Arcade › Maze Blocks
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Bjoy Games built it with Cinevva, so it works on a phone or a tablet too.
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Maze Blocks was built by Bjoy Games 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 Maze Blocks 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 polished single-screen 3D puzzle game titled “Maze Blocks.” Render the playfield with Three.js (or an equivalent WebGL 3D engine) on a full-screen canvas, viewed from a fixed elevated perspective camera looking down at a compact 3x3 board. Use a dark navy background with subtle radial blue lighting/fog, soft shadows, a large dark blue square base, and faint grid lines dividing the board into nine cells. Each cell is a raised square room block with a dark blue floor, blue metallic walls, and a very subtle translucent roof/upper glow. The walls form maze corridors: openings in the four sides of each room are determined by its room type, so adjacent rooms can connect when their facing openings match. The nine room shapes in the initial board are: top-left corner open upward and rightward; top-middle straight open left/right; top-right corner open right/down; middle-left T-junction open up/left/right; center cross open on all four sides; middle-right corner open down/left; bottom-left corner open up/left; bottom-middle straight open up/down; bottom-right T-junction open up/down/right. Keep these room shapes attached to their blocks when the blocks move. Place a glowing blue start orb on the top-left board position and a glowing gold circular goal marker with a rotating gold ring on the bottom-right position. The objective is to rearrange rooms so a continuous, mutually matching path of openings exists from the blue start at grid coordinate (0,0) to the gold goal at (2,2). Check connectivity through matching openings and only within the 3x3 board; show success when the goal is reachable. On success, change the path indicator to green and make the goal/ring green-emissive, and display “Maze connected! You formed a path from blue to gold.” Room movement is by swapping two orthogonally neighboring blocks, not by rotating them and not by sliding into an empty space. On desktop, support clicking one room and then a neighboring room; on mobile, support tapping one room and then a neighboring room. Also support keyboard movement: after selecting a room, Arrow Up/Down/Left/Right and W/A/S/D swap it with the room in that direction if one exists. Highlight the selected room’s floor with a brighter blue material. Clicking/tapping the selected room again should deselect it; selecting a non-neighboring room should change the selection. Each successful swap increments the Moves counter, clears selection, recalculates connectivity, and updates the instructional message. Initial instructional text should say “Tap a room, then tap a neighboring room to swap them”; after selecting, say “Now tap a neighboring room to move it”; after an ordinary swap, say “Rooms swapped — keep building the path”. Add a fixed HTML HUD layered over the canvas. At the top center show the title “Maze Blocks” in large bold white type and the subtitle “Every square is a room — move rooms to connect the maze”. Below it place two dark translucent rounded stat cards labeled MOVES and PATH: Moves starts at 0 and Path starts at NO in yellow. At the lower center show a dark translucent rounded message panel, then two buttons: a yellow primary “Scramble Rooms” button and a dark blue “Reset” button. Under them show the hint “Desktop: click two neighboring rooms · Mobile: tap two rooms”. Make the interface responsive using a system sans-serif font, rounded borders, blue-gray outlines, white text, yellow accent, and touch-friendly controls. The Scramble Rooms action should make about 20 random adjacent room swaps, reset the displayed move count to 0, clear selection, recalculate the path, and say “Scrambled — move rooms to connect the path.” Reset should restore the original nine-room arrangement, reset moves and connectivity, and restore the initial instruction. Keep the scene gently animated only through the rotating goal marker/ring and subtle accent-light pulsing; preserve the clean, minimal dark sci-fi board aesthetic.