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Arcade › Island Blocks
Click the game above and it runs right here in your browser. No download, no installer, no account needed. njdewitt13 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Island Blocks yet. Play it, then tell njdewitt13 what you would add next.
Island Blocks was built by njdewitt13 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 Island 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.
Create a browser-based first-person 3D voxel sandbox game titled “Island Blocks.” Use Three.js with a perspective camera and a bright light-blue sky background with matching distance fog. The player should spawn above a compact, roughly circular floating island and look down toward its blocky terrain in first person. Use a clean low-poly/voxel aesthetic with asset-pack-style models rather than plain cubes: grass-topped blocks, brown dirt-tinted rock blocks, gray stone/cliff blocks, wooden blocks, and decorative tree models. Light the scene with soft hemisphere lighting plus a strong directional sun and visible shadows. Build the island procedurally as a small voxel map: iterate a roughly 17-by-17 area centered at the origin, retaining cells within about radius 6.8. Give the island uneven stepped height based on distance from center and subtle deterministic sine/cosine noise. Fill each column from y=-1 to its top: stone beneath, dirt near the surface, and grass on the top layer. Place five decorative trees at fixed positions around the island (approximately [-4,-1], [-2,3], [2,-4], [4,1], and [1,4]); each tree sits on the top solid block and is represented for gameplay by one logical mineable tree voxel. Surround the island with a ring of individual translucent, gently bobbing hexagonal water tiles at about radius 7.4 to 12.2, positioned below the island around y=-0.55. The water is decorative and cannot be mined or collided with. Implement actual voxel gameplay driven by a logical map. The player is a capsule-like axis-aligned collision volume with approximately 0.28 horizontal radius and 1.72 height, gravity, jumping, grounded detection, and collision against solid blocks; tree voxels are mineable but do not obstruct movement. Spawn around (0, 5.2, 4.5), with a first-person eye height around 1.58. Support WASD and arrow keys for movement relative to the camera, Space for jump, and Shift for faster movement. Allow falling off the island and respawn the player above the island if they fall below the world. Aim using a centered white “+” crosshair and a voxel raycast extending about six units from the camera. When the ray hits a block, display a thin bright yellow outline around the targeted one-block cell. Left-click mines the targeted mineable block and increments a mined counter; mining a tree removes its tree model and automatically selects Wood. Right-click places the currently selected block against the face being aimed at, using the face normal from the raycast. Do not place into an occupied cell or inside the player. The placeable hotbar types, in order, are Grass, Dirt, Stone, and Wood; placement increments a placed counter. There is no inventory depletion and no combat, enemies, health, timer, or explicit win condition: the objective is to explore and freely mine/build the island. The initial HTML HUD should be a readable overlay over the 3D view. At top-left show “Island Blocks” in bold and the help text: “Click to lock mouse · WASD move · Space jump · Left-click mine · Right-click place · 1-4 select”. At top-right provide a yellow “Reset island” button. At the bottom center show a pill-shaped status label such as “Grass selected · mined 0 · placed 0,” updating with the selected material and counters; before assets load it should show an asset-loading message. Below that, show a centered dark translucent hotbar with four clickable square slots, each containing a colored swatch, its number (1–4), and material label. Highlight the selected slot with a pale yellow border/glow. Clicking the canvas should request pointer lock; while locked, mouse movement rotates yaw and pitch with pitch clamped to avoid flipping. Escape/pointer unlock should return the instruction status. Prevent the browser context menu so right-click is dedicated to placement. Support the R key and the Reset island button to regenerate the original island and reset mined/placed counters and player position. Keep the interface responsive, with the hotbar and controls usable on smaller screens.