Arcade › Racket Lanes
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Halbert peirce built it with Cinevva, so it works on a phone or a tablet too.
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Racket Lanes was built by Halbert peirce 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.
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 browser 3D game titled “Racket Lanes,” an original open-city crime-drama/MOBA experience with no copyrighted characters, names, or assets. Use a low-poly Three.js-style presentation: a compact 200-by-200 city grid at dusk, dark blue-purple sky, warm peach directional lighting, fog, black asphalt roads laid out in a regular grid with thin gold lane markings, green grass between roads, glowing street lamps around the perimeter, simple blocky commercial structures, colored pads, floating signboards, and a dark cinematic casino/crime mood. The view is third-person: while driving, follow the black getaway sedan from behind and above; on foot, use an elevated over-the-shoulder/top-down follow camera. Keep the player and important units visible with simple health bars and colored markers. The player starts in a black getaway car near the south end of the map at the green Social Club base. WASD or arrow keys steer, accelerate, and reverse the car; E enters/exits the car; Space performs a context action or handbrake while driving; F attacks on foot. Include mobile controls with a virtual left joystick and ENTER, ACTION, and HIT buttons. The player can drive freely through the grid, exit and walk around, collect objects, fight, visit shops and mission sites, and return to the car. Clamp movement to the city bounds. Use simple low-poly block cars, humanoid mob figures in suits/hats, block buildings and neon/gold platform signage. Build the central MOBA lane objective across three north-south routes: West Racket at x=-58, Midtown Corner at x=0, and East Numbers at x=58. The player’s green Social Club base is at the south edge and the purple Commission base is at the north edge; each begins with 320 HP. Each lane has a gold capture ring and an allied green tower near z=-43 plus an enemy purple tower near z=43, with visible health bars. Capture progress changes according to nearby player and crew presence: green allies push capture toward allied ownership, purple enemies push toward Commission ownership, and lanes can be neutral. Spawn autonomous green and purple crew waves periodically, with three units per lane initially; they march toward the opposing base, attack nearby enemy minions and towers, and damage the opposing base when they reach it. Green waves are faster and can become stronger through safehouse upgrades. If the Commission base reaches zero, show a victory state, grant cash, respect, and fictional tickets, and allow continued free roaming; if the Social Club base is overrun, reset/rebuild the push after a setback. Display lane ownership and base HP in the HUD and on the minimap. Include the Crew Class Board near the south-center area. Space cycles the crew class between Balanced, Bruisers, Drivers, and Cleaners. Bruisers increase crew combat power, Drivers increase crew movement speed, Cleaners give a smaller power/speed benefit and gradually reduce heat, and Balanced has no special modifier. The Social Club safehouse upgrade pad is nearby: upgrades cost increasing cash, improve crew speed and power, add player armor, increase club HP, and award one fictional sweepstakes ticket. The HUD should show safehouse level and current crew class. Add on-foot melee combat and progression. The player begins with Fists and can punch nearby purple minions, enemy towers, and boss lieutenants using F; punches create a brief expanding gold impact ring and use a heavy punch impact sound. Defeated enemies grant cash/respect; attacking raises heat. Place pickups for a Pistol, Shotgun, and Bat around the city. Space near a pickup equips it and changes melee damage/visual weapon, with the Shotgun and Pistol represented by simple blocky weapon meshes. Add a Saints-style Gun Shop site where cash purchases upgrade from Shop SMG to Upgraded SMG, increasing weapon damage. Add a Saints-style Mod Garage where successive cash purchases change the sedan from Stock to Red Trim, Armored, and Gold Kit and improve driving performance. Add three purple boss lieutenants patrolling the lane area: Vito Switch near the west lane, Nicky Numbers near Midtown, and Sal Dockhand near the east lane. They have large health bars, pursue the player when approached or when respect is high, attack at close range, and pay cash, respect, and a fictional ticket when defeated. Include three blue police cars patrolling the roads; they chase when heat is elevated or the player comes close. Police contact raises heat and damages the player, and max heat or depleted health sends the player back to the Social Club with a cash penalty and restored health. Include several ordinary traffic cars moving around the grid for open-city atmosphere. Place four green cash pickups around town; Space collects them for cash/respect while raising heat. Create a clearly marked Lucky Strip district on the east side with a large neon/purple floor area and floating labels. Add these interactable sites: Lucky Strip Pawn and Hole-in-Wall Planning, both robbery jobs on cooldown that grant cash and respect, raise heat, update an interior/job objective, and sometimes award a fictional ticket; Ace at Kulture Cards, which spawns an extra crew wave, grants cash and respect, and reduces heat; and Kulture Cards Casino. At the casino, Space opens a modal table UI with a dark green card-table look, gold border, and three fictional-ticket bets: Bet Green Crew pays +3 tickets if green lane control/base progress succeeds, Bet Purple Commission pays +4 if purple progress succeeds, and Bet Base Crack pays +5 when a base is sufficiently damaged or victory occurs. Each bet costs one fictional ticket, resolves automatically from the live lane/base state or expires after a timer, and must clearly state that tickets are fictional and there is no real-money flow. Add a second blue-highlighted district labeled Stratton Row on the northwest side. Include Bellfort Brokerage, Penny-Stock Phone Room, and Market Launder Desk. The player can join Bellfort Brokerage for an initial cash/respect reward and broker rank, then use the phone room for escalating cash/respect and heat with a cooldown, sometimes earning a fictional ticket. The market desk costs cash and reduces heat/broker heat, with a small chance of a ticket. These are simple contextual interaction pads, not detailed interior simulations. Add two blue bribe rings: Officer Bribe Booth in the southwest and Casino Backdoor Bribe toward the east. Space near one spends cash to sharply reduce heat. Add four roofless, low-poly interior mission rooms around the map, labeled Backroom Dice, Dock Warehouse, Tailor Front, and Boiler Room, using simple rectangular brick/green walls. Space near a room triggers a cooldown and updates the interior objective; positive-payout rooms grant cash/respect, raise heat, and may grant a ticket, while the Boiler Room/Tailor-style safe interior can reduce heat and restore health. Use a persistent HUD over the 3D view. At the top show the Racket Lanes brand and boxed readouts for Cash, Heat percentage, Respect, Social Club HP, Commission HP, allied Lanes out of 3, fictional Tickets, Weapon, Safehouse level, Crew class, and Car tune. Show a large contextual objective panel at the lower left, temporary red interaction/combat notifications near the center, and a square minimap at lower right. The minimap should depict the road grid, capture points colored gold/green/purple by ownership, towers, sites, bribe rings, minions, bosses, police, weapons, cash pickups, and the player. Begin with a centered dark start card containing the title, a short description, a “Start the takeover” button, and control instructions; hide it once started. Include a centered Kulture Cards table overlay with close button and bet buttons when the casino is used. Style all UI in dark brown/black translucent panels with cream/gold serif branding, red action buttons, green/purple faction colors, and warm gold borders. Ensure the result is playable, contextual interactions are proximity-based, cooldowns prevent immediate repetition, and all ticket rewards remain fictional sweepstakes tickets rather than real currency.