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Blockbound

  • 3d
  • platformer
  • obstacle-course
  • collectathon
  • arcade
  • low-poly
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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. Kameron Raglon built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Blockbound yet. Play it, then tell Kameron Raglon what you would add next.

Make your own game

Blockbound was built by Kameron Raglon 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 Blockbound 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 Blockbound

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 browser-based 3D third-person obstacle-course platformer titled “Blockbound,” using a bright, simple low-poly/block geometry style. Render a sky-blue background with light fog, soft shadows, hemisphere ambient light, and a strong directional sun. Keep the camera in a perspective third-person follow view behind and slightly above a blocky player avatar, with the avatar centered as the course extends forward into the distance.

The player is a toy-like block character made from separate cuboids: a blue rectangular torso, a peach/tan cube-like head, and a bright yellow flat hat. Start the player at position approximately (0, 0.3, 5) on a large blue starting pad. Allow movement with WASD and arrow keys and jumping with Space; use responsive third-person movement, jump velocity around 10, gravity around -25, and movement speed around 8. The player should be able to traverse the elevated platforms, with normal solid platform collision and falling behavior.

Build the level as a straight, zig-zagging ascending course along the negative Z direction. Include a large green ground island near the start and a green finish island at the far end. Place a blue start pad at (0, 0, 5), sized about 8 x 0.6 x 8. Create five elevated solid platforms, each about one unit thick, in this exact progression: orange platform at (0, 2.0, -2), size 5 x 1 x 5; pink platform at (7, 3.8, -10), size 5 x 1 x 5; blue platform at (-5, 5.4, -17), size 5 x 1 x 5; orange platform at (5, 7.2, -25), size 4 x 1 x 4; and pink platform at (-2, 9.0, -32), size 5 x 1 x 5. The player must jump between these platforms while gaining height and moving forward.

Add visual hazards and decoration without inventing complex enemy behavior: red-orange glowing lava-strip blocks appear in alternating side positions along the route, around x=-10 or x=10, beginning near z=-2 and repeating every 5 units for seven strips. Add ten decorative vertical block pillars around the starting area, in orange and pink alternating colors, positioned in two rows using x values from -15 to 15 and z values around 11 and 3; these are scenery/obstacles rather than animated enemies. Use block materials with saturated grass green, royal blue, hot pink, orange, bright yellow, dark navy, and red-orange lava colors.

Put five collectible glowing gold ring coins above the five elevated platforms, matching their platform positions: approximately (0, 3, -2), (7, 4.8, -10), (-5, 6.4, -17), (5, 8.2, -25), and (-2, 10, -32). Make each coin a small gold torus/ring with emissive yellow-orange glow, spinning continuously and bobbing subtly. When the player comes within about 1.3 units of a coin, hide it, increment the collected count, and show a temporary “Coin collected!” message. Coins reset when Restart is pressed.

At the end, create a prominent gold portal on the finish island at approximately (0, 5, -37): two tall gold vertical rectangular posts, each about 0.8 x 6 x 0.8, separated horizontally, with a gold top beam about 6 x 0.8 x 0.8. Add a glowing gold torus/ring inside or just in front of the frame that rotates continuously. The win condition is reaching past z=-35 while above y=1; then mark the course complete and show “Course complete! Press Restart to run again.” Do not require all coins to be collected for winning, but keep the coin objective visible as a 0/5 counter.

If the player falls below y=-3, show “Try again!” and reset the player to the start position without needing to reset the already collected coins. Provide a Restart button that resets the player, all five coins, the coin counter, and the win state, and briefly displays “Run the course!” at startup and after restart.

Overlay a fixed HUD on top of the canvas: top-left bold white title “BLOCKBOUND” with a dark text shadow; below it the instruction “WASD / arrows to move · Space to jump · reach the gold portal” in smaller semi-transparent white text; top-right a rounded dark navy status pill reading “Coins: 0 / 5” with the number updating as coins are collected; bottom-center temporary rounded dark message banners for gameplay feedback; and a bottom-right yellow rounded “Restart” button with a darker pressed/shadow edge. Make the overall presentation colorful, clean, chunky, and arcade-like, with no textures or detailed character features beyond the block forms.

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