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Arcade › Stack Up!

Stack Up!

  • 3d
  • arcade
  • stacking
  • casual
  • physics
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. benny626 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Stack Up! yet. Play it, then tell benny626 what you would add next.

Make your own game

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.

Read the build brief for Stack Up!

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!” in Three.js/WebGL. Use a full-screen, touch-friendly canvas with no DOM HUD panels. The scene should have a dark navy/purple background (#0f0f23), a large dark purple ground plane with a subtle square grid, soft shadows, and a stylized perspective camera looking down at a small tower platform from an oblique angle (initial camera around position 6,7,12 looking toward the tower). Light the scene with cool hemisphere/fill lighting plus a warm directional key light, with ambient occlusion-like contact shadows and glossy colorful blocks.

Gameplay: the player stacks rectangular blocks by tapping/clicking anywhere or pressing Space/Enter. On the start screen show the score as 0 and a centered floating “TAP TO START” prompt; the first input starts the game and creates the moving block. A square dark blue-gray base platform is fixed at the origin, dimensions 2.6 x 0.3 x 2.6, with a slightly glowing blue rim just above it. Each block is a rectangular cuboid, initially 2.6 wide, 2.6 deep, and 0.25 high. A block swings horizontally along the X axis above the current tower, while remaining centered on Z=0; it moves back and forth between x=-4 and x=4, reversing at the limits. Start swing speed is 1.8 and increase it gradually with score, capped at 5. The player taps to drop the currently swinging block.

Resolve placement by calculating only horizontal X overlap with the previous top block (the depth is constant and visually aligned). If there is no overlap, spawn the entire attempted block as a falling piece, end the game immediately, and show “GAME OVER” and “TAP TO RESTART.” If there is overlap, place a new block whose width is exactly the overlap width, centered over the overlap, at the next tower height. Any left and/or right overhanging cut-off sections should separate into smaller cuboids, fall away under gravity, rotate randomly, drift slightly, fade out, and be removed. The placed block is a solid glossy cuboid with a random repeating bright palette including coral/red, pink, orange, yellow, green, blue, indigo, lavender, cyan, lime, and purple. Increment score by one for every successful placement, update a persistent best score stored locally, and make the next moving block use the current resulting width (never below 0.25). A placement with more than 92% overlap counts as “PERFECT”: play a short ascending three-note chime, show a gold “PERFECT!” floating label above the tower that rises and fades over about 0.8 seconds, and preserve the prior top width rather than shrinking it. Normal drops use a short two-tone sound; game over uses a descending rough tone sequence. Initialize audio on user interaction.

The moving block and tower should cast and receive shadows. When overlap is poor (under 40%), briefly shake the camera. As the tower grows, smoothly follow it by raising the camera target and adjusting camera distance, while retaining the oblique view. Keep the tower centered in the composition and let the UI float in front of the camera near the upper portion of the tower. Render score UI as a transparent canvas texture on a camera-facing sprite, not HTML: show a very large bold white score with dark outline/shadow near the top center; if a best score exists, show “BEST N” beneath it in gold. On the start screen show “TAP TO START.” During play only the score/best are shown. On game over add a large red/pink outlined “GAME OVER” and smaller gray “TAP TO RESTART.”

On game-over input, clear all tower blocks and falling pieces, reset score and dimensions to the original base size and speed, restore the initial camera, and begin a fresh round. Preserve the best score across rounds and browser reloads. Use a clean low-poly/modern neon arcade art style: dark grid floor, bright saturated blocks, blue-purple platform glow, high contrast white/gold/red canvas typography, perspective shadows, and no extra enemies, powerups, lives, timer, or menus.

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