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Steal a Lucky Block

  • 3d
  • sandbox
  • arcade
  • stealing
  • multiplayer-style
  • low-poly
  • third-person
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. nathan inwoba built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Steal a Lucky Block yet. Play it, then tell nathan inwoba what you would add next.

Make your own game

Steal a Lucky Block was built by nathan inwoba 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 Steal a Lucky Block 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 Steal a Lucky Block

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 3D third-person browser sandbox game titled “Steal a Lucky Block.” Begin with a full-screen intro overlay over the game world: dark navy/black translucent panel with a colorful tilted square CG logo, yellow “POWERED BY,” large white “Cinevva Games Studio,” the subtitle “A sandbox chase about stealing back fortune.” and a prominent yellow/orange “Start Steal a Lucky Block” button. Behind it is a low-poly outdoor arena visible from an elevated follow-camera: a large square green grass field enclosed by gold perimeter rails, with a long red carpet lane down the center, scattered low-poly conifer trees around the edge, and colorful bases at the perimeter.

After starting, show a third-person player-controlled fantasy warrior in the arena. Use a Quaternius-style low-poly RPG Warrior character for the player and Rogue-style low-poly characters for NPCs. The camera follows from behind and above the player, looking across the arena. The player starts at a blue square base near the lower-left side, labeled “YOUR BASE”; the base has a blue storage pad, dark rails, a central hexagonal watch tower, blue flag, and a small upgrade-shop kiosk. Eight named rogue NPCs start around the map and autonomously move toward lucky blocks: Rizzler Rex (red), Sigma Sue (orange), Mango Max (purple), Skibby Kai (pink), Goblin Gio (green), Lucky Lex (cyan), Nova Nia (yellow), and Brainrot Ben (lime). Each NPC has a colored backpack/accessory and one of a coin hat, crown, orb hat, or horns, plus a floating colored name/cash/level tag. Each NPC owns a matching colored base with a storage pad, black rails, tower, flag, sign, upgrade kiosk, and lock-shield system.

Core gameplay is a contest over floating/rotating question-mark cubes. Common lucky blocks are yellow/gold cubes with black question marks and are spawned along the red carpet and central arena; they bob slightly and rotate. Rare blocks are purple glowing cubes with white question marks, have a 1% chance on each rare spawn check, and announce a special randomized name such as Galaxy Crown Block, Dragon Wish Block, Emerald Thunder Block, Moonlight Jackpot Block, or Cinevva Star Block. Secret/admin banned blocks are larger black cubes with red emissive coloring and red question marks, worth an enormous amount. NPC rogues path toward available blocks, pick them up, visibly carry them, and run them back to their own base. They gain cash when collecting/banking, their named money tag updates, and they can automatically buy sequential upgrades from their base kiosk: Speed Shoes, Magnet Hands, Vault Sense, and Gold Runner. Upgrades increase speed and/or steal range and add small gold upgrade badges above the NPC.

NPCs may steal free blocks, raid unsecured stored blocks from other NPC bases, and carry them home. The player can chase a thief and press Space or the on-screen STEAL button near a carrying NPC to take the carried block back. The player can also approach a free block or an unsecured block stored at an NPC base and press Space/STEAL to pick it up. A carried block follows above/in front of the player; bring it inside the blue player base to secure it. Securing awards the block’s value, stores it at a random position on the blue pad, increments the player’s secured block count, announces the result, and briefly locks the player base. Common blocks are worth 10, rare blocks 100, and banned blocks 999,999,999 when banked. NPCs similarly bank blocks and automatically lock their own bases for a timed period. Locked bases display glowing translucent cyan shield walls and a top ring; locked bases prevent rivals from entering or stealing stored blocks.

The player can move with WASD or arrow keys, sprint with Shift, and use Space to steal/pick up. Include mobile support with a virtual joystick at bottom-left and STEAL and SLAP buttons at bottom-right. Add a slap mechanic: F or SLAP knocks the nearest NPC backward, causes a carrying NPC to drop its block, and awards a small bonus. The player begins with a Starter Slap and can use the nearby physical red-carpet “SLAP SHOP” kiosk or the HUD ITEM SHOP button to buy/equip slaps with cash. Include Basic Slap and Gold Slap plus rare Diamond Slap, Galaxy Slap, Inferno Slap, Void Slap, and Rainbow Slap, with progressively stronger knockback/range and the listed high prices, including Rainbow Slap for $99M. Show a giant wooden slap display at the physical shop.

Use a dark translucent HUD styled like the screenshot. At the top-left show a yellow “Steal a Lucky Block” title box, then compact stat boxes labeled SCORE, BLOCKS, and NPC STEALS; score is shown as money, blocks is the secured/player-held count, and NPC STEALS counts NPC thefts with a pink/red number. Provide mobile/action buttons for ITEM SHOP, LOCK BASE, BUILD TOOL, ADMIN, STEAL, and SLAP. Show temporary colored announcement messages for pickups, thefts, rare spawns, banking, events, and warnings. At the bottom show instructional text equivalent to “Keep lucky blocks on your base. NPCs grab them — chase and press Space near them to steal back,” plus the keyboard controls.

Include the owner-only admin interface opened by the ADMIN button or `/` key. It is an on-screen command bar with Enter to execute and Escape to close, plus quick controls for Ban Hammer, Ban Nearest, Ban All NPCs, Unban All, Fly On, Secret Block, Money ???, Freeze NPCs, Server Event, and Lucky Rain. Support commands/behaviors for announcements, spawning common/rare/secret banned blocks, setting cash to an amount or displaying UNKNOWN/SECRET, slowing/freezing NPCs or the player, locking/unlocking bases, toggling admin fly (WASD with E rise and Q descend; mobile fly up/down/land commands), banning/disappearing nearest/all NPCs with a red-rune ban hammer, and restoring NPCs with unban all. Admin-spawned rare and banned cubes should announce themselves.

Include timed or admin-triggered server events: Lucky Rain spawns several blocks, Cash Storm gives cash, NPC Rush makes NPCs more aggressive/fast, Base Lockdown locks all bases, Banned Block Surge spawns black/red blocks, Sigma Event creates a giant clone of the player in front of the map with a cinematic rise/slam/shockwave and reward/drop, Server Bug Out creates chaotic behavior and blocks, Fake Server Crash slows NPCs with red warning presentation, Real Crash Mode and Base Flip Glitch create temporary camera/arena chaos such as shaking/flipping bases and then recover without permanently breaking the game. Support event commands including random, rain, cash, rush, lockdown, banned, sigma, bug, crash, realcrash, and flip.

Also implement the BUILD TOOL opened with BUILD TOOL or B. It overlays a panel with inspect mode and delete mode. In inspect mode, clicking/tapping a 3D object, base, NPC, lucky block, shop, tree, rail, or ground selects it with a purple box and displays its name, type, parent/path, local position, world hit point, rotation, scale, visibility, and userData. Delete mode can remove non-protected map objects; deleting an NPC hides/bans it so Unban All can restore it. Protect essential ground, carpet, player, and core game objects. Maintain the colorful low-poly aesthetic, simple geometric base architecture, emissive/glowing cubes and shields, soft daylight, shadows, and readable floating signs against the blue sky and green arena.

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