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Crown Lane

  • 3d
  • strategy
  • lane-battle
  • mobile
  • arcade
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Antonio “Dtonis” built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Crown Lane yet. Play it, then tell Antonio “Dtonis” what you would add next.

Make your own game

Crown Lane was built by Antonio “Dtonis” 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 Crown Lane 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.

Read the build brief for Crown Lane

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 mobile-friendly browser 3D strategy lane game titled “Crown Lane.” Use Three.js or an equivalent real-time 3D engine with a fixed elevated perspective camera looking down the length of a compact castle battlefield. The scene should have a dark navy sky/background with light fog, soft warm directional sunlight, shadows, and a stylized low-poly toy-like castle aesthetic.

Build a rectangular green battlefield with two parallel tan-brown lanes running from the near/player edge to the far/opponent edge. Put a bright blue horizontal river across the center of the arena and add one tan bridge crossing each lane. At both ends, arrange three blue or red castle towers: one central tower and two side towers. Towers are simple low-poly cylinders with colored bases, dark conical roofs, and a glowing gold crown ring hovering above each roof. Add simple castle wall, narrow gate, flag, and bridge props around the arena ends, with blue scenery on one end and red scenery on the other. Keep the view and objects readable on a portrait mobile screen.

The player controls blue troops and deploys them only on the player half of the arena, the near side of the river. The opponent is red and automatically spawns enemy troops on the far side at irregular intervals, then sends them toward the player. The player starts with 6/10 elixir. Elixir regenerates continuously at about 0.55 per second and is capped at 10. Provide four selectable troop cards at the bottom: Knight (cost 3, blue body, 80 HP, speed 1.25, damage 14), Archer (cost 2, yellow body, 45 HP, speed 1.45, damage 9), Giant (cost 5, orange body, 180 HP, speed 0.72, damage 22), and Spark (cost 4, pale cyan body, 55 HP, speed 1.7, damage 30). Represent troops as small colored capsule-like low-poly figures with a circular ring at their feet; enemy versions should use red/pink bodies while preserving the troop silhouette. Scale units down as their health falls.

Interaction: tapping/clicking a card selects it if sufficient elixir is available, shows a centered dark toast reading “Tap your half of the arena,” and highlights the selected deployment state. Then tapping/clicking the 3D ground on the player side deploys one troop at the tapped x/z position, clamped to the player half and within the arena width. Deduct the card’s elixir cost and clear the selection. Do not allow deployment on the opponent side, and disable cards when unaffordable or after game over.

Troops automatically advance along their lane toward the opposing end. Blue troops travel toward the far/opponent side; red troops travel toward the near/player side. When opposing units come within close range, they stop and deal continuous damage to the nearest enemy until one dies; remove dead units. When a blue unit reaches the opponent end, award 2 score; when a red unit reaches the player end, subtract 3 score. Destroying a red unit awards 1 score. The match ends immediately in victory when score reaches 8 or defeat when score reaches -8. Also end the match when the 90-second countdown reaches zero: a nonnegative score is a time victory and a negative score is a time defeat. Show short toast feedback such as “Troop deployed,” “CROWN TAKEN!”, “YOUR CROWN FELL!”, “TIME WIN!”, or “TIME LOSS!”.

Create a HUD over the 3D scene. At the top, use three rounded dark translucent pills: left status text that initially says “Deploy troops to break the crown,” a centered gold “CROWN LANE” title, and a right timer with a stopwatch icon starting at 90. After selecting a card, the status should say “Deploy [troop] on your side”; after game over show “VICTORY!” or “DEFEAT!”. Along the bottom, show a purple gradient elixir bar labeled “ELIXIR 6/10” that updates from 0 to 10, followed by four large rounded blue gradient cards labeled Knight, Archer, Giant, and Spark with their lightning-icon costs. Include the instruction “Tap a card, then tap your half of the arena.” Use bold white text, pale borders, soft shadows, responsive sizing, and a centered dark rounded toast around the middle of the screen for transient instructions. Ensure the UI is touch-friendly and the canvas fills the viewport without scrolling.

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