Create a fun, playable voxel Tetris clone: the classic falling-block puzzle reimagined as a chunky, toy-like 3D voxel world. A visitor should land on the page and be playing within seconds — pieces built from glossy cubes tumbling down a voxel well, snapping into place with a satisfying thunk, and completed lines bursting into flying voxel shards. Prioritize the joy of it: this should feel like a handcrafted arcade toy, not a flat tech demo.
Give the world real presence and depth. The well should read instantly as a 3D space — chunky beveled cubes with per-piece color personality, subtle lighting and shadow, and a camera that gently drifts or parallaxes with the action without ever hurting readability. Line clears deserve celebration: shard bursts, rows above collapsing with weight and bounce, score pops, escalating tempo, and distinct fanfare for tetrises, combos, back-to-back clears, and clutch saves. Title, pause, and game-over screens should carry the same voxel charm so the game feels cohesive in every state.
Implement real Tetris, not an approximation: all seven standard pieces with a 7-bag randomizer, rotation with wall kicks, a ghost piece showing the landing position, hold with its once-per-piece restriction, a visible next-piece queue, soft drop and hard drop, lock delay, gravity that accelerates through levels, and line-clear scoring with level progression and a proper top-out game over. Controls should feel tight and repeatable with sensible held-key repeat behavior, and the game should also be playable on touch devices with on-screen controls that match the aesthetic.
Complete every state and surface: an inviting start screen, active play, pause overlay, level-up moments, and a game-over screen with stats and instant restart. Show score, level, and lines during play; keep a best score that survives a page reload; and expose the small settings that genuinely help, such as a sound toggle. Sound design — even simple synthesized WebAudio effects — should punctuate every move, rotation, lock, clear, and game over, and stay silent until the player first interacts.
Do not take shortcuts or settle for a cookie-cutter approximation. This skill imposes no token budget limit, so pursue the full depth of the experience: keep refining the interactions, motion, feedback, atmosphere, and small delightful details until the game feels authored, tight, and genuinely fun to play rather than a recognizable shell of Tetris.