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Racket Lanes

  • 3d
  • open-world
  • moba
  • crime
  • driving
  • action
  • strategy
  • lane-push
  • third-person
  • low-poly
2
Remix it Discord

78 plays ·2 remixes ·added June 27, 2026

About Racket Lanes

Run rackets across a lane-based mob war, drive between safehouses, bribe zones, casinos, pawn shops, and weapon stores. Rob interiors, trigger police chases, upgrade your crew and car, then bet tickets on which lane breaks first.

How to play

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

Discussion

Nobody has said anything about Racket Lanes yet. Play it, then tell Bouncing Buds what you would add next.

Make your own game

Racket Lanes was built by Bouncing Buds 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 Racket Lanes 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 Racket Lanes

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 3D open-world mob MOBA game with the following specifications:

**Camera & Perspective**: Third-person 3D camera positioned behind and above the player at angle-based offset. In car mode: 13 units behind, 9 units up. On foot: 18 units up, 14 units back relative to player rotation. Smooth lerp follow. Dusk/night atmosphere with dark blue-black sky (0x151827), distance fog from 55 to 170 units, warm orange directional sunlight from above-left, and hemisphere light for ambient fill.

**Player Avatar**: Starts in a black low-poly sedan (boxy car body with glass cabin, four cylinder wheels). Press E to exit and become an on-foot character: dark-suited mobster figure with cream-colored head, black hat. Can pick up weapons (bat, pistol, shotgun) that appear as gold/steel props held at the hip. Player spawns at coordinates (0, 0, -70) near the green "Social Club" base.

**Core Mechanic & Goal**: A MOBA-style lane-pushing war across three parallel lanes (West Racket at x=-58, Midtown Corner at x=0, East Numbers at x=+58). Green ally crew waves and purple enemy Commission waves spawn every 12 seconds and auto-push toward each other. Player drives between lanes or exits car to fight on foot. Capture ring zones at lane centers flip based on nearby presence (player + allies vs enemies). Green and purple towers guard each lane at z=±43 positions. Goal: Push ally waves into the purple Commission base at z=+94 to destroy it (starts at 320 HP). If the green Social Club base at z=-94 falls, player loses cash and respawns.

**Controls**: WASD or arrow keys to drive car or walk on foot. E to enter/exit car. F for melee attack on foot (punch/swing weapon). Space bar for context actions: collect cash pickups, grab weapon pickups, raid interiors, interact with district sites (casino, pawn shop, weapon shop, car garage, crew board), upgrade safehouse, or handbrake in car. Mobile: virtual joystick bottom-left, three buttons (ENTER/ACTION/HIT) bottom-right.

**Crew & Minions**: Green ally mobs spawn in groups of 3-4 per lane, wearing green suits with cream heads and black hats. Purple Commission enemies spawn similarly in purple suits. Mobs auto-pathfind and attack nearest enemy, towers, or bases. Health bars float above units. Crew has four class modes selectable at "Crew Class Board" (cycling with Space): Balanced, Bruisers (1.4× damage), Drivers (1.35× speed), Cleaners (1.08× speed/power, passive heat decay).

**Towers & Bases**: Each lane has ally tower (green 5×5×5 cube) and enemy tower (purple cube) with 140 HP and floating health bars. Towers auto-shoot nearby enemies every 1.1 seconds. Bases are larger colored boxes with labels overhead: green "SOCIAL CLUB" at south, purple "COMMISSION" at north. Bases take damage when waves reach them.

