Create a complete, playable isometric voxel platformer game inspired by the world of Bluey, the animated series about the Heeler family of dogs, rendered in a LEGO-like toy-brick style. The entire game should feel like a toy box come to life: a chunky plastic-brick world with visible studs on every block, bright saturated colors, and the satisfying snap-together look of construction toys — with the Heeler family home, backyard, creek, and neighborhood all assembled from bricks on an isometric grid.
Playable characters: let the player choose between Bluey, the blue heeler puppy, and Bingo, her red-and-orange sister, each built from voxels with their distinctive fur markings. Give them expressive, toy-like animation — an idle bounce, a run cycle with swinging legs and flopping ears, squash-and-stretch on jumps and landings, and a spin celebration when they reach a goal. Bandit and Chilli can appear as friendly background cameos where it fits the scene.
Gameplay: tuned 3D-platformer movement viewed through a smooth isometric camera that follows the player and can rotate in 90-degree steps and zoom. Include running, precise platform jumps, a double jump or bounce pad, moving platforms, springy trampolines, and collectibles such as golden bones and star stickers, plus hidden secrets that reward exploration. Build at least four distinct levels inspired by iconic Bluey locations — the Heeler house interior, the backyard with its trampoline and sandpit, the creek, and Hammerbarn — each with its own platforming ideas, a collectible quota, checkpoints, respawns, and a results screen with star ratings. Include a Keepy Uppy bonus mode: bounce a red balloon back into the air by jumping into it and keep it up as long as possible.
LEGO-like visual identity: render every voxel as a plastic brick with studs on exposed top faces and a subtle toy-plastic sheen; keep the brick scale consistent; build environment pieces — trees, fences, furniture, the claw machine, potted plants, the family car — from brick combinations; drift brick-built clouds and butterflies through the sky. The palette should be bright, warm, and cheerful, and the lighting should feel like a sunny Brisbane afternoon.
Complete game structure: an animated title screen, a character select, a level select map, a pause menu, an in-game HUD showing lives, collectibles, and timer, win and lose states, and a settings panel with sound and camera options. Support both keyboard and touch controls, and make the game responsive to different screen sizes and orientations. Add juicy feedback throughout: pickup particles, brick-break effects, bright collect sounds, cheerful WebAudio background music, and small voice-like barks and yips.
Do not take shortcuts or settle for a cookie-cutter demo level. This skill imposes no token budget limit, so pursue the full depth of the experience — refine the movement feel, level design, camera behavior, visual detail, audio, and menu flow until the game feels authored, complete, and like a real playable toy. Every menu button, level, character, and mechanic should work end to end in the browser with no server.