
Blockscura
Blockscura
A platformer where the traps are written by the players who came before you.
Every room is filled with mystery blocks. Touch one, and it might fling you skyward, flip gravity, or drop you into a pit. But the twist is you don’t decide what it does. The room does.
CREDITS :
- Alexandre MANETA : Game Design, Music, Coding
- Alba JORAND : Illustration
FYI :
- Audio does not seem to play on web. The attached build might be working better audio-wise.
- Chrome seems to run the game better, compared to firefox
How It Works
Two Kinds of Blocks
- Colored Blocks - Set by the level’s creator. Their behavior is fixed, and their color tells you what to expect.
- Pale Blocks - Their fate is in your hands. After you finish a room, you vote on what they should do. The majority rules, and the next player who enters that room will face the consequences / the rewards of the community’s decision.
The Vote
- After clearing a room, you’re asked: What should this block do?
- Your vote only applies to that specific room. Each room develops its own personality.
- No randomness, no weighting. The most popular choice wins, outright.
- If you didn’t touch a block, you don’t get a vote. No opinions on what you didn’t experience.
The Six Behaviors
Each block can do one of six things:
- Launch - Throws you upward
- Hurt - Takes a chunk of health
- Teleport - Moves you elsewhere in the room
- Flip - Inverts gravity for 2.5 seconds
- Mirror - Reverses left/right for 3 seconds
- Sticky - Lets you cling to walls and ceilings
The run
- One health bar that can deplete to 0. Careful if you fall to zero, the run ends.
- Clearing a room restores a little health (less each time).
- Falling out of the world costs health, not a life. Run out, and the run ends.
- No checkpoints, no retries. What survives is your votes .Every room you passed through keeps them.
What Your Votes Make of You
The game watches how you vote.
- Vote Launch or Sticky? You've made a kind choice.
- Vote Hurt or Mirror? You've made cruel choice.
- Reach the extremes, and it changes how you play:
- Saint means slower movement, but the world hits softer.
- Sinner means faster movement, but everything hurts more.
Then You Build One
After your run ends, you design a room.
- Place ground, a start, an exit, and blocks and 2 fixed behaviour blocks and two undefined behaviour blocks (block whose behaviour are voted on)
- You cannot publish a room until you’ve reached the exit in it yourself.
- Then it joins the pool, and will be available for you and the other player to play
Controls
Move - A/D or Arrow Keys
Jump - (and climb while stuck to a wall) - Space
Climb a wall you’re stuck to - Up/Down
Report a room as unfinishable (skips to the next level in the run) - B
Restart the run - R
| Updated | 3 days ago |
| Published | 8 days ago |
| Status | In development |
| Platforms | HTML5, Windows, Linux |
| Author | Recursived |
| Made with | Godot |
| Average session | A few minutes |
| Languages | English |
| Inputs | Keyboard |
| Accessibility | High-contrast |
| Content | No generative AI was used |



Comments
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Nice game ! Really like the idea of voting and aligment, fresh touch on the theme ;)