Appearance
Arcade › Blockbound
Click the game above and it runs right here in your browser. No download, no installer, no account needed. yasser adghar built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Blockbound yet. Play it, then tell yasser adghar what you would add next.
Blockbound was built by yasser adghar 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.
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 first-person voxel sandbox game titled “Blockbound.” Use a Three.js-style 3D perspective camera with a blue sky background and matching blue fog, simple Lambert-lit block geometry, shadows, and a clean low-poly/Minecraft-like presentation. The player is an invisible first-person avatar/camera starting above a small procedurally shaped block island at approximately (0, 2.8, 5). Show a white plus-shaped crosshair at the exact center of the screen. Build the world from individual 1x1x1 cubes in a roughly 25 by 25 area, with x and z coordinates from -12 through 12. Generate gently uneven terrain using a small sine/cosine height variation: each column should have a few blocks, with the top layer grass green, lower layers dirt brown, and the bottom layer stone gray. Add a sparse grid of stylized trees: brown wood trunks rising above the terrain and compact blocky leaf canopies made from green cubes. Also scatter a number of isolated gray stone cubes around the terrain. Keep the visual style simple and colorful, with directional sunlight from above, soft hemisphere lighting, block shadows, and atmospheric fog that makes distant blocks fade into the sky. Implement the core sandbox mechanics. The player can move in first person using WASD or arrow keys, jump with Space, and collide with the voxel blocks; use gravity and a normal jump. Aim at blocks with the centered crosshair. A left mouse click mines/removes the targeted block if it is within 7 units. Do not drop items for leaf blocks; for other recognized block types, spawn a small floating cube item near the removed block. Dropped items should slowly rotate and bob up and down, and automatically be collected when the player comes within about 1.6 units. Mining and collecting update the inventory. A right mouse click places the currently selected block on the face being aimed at, provided the target is within 7 units and the selected material is available. Place the new cube on the adjacent face-aligned grid position. Grass is unlimited; dirt, stone, wood, and sand begin at zero and increase only when their dropped cubes are collected. Prevent placement when a finite material count is zero. Support selecting materials by clicking/tapping hotbar slots or pressing number keys 1 through 5: grass, dirt, stone, wood, sand. Create an overlay HUD matching the screenshot: “BLOCKBOUND” in large bold white text with a dark shadow at the upper left; a rounded translucent dark label at the upper right reading “Selected: grass” and updating with the current material; a centered white crosshair; and a bottom-center rounded translucent hotbar with five compact slots. The slots should visibly use simple material icons/colors (green grass, brown dirt, gray stone, wood, yellow sand), show counts, highlight the active slot, and display infinity for grass. At the lower left, show a rounded translucent dark help panel with exactly these controls or equivalent wording: “WASD / arrows move · Space jumps · Click mines · Right-click places · 1-5 selects items” and “On phone: use the joystick and drag-look.” Make the game responsive and playable on touch devices: provide a virtual movement joystick and drag-look behavior through the mobile controls, while allowing the hotbar to be tapped without triggering world actions. Preserve the uncluttered full-screen composition: the world fills the viewport, HUD elements overlay it, and the sky remains the dominant background when looking across the terrain. Track basic internal state such as player position, block count, selected material, inventory, number mined, number placed, and active dropped items, but do not add enemies, combat, quests, timers, or other features not described here.