Blockfall
This castle came down out of the sky, one block at a time — whatever lands becomes a room.
Some rooms hold a guard, some hold a chest, and some hold nothing at all.
Climb to the top and force the rusted gate — nobody has told you what waits behind it.
A block drops from the top of the screen and you decide the column and the rotation (Q/E).
Two blocks a round, then it's your turn to move: WASD to walk through the castle, and
reachable tiles light up with a dot.
Four kinds of rooms: fights you have to take, chests that always give something, events that
make you roll dice, and empty rooms where nothing happens at all. Guards don't stay put —
after every round they walk toward you, and one that reaches your room starts a fight.
So either climb fast, or go around.
Level up, pick up items (25 of them, every one does something), and reach the top row to
force the gate open.
Keyboard on desktop, on-screen buttons on mobile. Portrait, sound on.
Built with - Codex (OpenAI) — code, engineering, and the asset pipeline scripts - ComfyUI (local) — image generation - Stable Diffusion XL base 1.0 + ume_modern_pixelart LoRA — all game art (floor materials, characters, item icons, background), one style only - Python + Pillow — asset post-processing (cropping, background removal, downscaling, palette limiting). Non-AI. - Python (wave/math) — sound effects and the looping BGM are synthesized by our own script. Not AI-generated music. - ffmpeg — audio conversion (OGG). Non-AI. - TypeScript + Vite — the game itself (native Canvas 2D, no game engine) Notes - Every art asset went through the same pipeline: one SDXL + LoRA base image, then program-side cropping / palette limiting so the whole game shares one palette. - No Suno / Udio / ElevenLabs / PixelLab / AutoSprite were used.





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