Arcade › Sand Block Bay
Click the game above and it runs right here in your browser. No download, no installer, no account needed. micahwb27 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Sand Block Bay yet. Play it, then tell micahwb27 what you would add next.
Sand Block Bay was built by micahwb27 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 Sand Block Bay 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 playable 3D toy builder titled “Sand Block Bay.” Render a bright, stylized, chunky low-detail beach scene from a fixed elevated three-quarter perspective: a 9x9 square sand island/building platform floating above a large bright blue circular water body, with a pale sandy top and thicker boxy sandy sides. Add a few blocky palm trees around the island edges, with brown rectangular trunks and simple green rectangular leaves, plus several soft white puffy clouds drifting through a sky-blue background. Use soft shadows, colorful toy-like materials, and a perspective camera that gently tracks toward the currently selected grid cell while keeping the island visible. The central gameplay is a non-timed, enemy-free creative building toy. Place an invisible 9x9 construction grid over the island; each grid column starts empty and can hold 0–8 chunky square blocks. The player controls a glowing cyan translucent square cursor with a bright white outline. The cursor sits on the top of the selected column and rises as that column gets taller. Start the cursor in the center of the grid. Moving beyond the grid edges should clamp it to the edge. When building is active, pressing Space or the on-screen Build button adds one chunky cube-height to the selected column, up to a maximum height of 8. The column should be rendered as one vertically stacked rectangular block column with a slightly inset footprint, casting and receiving shadows. Press X or Backspace, or use the Dig button, to remove one block from the selected column if it is nonempty. Show a small burst of square particles when placing or digging. Track and display the total number of blocks currently placed across all columns and the highest column height. Clearing removes every block and returns all columns to height zero, resets their material to sand, updates the cursor and statistics, and is available through R or the on-screen Clear button. Support four selectable block materials in this exact cycle/order: Sand (warm pale yellow), Wet (brown/tan), Stone (light gray-blue), and Shell (pale pink). Press C or Tab, use Swap, or click a material swatch to select a material. New blocks placed on a column use the selected material; the current material name appears in the HUD and a four-swatch palette indicates the active choice. Keep the block count, highest height, and selected material visible at the top-left in a dark translucent rounded HUD panel. Before building starts, show a large centered dark translucent rounded modal overlay titled “Sand Block Bay,” with the subtitle “A blocky sand castle maker. Build towers, walls, steps, and moats on a tiny beach island floating over bright blue water.” Include prominent “Start building” and “Clear island” buttons. Starting can be done with the start button or Enter/Space; hide the modal once active. Also show a compact instruction panel explaining: “Build a blocky sand castle. Move the cursor, place blocks, dig moats, and swap materials. Desktop: WASD/arrows move, Space builds, X digs, C changes block.” Provide desktop keyboard controls: WASD or arrow keys move the cursor one cell, Space builds, X or Backspace digs, C or Tab cycles materials, and R clears the island. Provide mobile/touch controls visibly over the lower screen: a four-direction D-pad for up/left/right/down, plus large rounded Build, Dig, Swap, and Clear buttons. Make the interface use dark navy translucent panels, white text, and bright mint/cyan gradient action buttons, matching the friendly beach-builder presentation. The scene should continuously animate subtly: water gently bobs/rotates, clouds drift horizontally and recycle, and the cursor pulses in opacity. There is no score, timer, combat, inventory, or win condition; the goal is simply to freely construct towers, walls, stairs, moats, and other sand sculptures on the grid.