.