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Arcade › Counter Blocks
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ramon Batista built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Counter Blocks yet. Play it, then tell Ramon Batista what you would add next.
Counter Blocks was built by Ramon Batista 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 Counter Blocks 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.
Rebuild a playable first-person 3D shooter called "Counter Blocks" / "Operação Pátio". Use a Three.js-like WebGL presentation with a 75-degree perspective camera, fog, shadows, and a muted low-poly/blocky industrial courtyard. The player starts in first person at the south end of a long central lane, looking toward the yard. The world has a gray-green ground plane, tall dark perimeter walls, a central raised narrow catwalk/road, repeated tan-brown square cover blocks arranged along both sides of the lane, and two thin colored site pads (one reddish on the left/northwest side and one blue on the right/southeast side). Add simple industrial warehouse/control-room props around the perimeter, with a cool gray-blue sky/background and warm directional sunlight. Keep the visual style sparse, geometric, and low-poly; enemy characters are chunky blocky humanoid models. The core objective is to eliminate four enemy bots before the 90-second round timer expires. Spawn four bots around the yard at positions corresponding to the code: approximately (-10,-4), (10,-2), (-8,9), and (8,5), with 100 HP each. They wander/approach the player slowly, periodically choosing the player's current position; when within 15 units they can damage the player for 8 HP at their think interval. Dead bots disappear, and each kill increments the attack score. End the round when all bots are dead (show a victory message), when the timer reaches zero, or when player HP reaches zero (show defeat). Display a centered Portuguese intro panel at launch: "OPERAÇÃO PÁTIO" and "Elimine os bots. WASD + mouse ou joystick + arraste."; after the round ends show the outcome and "Toque ou pressione R para reiniciar". Implement first-person movement with WASD and mouse-look on desktop, plus touch/joystick-style dragging support on mobile. Support jumping via Space if provided by the FPS controls. Add collision against the floor, perimeter walls, cover blocks, and raised catwalk. Place a simple visible AK-47-like low-poly viewmodel at the lower-right of the camera: dark rectangular gun body with a brown wooden stock. Aim with a small white center crosshair. Clicking/tapping fire, or pressing the on-screen ATIRAR button, shoots a center-screen raycast. Shots consume ammunition, observe each weapon's fire delay, kick the gun briefly, and damage a bot hit by the ray. Do not let shots hit the floor as targets. Reload with R or the RECARREGAR button, filling the current magazine from reserve. Include exactly these three weapons and weapon behavior: AK-47 with 30-round magazine, 90 reserve, 34 damage, 105 ms fire interval, and stronger recoil; USP-S with 12-round magazine, 48 reserve, 25 damage, 240 ms interval, and lighter recoil; AWP with 5-round magazine, 20 reserve, 100 damage, 900 ms interval, and strongest recoil. Weapon switching cycles with the TROCAR button, and number keys 1/2/3 select AK-47, USP-S, and AWP respectively; selecting a weapon resets its displayed ammo to that weapon's initial magazine/reserve values as in the original. If the magazine is empty when firing, trigger reload. Build a fixed responsive HUD over the game. At the top-left show exactly "ATK 0 — 0 DEF" initially, updating attack kills; at top-right show a countdown initially "01:30" (format the live seconds as minutes/seconds, with the original's visible end-state style also acceptable). Keep a white plus-shaped crosshair centered. At the bottom-left show a dark translucent panel with cyan border and rounded corners containing the current weapon name (initially "AK-47" in light cyan), ammo such as "30 / 90", "HP 100 · $800", and a small hint: "R recarrega · 1/2 troca · clique dispara". At bottom-right show three touch-friendly dark blue buttons with cyan outlines labeled "ATIRAR", "RECARREGAR", and "TROCAR". The HUD should match the supplied screenshot: white bold top text with shadow, blue/cyan outlined controls, Portuguese labels, and a clean mobile-friendly layout. Do not add unrelated mechanics such as money purchases, bombs, armor, additional enemy types, or extra score systems; the visible $800 is just a stat display.