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Arcade › Brick World
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ga Stunnerz built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Brick World yet. Play it, then tell Ga Stunnerz what you would add next.
Brick World was built by Ga Stunnerz 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 Brick World 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 bright, simple third-person 3D obstacle-course platformer titled “Brick World.” Use a block-toy aesthetic made entirely from clean primitive geometry: a blue sky background with light fog, strong soft shadows, floating colorful rectangular platforms, distant chunky pastel towers, and scattered blocky white cloud shapes. Do not use copyrighted Roblox assets, logos, sounds, or exact Roblox UI. Camera and presentation: use a perspective camera positioned behind and above the avatar, following smoothly as the player progresses forward along the course. The avatar should remain visible from behind in the center/lower portion of the view. The game should work in portrait mobile view as shown, while also supporting desktop resizing. Render with bright ambient/hemisphere lighting and a directional sun with shadows. Player: make a chunky geometric humanoid from boxes. It has a blue rectangular torso, tan/orange cube head and hands/arms, dark navy block legs, and a small dark-brown hair block on top. Give it simple walking animation: arms and legs swing oppositely while moving on the ground. The player starts on a large green grass platform near the foreground. Movement is four-directional relative to the world using WASD or arrow keys; mobile uses a left virtual joystick. Space or a large green “JUMP” mobile button jumps. Apply gravity, acceleration, air control, and a strong upward jump. The avatar should face its movement direction. Build one linear floating obstacle course extending away from the start, with platforms at increasing heights and alternating horizontal positions. Use blue safe platforms with darker brown block sides, and a green finish platform at the far end. Include this approximate route and dimensions: a 9x9 green starting platform centered at (0,0,0); a 5x5 blue platform around (0,-0.35,-10); a 4x4 blue platform around (5,0.4,-17); a 4x4 blue platform around (-2,1.1,-24); then a 4.5x4 moving blue platform around (-8,1.8,-31) that slides left/right along X with a sinusoidal motion of roughly 5 units; a 4x4 platform around (1,2.4,-39); a 5x4 platform around (7,3.2,-46); and a large 7x7 green finish pad around (2,4,-55). Add a broad red/orange lava-brick danger area beneath the middle route, roughly centered at (0,-1.4,-21), plus a couple of small blue stepping platforms near the early route (around (5,-0.8,-6) and (-5,-0.6,-14)). Safe and finish platforms have thick dark brown/gray side blocks beneath their colored top surfaces; lava is visibly red/orange. Place exactly 8 collectible coins along the intended route, floating slightly above the platforms at these approximate locations: (1.8,1.15,-1.8), (0,0.8,-10), (5,1.55,-17), (-2,2.25,-24), (-8,3,-31), (1,3.55,-39), (7,4.35,-46), and (2,5.15,-55). Each coin is a gold vertical coin/disc with a thin white ring/shine detail, rotates continuously, bobs gently up and down, and disappears when the player comes within collection range. Track collection as 0/8. Physics and rules: use box collision for the avatar and platforms. The player can land on safe, grass, and finish platforms from above. Landing on the red lava area immediately resets the player to the start with an explanatory message. Falling below the course/sky void also resets the player to the start. Reset position should be approximately (0,3.2,1.5), with velocity cleared. Reaching the green finish pad displays a win message; if all eight coins were collected, say “You won with every coin!”, otherwise explain that the finish was reached but coins remain for a perfect run. Coin collection should update the message (“Coin collected!” and, for the final coin, direct the player to the green finish). Include a Restart button and keyboard R to reset the entire run, including coins and timer. HUD: place a rounded dark translucent top HUD across the screen. Show a small brick icon and “Brick World,” a “Coins” counter with “0/8” initially, a “Time” counter that starts at 0.0 seconds and increments during play, and a prominent pink/red rounded “Restart” button at the upper right. Show a large dark translucent instruction banner below the top HUD reading: “Reach the green finish pad. WASD/Arrows move, Space jumps.” On mobile, show a translucent circular virtual joystick at bottom left and a large bright green circular JUMP button at bottom right. Make the controls tappable and keep the HUD readable over the 3D scene. Overall feel: cheerful, minimal, colorful, low-poly/blocky and arcade-like. Emphasize the visible vertical gaps, floating platforms, red lava below, shiny spinning gold coins, and the long climb toward the green finish pad. Include smooth camera follow, shadows, fog, simple geometric materials, and no enemies, shops, checkpoints, extra stages, or other features not described here.