Appearance
Arcade › Stack Up!
Click the game above and it runs right here in your browser. No download, no installer, no account needed. benny626 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Stack Up! yet. Play it, then tell benny626 what you would add next.
Stack Up! was built by benny626 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 Stack Up! 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.
Recreate a minimalist 3D arcade stacking game titled “Stack Up!” using an orthographic-feeling perspective view rendered in Three.js. The scene is a dark navy/purple space with fog, a large dark blue-purple ground plane, and a subtle square grid beneath the tower. Use a fixed elevated three-quarter camera looking toward the origin: initially around (6, 5.5, 6), with a 40-degree perspective lens, then smoothly raise and pull back as the tower grows so the stack remains framed. Add soft colored hemisphere lighting, a warm directional key light with shadows, and a cool fill light. Blocks are vivid glossy/semimatte solid colors with very subtle dark edge outlines; cycle through red, orange, yellow, green, blue, purple, pink, and teal. Each block is a rectangular cuboid, initially 2 x 2 units and 0.5 units tall, sitting on a same-size red base block. The ground is at the base of the tower and receives shadows. Core gameplay: the player repeatedly times a moving block and drops it onto the top of the stack. A new block appears above the current top, initially about 3 units above it, and continuously slides back and forth along one horizontal axis. Alternate movement axes between x and z for each level. The block bounces/reverses at the ends of a horizontal range of roughly 4 units (minimum range 2 as the tower grows), and its movement speed starts at 1.6 and gradually increases by 0.04 per placed level up to 7. The block has a very slight vertical sinusoidal hover motion while moving. Press Space or Enter, or tap/click anywhere on the game canvas, to release it; while dropping it falls quickly at about 14 units per second. When the falling block reaches the top, calculate its overlap with the block below along its current movement axis. If there is no overlap, immediately end the game. If there is overlap, keep only the overlapping portion, center that portion over the overlap, and create a new stacked cuboid at the next 0.5-unit level. Any overhanging pieces are separated into one or two smaller colored debris cuboids that fly outward, rotate, fall under gravity, fade, and disappear after roughly 1.5–2 seconds. The stackable block’s width/depth shrinks to the overlap size on an imperfect placement, but never below 0.35 units; on a near-perfect placement, defined as at least 92% overlap, preserve the full moving block size and align it exactly with the block below. New placed blocks briefly pop in, appearing at about 1.4 scale and easing down to normal size. Scoring: every successful placement gives 1 point. A perfect placement gives an increasing bonus of 1 plus twice the current perfect combo count, increments the perfect combo, and shows a gold “PERFECT!” message; for combos above one, show “PERFECT! xN”. An imperfect placement resets the perfect combo. Perfect placements emit a burst of roughly 60–90 glowing particles that shoot upward/outward from the new block, arc under gravity, shrink/fade, and disappear. Include simple synthesized feedback sounds: a low drop tone, a short stack tone, a two-note higher perfect tone, and descending game-over tones, triggered after the player interacts so browser audio is allowed. HUD is a separate full-screen overlay. In the upper-right, show the current score as a large bold white number and below it a smaller translucent label like “BEST 0”, storing the best score in localStorage under stackUpBest and updating it whenever the score exceeds it. During the short perfect feedback, show centered gold glowing text near the upper-middle of the screen. On a miss, stop gameplay and overlay the screen with a semi-transparent black veil. Center a red bold “GAME OVER”, then white “Score: N”, a translucent “Best: N”, and a rounded blue button labeled “TAP TO RESTART”. The button fades in. Clicking/tapping that button, or pressing Space/Enter while game over, clears the tower/debris/effects and starts a fresh run with score zero while preserving the stored best score. Keep the entire experience screen-filling, hide scrollbars, support responsive resizing and touch input, and use crisp anti-aliased 3D graphics with soft shadows against the dark grid background.