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Blocklands

  • 3d
  • endless-runner
  • arcade
  • railway
  • mobile
  • action
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. hunter.hackettw7 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Blocklands yet. Play it, then tell hunter.hackettw7 what you would add next.

Make your own game

Blocklands was built by hunter.hackettw7 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 Blocklands 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 Blocklands

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 polished 3D endless runner titled “Rail Rush.” Use a dark navy nighttime environment with fog, soft cinematic lighting, and a third-person perspective camera positioned behind and above the runner, looking down a long railway track. The scene should have a wide dark track bed, three fixed lanes, paired metallic rails on each lane, repeated brown wooden sleepers, and dark blue side walls/fog fading into the distance. Use simple stylized low-poly/clean game-asset visuals with shadows, glossy metal rails, and warm highlights.

The player is a blocky humanoid runner centered initially in the middle lane, automatically running forward while the world and hazards move toward the camera. Load or use a comparable blocky character with idle, running, and jumping animations; face the character toward the vanishing point. The three lane centers are approximately left, center, and right, with lateral movement snapping smoothly between adjacent lanes. Keyboard controls: A or Left Arrow moves one lane left, D or Right Arrow moves one lane right, and Space or Up Arrow jumps. Mobile controls: support horizontal swipe for lane changes and upward swipe for jumping, plus three large bottom buttons for left, jump, and right.

During a run, gradually increase forward speed from about 15 to a maximum of 28. Increase distance continuously and award score continuously based on running distance/speed. Spawn hazards ahead at varying intervals: mostly trains and sometimes construction barriers, in random lanes; occasionally place an additional barrier in another lane. Trains are large carriage-like obstacles occupying a lane, and barriers are orange construction barricades. Hazards move toward the player along the track. The player can avoid them by changing lanes or jumping. Collision ends the run when the player is close horizontally and longitudinally to a hazard and is not sufficiently airborne; show a game-over state and stop movement.

Spawn bright glowing gold torus-shaped coins ahead in random lanes at varied heights around roughly waist-to-head level. Coins move toward the player, rotate, and disappear when collected. Collecting one increments the coin counter and adds 50 bonus points. Missed objects leave the scene after passing the player. Jumping uses an upward impulse with gravity, and the running animation resumes on landing.

Add a fixed HUD overlay. At the top, show three translucent dark-blue rounded statistic cards labeled DISTANCE, COINS, and SCORE, each with a large white numeric value; start all at zero. In the center before play, show a large yellow “RAIL RUSH” title, the subtitle “Dodge the trains. Grab the coins. Keep running.”, and a coral-red pill-shaped “START RUN” button with a subtle glow. At the bottom center show the hint “SWIPE OR USE A / D • SPACE TO JUMP” and three dark translucent rounded square controls containing left chevron, up arrow, and right chevron. The start button begins or resets a run and hides the title/message. On collision, show “RUN OVER” with a subtitle formatted like “Distance [number]m • [number] coins” and a coral “RUN AGAIN” button; restarting clears hazards, coins, and all counters. Keep the HUD readable over the dark scene, use modern sans-serif typography, rounded panels, and a responsive full-screen layout.

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