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Garden Blocks

  • 3d
  • farming
  • sandbox
  • voxel
  • casual
0
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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. Rebekah Guarino built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Garden Blocks yet. Play it, then tell Rebekah Guarino what you would add next.

Make your own game

Garden Blocks was built by Rebekah Guarino 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 Garden 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.

Read the build brief for Garden Blocks

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 playable browser-based 3D block-style farming sandbox titled “Garden Blocks,” using a bright, clean low-poly/voxel-like visual style. Show a large grassy green world under a bright blue sky with light fog, shadows, and a third-person elevated perspective camera following a simple block character: a blue rectangular body with a small tan cubical head. The player starts near the south side of a large square brown farm area and can walk around a bounded open grassy space.

At the center of the farm, build a 9×9 grid of 81 individual raised brown dirt plots, visibly separated by narrow gaps, on top of a larger dark-brown square soil platform. Each plot should support planting and harvesting. Empty plots are brown; growing plots become a lighter reddish brown; hovered plots highlight tan. Crops are simple chunky 3D plants made from a green rectangular stem and colored cube-like fruits. Crops visibly progress through three growth stages, increasing in stem/fruit size and fruit count as they mature. Growth is time-based and varies by crop.

Place two chunky shop buildings on the grass, one to the west/northwest of the farm and one to the east/northeast. Each is a simple cream rectangular building with a colored flat roof and a floating sign: blue roof/sign labeled “Seed Shop,” and yellow roof/sign labeled “Sell Shop.” The player must walk within interaction range (about 6 world units) to use a shop. Near the Seed Shop, open a prominent translucent dark shop panel showing seed cards grouped by rarity: Common, Uncommon, Rare, Ultra, and Legendary. Cards show seed name, rarity, the player’s seed count, shop stock, purchase price, and a restock countdown/full status. Use rarity colors: pale gray-green Common, green Uncommon, blue Rare, purple Ultra, and gold Legendary. Sold-out cards are dimmed. The shop panel should disappear when the player leaves.

Implement the complete farming loop. Start the player with 25 coins and 3 Carrot seeds, with zero of every other seed and zero harvested crops. The eight seed varieties and exact values are: Carrot (Common, buy 3, sell 6, grow 10 seconds, orange), Strawberry (Common, buy 6, sell 12, grow 16 seconds, red), Tomato (Uncommon, buy 8, sell 15, grow 18 seconds, dark red), Pumpkin (Uncommon, buy 10, sell 20, grow 24 seconds, orange), Corn (Rare, buy 12, sell 24, grow 22 seconds, yellow), Blueberry (Rare, buy 15, sell 30, grow 28 seconds, blue), Dragonfruit (Ultra, buy 24, sell 50, grow 36 seconds, pink), and Golden Apple (Legendary, buy 40, sell 90, grow 48 seconds, gold). Shop starting stock by rarity is Common 4 per seed, Uncommon 2 per seed, Rare 1 per seed, Ultra 0, Legendary 0. Maximum stock is Common 6, Uncommon 4, Rare 2, Ultra 1, Legendary 1. Restock each individual seed over time at Common 12 seconds, Uncommon 18 seconds, Rare 38 seconds, Ultra 75 seconds, and Legendary 120 seconds; rare and higher tiers therefore restock much more slowly.

Allow the player to select a seed anywhere using number keys 1–8 or a visible “Planting Seeds” selector panel with eight selectable cards. The selected card is highlighted yellow and displays the owned quantity; cards with zero seeds are faded. Clicking an empty plot plants one seed of the selected type and starts its growth timer. Clicking a mature crop harvests one unit into harvest inventory; clicking an immature crop should report that it is still growing. Do not allow planting when the selected seed count is zero. After harvesting, the plot returns to empty.

Add a clear HUD overlay. At top left show “Coins: 25” initially, “Selected: Carrot (3)” initially, and a harvest summary listing abbreviated counts for all eight crops. Show contextual translucent dark messages such as “Walk up to the Seed Shop to open the seed list,” “Click to plant Carrot,” “Click to harvest this crop,” and shop interaction instructions. At the bottom show controls help: “WASD/Arrows move • Drag to rotate camera • 1-8 choose seed • Click planting seeds to switch • Click/tap plots • E interact.” Include a small centered white crosshair.

Controls: WASD or arrow keys move, with movement relative to camera yaw; clamp the player to a roughly −30 to +30 world boundary. Drag the mouse to rotate the elevated camera, clamping pitch between roughly −1.1 and −0.2 radians. Press R or a visible mobile “Cam” button to reset camera orientation. Press E or a visible mobile E button to buy one of the currently selected seed while near the Seed Shop, or sell all harvested crops while near the Sell Shop. Clicking a seed-shop card buys one seed directly when close enough; when not at the shop, clicking/number-selecting a seed merely selects it. Pressing E at the Sell Shop converts all harvested crops to coins using their sell prices, or reports that there is nothing to sell.

Support touch screens with a circular virtual joystick at bottom left and large E/Cam buttons at bottom right; joystick movement should control the player. Keep the game as an endless sandbox with no win or fail state. Use responsive translucent rounded panels and buttons, maintaining the bright green grass, blue sky, dark brown farm, cream shop buildings, colorful crops, and readable white HUD typography shown in the reference.

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