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Minecrafter

  • 3d
  • voxel
  • survival
  • mining
  • crafting
  • exploration
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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. Arsenii built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Minecrafter yet. Play it, then tell Arsenii what you would add next.

Make your own game

Minecrafter was built by Arsenii 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 Minecrafter 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 Minecrafter

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 low-poly voxel survival/mining game titled “Minecrafter,” using a third-person camera that follows a small blue capsule-shaped player character. Render a block world with Three.js-style simple cube geometry, flat Lambert lighting, shadows, atmospheric blue fog, and a pale blue sky. The player starts at approximately (0,5,2) beside a winding river. Generate a finite block terrain from a 3x3 set of chunks: rolling meadow terrain with grass tops and dirt/stone layers, a river corridor made primarily of sand with transparent-looking pale aqua water blocks, a forest region to the north with simple wood trunks and cube leaf clusters, a sandy desert region to the south, and a stone-heavy mountainous region to the east. Include occasional underground coal and copper blocks, gravel, and shallow carved cave openings. Use a muted, colorful voxel palette: green grass/leaves, brown dirt/wood, gray stone, tan sand, aqua water/glass, red brick, dark coal, orange copper, pale iron, gold, purple portal-like blocks, and other simple solid cube materials. Add a small southern village around z=-30 consisting of several low square brick-and-wood structures with sand roofs and glass windows, plus a conspicuous vertical red TNT tower capped with a brick top; beneath and beyond it, build a sealed stone tunnel and a gold-lined vault area. Populate the world with three simple blocky creatures: a green Mossback near the starting area, a tan Dune Hopper near the southern village, and a purple hostile Cave Glint near the caves. Creatures wander; the hostile creature slowly damages the player when within close range. The player can move with WASD, look with the mouse, sprint with Shift, jump with Space, mine/attack with left click, and place/use with right click. Aim interactions through a white center-screen plus crosshair: raycast the block under the crosshair, remove it when mining, and add the mined material to inventory and the hotbar. Right-click places the selected item on the face adjacent to the targeted block; map Planks to wood when placing. Mining TNT gives TNT and displays a message that the tower goes quiet. Include a hotbar with eight numbered slots (1–8), selectable with the number keys; show the selected slot with a gold border and display the selected item name/count, initially with all slots empty. Include an E-key inventory/crafting modal showing collected items and buttons to craft four Planks from one wood, or a Stone Pick from three stone and two wood. Include Escape pause overlay with local Save world, Load world, and Controls buttons. Save/load the state and player location through localStorage. Include a controls/help modal explaining movement, mouse look, mining/attacking, placement/use, hotbar, inventory, pause, and the southern tower objective. Implement survival state with Health 10/10, Hunger 10/10, and XP starting at 0: hunger slowly drains over time, health drains when hunger reaches zero, hostile contact drains health, and health at zero respawns the player at the river start with full health and hunger (unless a Hardcore mode is selected, in which case pause with a game-over message). Track Day 1 and a continuously cycling time of day with Morning, Afternoon, Evening, and Night labels; vary sunlight and ambient lighting through the cycle, with darker storm-like lighting at night. Show the HUD as dark translucent rounded cards at the upper left: red HEALTH bar, yellow HUNGER bar, green XP bar, numeric values, and a second card showing “Day 1 · Morning,” the current biome, and “Selected: Empty hands.” Show temporary centered messages and bottom-center toast notifications such as “Mined stone,” “Placed wood,” crafting notices, respawn notices, and story messages. Include item collection, XP gain when items are obtained, nearby dropped items auto-collecting, and a simple inventory grid. Reproduce the authored secret interaction as implemented: if the player somehow has Flint selected and right-clicks the TNT tower, consume Flint, remove the tower core and the sealed tunnel blocks, place a chest in the revealed tunnel, award a Mystery Map, and show the message “A controlled blast tears open a hidden tunnel. Something was built beneath the village.” If the player has a Secret Key and has found the map, right-clicking near the vault opens/removes the gold vault blocks and displays “The Secret Key opens the vault. The old machines still hum.” Keep the visual presentation faithful to the screenshot: broad flat-shaded cube terrain, blue river in the foreground, distant block structures, strong soft shadows, sparse uncluttered geometry, and a large dark translucent HUD with the crosshair and eight-slot hotbar clearly visible.

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