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Arcade › TetraDrop
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Oleg Sidorkin built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about TetraDrop yet. Play it, then tell Oleg Sidorkin what you would add next.
TetraDrop was built by Oleg Sidorkin 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 TetraDrop 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 browser-playable game titled “TetraDrop,” a classic Tetris-style falling-block puzzle presented as a minimalist 3D Three.js scene. Show a tall 10-column by 20-row playfield centered on screen, viewed nearly straight-on with a subtle backward tilt/depth perspective and a tiny slow camera bob. The playfield should be a very dark navy/black rectangular plate with a faint blue grid on every cell and a thin blue boundary frame. Each occupied cell is a separate nearly-cubic block with subtle lighting, slight bevel-like spacing, and saturated colors: cyan I, yellow O, purple T, green S, red Z, blue J, and orange L. Render the current falling tetromino brightly, and render a translucent faint ghost version at its projected landing position. Keep the overall scene dark, atmospheric, and clean, with soft ambient/directional lighting and a slight fog/depth feel. Implement the actual falling-block mechanics on a 10x20 board. Use the seven standard tetrominoes I, O, T, S, Z, J, L, generated using a shuffled 7-bag. Pieces spawn near the top around board x=3, fall automatically, and lock when they can no longer move down. The player must move and rotate pieces to complete horizontal rows; completed rows are removed and blocks above drop down. The game ends when a newly spawned piece collides immediately. Increase level by 1 for every 10 total cleared lines, and make the automatic fall faster with each level, starting around 900 ms per row and clamping around 80 ms. Scoring must match: single/double/triple/quad line clears award 100/300/500/800 multiplied by the current level; soft drop awards 1 point per row moved; hard drop awards 2 points per row moved. Controls: Left and Right Arrow move horizontally; hold Down Arrow for soft drop; Up Arrow or X rotates clockwise; Z rotates counter-clockwise; Space performs a hard drop; P toggles pause/resume; R resets the game. Prevent movement while paused or after game over. Include simple wall-kick attempts during rotation (no offset, then horizontal offsets of -1,+1,-2,+2 and upward +1). A hard drop should immediately move to the ghost landing row, add its distance score, lock, clear lines, and spawn the next piece. Add a fixed translucent HUD panel in the upper-left labeled “TetraDrop,” showing Score, Level, and Lines values, plus a “Next” panel containing a 4x4 mini-grid colored to show the upcoming tetromino. Beneath it, show compact control instructions and the hint “(Click or press any key once to enable audio)”. Display centered overlay banners for “PAUSED” and “GAME OVER\nPress R to restart.” Start immediately with a piece and next-piece preview. Use a nearly black/navy radial-gradient page background and glassy dark HUD panels with blue borders, pale text, and muted blue-gray labels. Add simple optional Tone.js synth audio enabled after the first click/key: short notes for movement/rotation/locking, a noise sound for line clears, a higher note on level-up, a distinct hard-drop note, and a low game-over note. Do not add hold-piece functionality, enemies, power-ups, lives, or other modes.