**Districts & Sites**: 
- "Lucky Strip" district (large purple neon floor at x=88, z=20): Contains Lucky Strip Pawn (pawn shop robbery for cash/heat), Hole-in-Wall Planning (heist for higher cash/tickets), Kulture Cards Casino (opens betting UI), and Ace job (spawns extra wave, reduces heat).
- "Stratton Row" district (large glass floor at x=-78, z=76): Contains Bellfort Brokerage (join to unlock phone room crimes), Penny-Stock Phone Room (high-pay crime with heat spike), Market Launder Desk (spend 
60 to reduce heat). - Safehouse upgrade pad (gold platform at 0, -78): Spend cash to level up crew speed/power, increase base HP, earn tickets. - Saints-style Gun Shop (x=-88, z=-10): Buy Shop SMG or Upgraded SMG for increased melee damage. - Saints-style Mod Garage (x=-88, z=26): Buy car upgrades (Red Trim, Armored, Gold Kit) that change car color and boost speed. - Crew Class Board (x=0, z=-60): Cycle crew classes. - Officer Bribe Booth and Casino Backdoor Bribe: Blue ring zones where you spend
20 to reduce heat. **Casino Betting UI**: At Kulture Cards Casino, Space opens a centered overlay panel with dark green gradient background, gold borders. Three bet buttons: "Bet Green Crew" (pays +3 tickets if ally lanes win), "Bet Purple Commission" (pays +4 tickets if enemy wins), "Bet Base Crack" (pays +5 tickets if any base drops below 240 HP). Costs 1 fictional ticket. Bets auto-settle based on lane control and base damage over 35-second timer. Close button (×) at top-right. **Interiors & Robberies**: Four roofless interior rooms (11×8 units, brick walls, no ceiling): Backroom Dice, Dock Warehouse, Tailor Front, Boiler Room. Press Space nearby to raid for cash, heat, and possible ticket rewards. Cooldown between raids. **Lieutenants/Bosses**: Three purple-suited boss characters patrol near lanes: Vito Switch, Nicky Numbers, Sal Dockhand. They have 180-240 HP with floating health bars and purple name labels overhead. Chase player when nearby or if respect is high. Land melee hits that deal damage and raise heat. Drop
80 + ticket when defeated. **Police System**: Three blue police sedans patrol the city with white stripe and red light bar. When player heat exceeds 18% or player gets close, cops chase with increasing speed based on heat. Collision drains health rapidly and raises heat. At 100% heat or zero health from cops, player is "booked" – loses
50, respawns at Social Club. **Pickups**: - Cash pickups: Green cylinders scattered around town with names like "Bakery envelope," "Cab tribute," worth
20-180, raise heat when collected. - Weapon pickups: Bat (wood box), Pistol (small steel box), Shotgun (larger steel box) – permanent pickup that increases melee damage multiplier and shows weapon at hip. **HUD Elements**: - Top bar: "Racket Lanes" brand in gold serif font, followed by stat boxes showing Cash, Heat %, Respect, Club HP, Commission HP, Lanes controlled (X/3), Tickets, Weapon name, Safehouse level, Crew class, Car style. - Bottom-left: Orange-bordered objective text box with red left border describing current goal. - Bottom-right: Minimap (160×160px canvas) with dark background showing: grid roads in brown, lanes as colored circles (gold/green/purple), towers as squares, strip sites as small squares, player as gold circle, minions as colored squares, bosses as pink circles, cops as blue squares, weapon/cash pickups as white/green squares. - Center-screen temporary flash prompts in red background when events occur (pickups, defeats, upgrades, bet results). - Mobile: Virtual stick bottom-left, three action buttons bottom-right. **City Layout**: 200×200 unit grid city. Dark gray asphalt roads in cross pattern at x/z = -80, -40, 0, +40, +80 with yellow lane stripes. Green grass everywhere else. Black lampposts with gold glowing tops at 20-unit intervals around perimeter casting warm point lights. Low-poly brown/gray/brick building blocks scattered as scenery. Four civilian traffic cars (sedan shapes in blue, red, brown, black) drive in random patterns. **Art Style**: Low-poly 3D with flat-shaded materials. Kenney-inspired simple geometric shapes (boxes, cylinders for all characters and vehicles). Color palette: dark greens (#2fab5f allies), purples (#7e3fcf enemies), golds (#ffd66e accents), dark grays/blacks for roads and cars, warm cream for character skin, brick reds for buildings, blue (#1d3d75) for police. Slight metalness on cars/weapons. Dusk lighting with warm orange/amber tones. Unit health bars are dark red backgrounds with bright green foreground that shrinks left-to-right, always face camera. **Fictional Economy**: Earn cash from defeating units, raiding sites, completing jobs. Spend cash on upgrades. "Heat" percentage rises from crimes/combat, attracts police, reduced by bribes/laundering/Cleaners class. "Respect" points earned from kills. "Fictional sweepstakes tickets" earned passively every 120 seconds, from safehouse upgrades, victories, casino wins, boss defeats, heists – displayed prominently as the meta-currency with no real-money connection. **UI Theming**: Dark brown/black panels with gold borders. Red/orange urgent flashes. Stats in small caps with gold accent color. Casino table uses darker green for bet buttons. All interactions show yellow "Space to X" prompts or context-specific action text. **Win Condition**: Destroy the Commission base (reduce its HP to zero via pushed ally waves). Displays "CREW VICTORY" message, awards $600 + tickets. Game continues in free-roam mode afterward for casino betting and district exploration. **Spawn & Progression**: Allies spawn slightly stronger (48 base HP vs 42 enemy HP) and push faster. Safehouse upgrades increase crew independence further with speed/power/HP scaling. Garage upgrades increase car top speed. Weapon shop and pickups scale melee damage. Each system reinforces the "build your empire" mob fantasy while maintaining MOBA lane-push tension.

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