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Arcade › Voxel Wyrm
Click the game above and it runs right here in your browser. No download, no installer, no account needed. BHx Dominic built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Voxel Wyrm yet. Play it, then tell BHx Dominic what you would add next.
Voxel Wyrm was built by BHx Dominic 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 Voxel Wyrm 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-based interactive 3D voxel art showcase titled "Voxel Wyrm". The scene is a large, imposing Minecraft-style dragon made entirely from individually aligned cubic blocks; do not use smooth meshes for the dragon. Use a dark navy-black background (#080b1a) with subtle atmospheric fog, a perspective camera initially positioned high and to the front/right around (25,18,30), looking toward the dragon's center around (0,8,0). Let the viewer orbit the model by dragging and zoom in/out with the mouse wheel; use damped orbit controls, limit the zoom distance to roughly 12–58, and prevent the camera from going below the model. The dragon should slowly rotate around its vertical axis while the camera remains user-controlled. Build a floating voxel pedestal/island beneath the dragon: a roughly 31-by-19 block footprint from x=-15..15 and z=-9..9 at about y=-2, with an irregular sparse edge, mostly dark teal/blue warped blocks and some deeper prism blocks. Scatter approximately 18 bright cyan crystal-like cubic blocks across the island. Construct the dragon as a long coiling serpentine body rising above the island, using a chain of positions running from the right/front around (8,5,2) upward through (0,10,0) and leftward/down toward (-14,4,-1), plus a tapering tail extending farther left to about (-19,3,-1). Each body cross-section is a chunky 3x3 arrangement of unit cubes in vivid blue, cyan, and pale electric-blue, with occasional alternating colors. Add a segmented orange belly line under the body and red/dark-red belly shadow blocks. At the left/upward end, make a thick neck and large cubic dragon head around (-9,11,1), assembled from a roughly 5x3x5 shell of blue, cyan, and light-blue cubes. Add a blocky snout extending left to x=-12, with a dark prism lower snout and a black mouth gap beneath it. Put a single visible white cubic tooth along the mouth. Add black eye sockets on both sides of the head with small glowing yellow eyes, dark prism block brows above them, and two stair-step golden horns rising behind/above the head, with yellow highlight cubes. Add a row of dark prism back spikes and black tips along the body ridge. Give the dragon two enormous symmetrical cubic wings extending sideways/back from the upper torso. Build each wing from dark prism block arm bones running from approximately (-3,10,±3) up to (2,16,±9), then outward/down to (8,12,±12); fill between the bones with strips and small clusters of bright cyan membrane cubes. Finish each wing with three black cubic claw/tip blocks. Add four simple blocky legs hanging from the lower body, two on each side: blue segmented legs descend toward the island, ending in dark prism feet and three small white cube claws on each foot. Add a few block clouds made from pale blue/white cubes floating above and around the dragon (rough clusters near (-5,18,-5), (8,20,2), and (13,16,-6)). Include two angular voxel lightning decorations in glowing purple along the sides/background, made from short connected cube segments. Use standard physically based materials with mostly rough, nonmetallic surfaces; vivid cyan, pale blue, purple, and yellow elements can have a restrained emissive glow. Light the scene with a cool blue-white hemisphere light, a strong cool directional key light from above/front-left, and a cyan point/rim light near the dragon's upper-left/front so the cubic silhouette and facets remain readable. Use tone mapping and a modest blue atmospheric fog that fades distant elements. Overlay a fixed HUD without blocking interaction. In the upper-left, show a translucent very dark navy rounded panel with a thin blue border and soft shadow, containing the uppercase cyan title "VOXEL WYRM", the exact description "A full cubic Minecraft-style dragon build — every visible part is made from aligned blocks.", and a small blue tag reading "BLUEFIRE ANCIENT" in uppercase. In the lower-right, show a small translucent dark rounded hint panel reading "Drag to orbit · wheel to zoom". Keep the overall presentation as a polished static 3D diorama/viewer: there is no combat, score, health, inventory, enemy AI, or other gameplay system visible; the interaction is orbiting and zooming around the voxel dragon.