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Lot Logic

  • 3d
  • isometric
  • puzzle
  • parking
  • low-poly
  • casual
0
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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. Oleg Sidorkin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Lot Logic yet. Play it, then tell Oleg Sidorkin what you would add next.

Make your own game

Lot Logic was built by Oleg Sidorkin 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 Lot Logic 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 Lot Logic

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 playable Three.js-style isometric parking-lot logic puzzle titled “Lot Logic.” Use a fixed orthographic, top-down angled camera looking at a compact pastel low-poly city block. The background/sky is pale cyan with soft fog. Build a large mint-green rectangular grass block, a tidy dark blue-gray road ring around its perimeter with simple yellow dashed lane markings, and a central rounded-square asphalt parking lot. Surround the roads with small pastel block buildings with white roof caps and a few low-poly street trees: brown trunks and faceted green foliage. Use bright, clean, toy-like low-poly rendering, soft shadows, ambient/directional lighting, and no camera movement.

The central parking area is a 6x6 grid, visibly marked with thin white horizontal and vertical parking lines. At the north, east, south, and west edges, show short mint-green exit lanes extending from selected grid cells toward the surrounding road, each with a white painted arrow pointing outward. Place 9 colorful stylized cars in the grid, labeled A through I with white circular badges floating above them. Cars should be small blocky toy vehicles with colored bodies, pale blue-gray cabins/windows, dark wheels, a white stripe at the front, and a clearly visible white direction arrow hovering above each car. Orient cars north, east, south, or west. Their lengths matter: cars occupy either 2 or 3 consecutive grid cells, with the front cell and direction defining their movement. Match this level layout and colors: A is cherry/red, facing north, front at column 2 row 0, length 2; B is lemon/yellow, facing north, front at column 2 row 2, length 2; C is sky blue, facing north, front at column 2 row 4, length 2; D is mint green, facing east, front at column 5 row 2, length 3; E is purple/grape, facing east, front at column 4 row 4, length 2; F is coral/orange, facing south, front at column 5 row 5, length 2; G is aqua/teal, facing west, front at column 0 row 3, length 2; H is cream/yellow-white, facing west, front at column 1 row 5, length 2; I is pink/rose, facing east, front at column 4 row 1, length 2. Coordinate origin is the upper-left of the 6x6 lot: columns increase rightward and rows increase downward. Cars should visually occupy every cell behind their nose, not just their center.

Core interaction: the player taps or clicks a car to try to drive it straight out along its facing direction. A car can leave only if every grid cell ahead of its front, until the edge of the 6x6 grid, is clear of other cars. Cars may then animate smoothly straight outward through the matching colored exit lane and onto the road, shrinking/fading slightly as they leave. While one car is exiting, temporarily lock input. If a tapped car is blocked, make it pulse and bump slightly forward/back, leave it in place, and show a concise message naming the blocker, such as “B is blocked by A. Clear A first.” Successful moves should announce the car and count remaining cars. The intended solution order is A, D, F, G, H, I, B, E, C, but allow the player to discover it by testing cars; tapping in the wrong order should not remove the car. When all 9 cars have exited, show a celebratory completion state and colorful falling confetti; the win message should say “Lot cleared!” and explain that the valid route order was found. Include a Replay Level 20 button that resets all cars, animations, attempts, and the completion panel.

Add a responsive HUD over the canvas. At the top center, use a rounded translucent white banner with a bold dark-blue “LEVEL 20” pill/text on the left and “18% players solved it” on the right, with 18% emphasized in coral. At the bottom center, show temporary dark translucent rounded notification bubbles. On completion, show a centered white rounded modal with the heading “Lot cleared!”, supporting text “You found the valid route order.” and a green rounded replay button labeled “Replay Level 20.” Make the layout responsive for desktop and mobile while keeping the lot fully visible. Use pointer/touch input and raycast clicks on any part of a car, including its wheels, body, badge, or arrow.

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