Arcade › Remix of 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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Remix of 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 Remix of 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 3D browser game titled “Racket Lanes,” an original open-world mob-themed MOBA set in a compact dusk city. Use a low-poly Three.js-style presentation with a fixed third-person follow camera, foggy dark blue sky, warm sunset lighting, black asphalt roads laid out as a grid over dark green ground, yellow road-edge/grid lines, street lamps, simple blocky buildings and sites, roaming traffic, and a minimap. Do not use copyrighted characters, names, or assets; the tone is crime-drama/casino inspired but all factions and places are original. The player begins in a black getaway sedan at the south edge of the city, facing the central lanes. The car is a simple low-poly boxy sedan with dark windows and wheels. Driving uses WASD or arrow keys: forward/reverse, steering, acceleration, braking/handbrake. Press E to enter or exit; on foot use the same movement keys with a top-down-ish follow camera. The player avatar is a small blocky dark-clothed figure with a hat, and can carry visible simple weapon geometry. Clamp movement inside the roughly 200-by-200 city. The main objective is a lane-push takeover. Place three capture rings across the middle of the map at West Racket (x=-58), Midtown Corner (x=0), and East Numbers (x=58). At the south end is the green Social Club base with 320 HP; at the north end is the purple Commission base with 320 HP. Each lane has a green allied tower near the south side and purple enemy tower near the north side, each with health bars. Spawn repeated green allied and purple enemy crew waves: three simple humanoid minions per lane initially, with waves recurring about every 12 seconds. Green minions automatically advance north and purple minions south, fight opposing minions and towers, and damage the opposing base if they reach it. Allied waves should become stronger/faster from upgrades. The player can stand near a capture ring and allied/enemy minions influence its capture meter; rings flip between neutral, green allied, and purple enemy ownership. Winning occurs when the Commission base reaches zero, awarding cash, respect, and fictional tickets; if the Social Club base is overrun, reset/rebuild the push instead of ending the game. Include a full HUD in a dark translucent/gold-trimmed crime-drama style. Show title, Cash, Heat percentage, Respect, Social Club HP, Commission HP, allied lanes out of 3, fictional sweepstakes Tickets, current Weapon, Safehouse level, Crew class, and Car customization. Show a bottom objective panel, temporary red action/status messages, and a square minimap at bottom-right. The minimap should show the road grid, capture lanes, towers, sites, allied/enemy minions, bosses, police cars, pickups, weapons, and player using distinct green, purple, blue, gold, white, and pink markers. Start with a full-screen title card explaining the original open-world mob MOBA and a “Start the takeover” button. Add desktop controls text and mobile touch controls: virtual joystick plus ENTER, ACTION, and HIT buttons. Support on-foot melee. Press F or HIT to swing; it damages nearby purple minions, enemy towers, and bosses, shows expanding impact rings, and plays a punch impact sound. The initial weapon is Fists; damage can improve through pickups and shops. Place three weapon pickups around the city: Pistol, Shotgun, and Bat. ACTION/Space on foot should contextually collect cash pickups, pick up weapons, raid interiors, use sites, bribe police, change crew class, and upgrade the safehouse; if no interaction is nearby it performs melee. Place green cash pickups around the city. Collecting one grants its displayed cash value and respect but raises heat. Heat gradually decays, and high heat or proximity causes three blue police sedans with red/white light bars to chase the player; contact damages health and increases heat. The player has health and can be knocked out, losing some cash and returning to the Social Club area with restored health. Purple lieutenants should patrol near the three lane areas: Vito Switch, Nicky Numbers, and Sal Dockhand. They have health bars, pursue the player when nearby or when respect rises, attack at close range, and award cash, respect, and one ticket when defeated. Build the following marked interaction sites with floating rectangular labels above them. At the south center, “SAFEHOUSE: SPACE TO UPGRADE”: upgrades cost increasing cash, raise safehouse level, allied crew speed and power, armor, Social Club HP, and award a ticket. At the center south, “Crew Class Board”: Space cycles Balanced, Bruisers (stronger allied damage), Drivers (faster push), and Cleaners (modest bonuses plus gradual heat reduction). On the west side include “Saints-Style Gun Shop,” where cash purchases Shop SMG then Upgraded SMG with increased melee damage, and “Saints-Style Mod Garage,” where cash purchases sequential car styles Red Trim, Armored, and Gold Kit and improves driving performance. Keep these as original fictional shop labels even though the presentation is crime-game inspired. Create a neon/colored Lucky Strip district on the east side with four labeled sites: “Lucky Strip Pawn” and “Hole-in-Wall Planning” trigger cooldown-based robbery jobs that pay cash and respect, raise heat, and may award a fictional ticket; “Kulture Cards Casino” opens a modal casino table UI; and “Ace at Kulture Cards” grants an extra allied wave, cash, respect, and heat reduction. The casino modal must explicitly state that tickets are fictional and no real money is involved. Each bet costs one ticket and offers Green Crew (+3 tickets), Purple Commission (+4), or Base Crack (+5); resolve automatically after a short timer based on lane control or base damage, displaying win/loss status. Tickets can also be earned from playtime, upgrades, victories, casino wins, robberies, and defeating lieutenants. Also provide a blue-marked “Officer Bribe Booth” and “Casino Backdoor Bribe”; Space costs cash and sharply reduces heat. Place roofless/simple-walled interior mission rooms labeled “Backroom Dice,” “Dock Warehouse,” “Tailor Front,” and “Boiler Room.” Space nearby triggers a cooldown-based interior objective: positive-payout rooms grant cash/respect, raise heat, and may grant a ticket; the Boiler Room provides healing and reduces heat. Add a west/south “STRATTON ROW” district with “Bellfort Brokerage,” “Penny-Stock Phone Room,” and “Market Launder Desk.” Joining the brokerage begins the arc and pays cash; the phone room requires joining and pays increasing cash/respect while raising heat and sometimes tickets; the market desk requires cash and reduces laundering heat, broker heat, and sometimes grants a ticket. Keep objective text updated with the current mission/action. Use simple colored low-poly geometry throughout: green allied crew, purple Commission crew and lieutenants, blue police and broker markers, gold interaction pads and labels, pink casino accents, dark roads, cream/gold HUD typography, and floating nameplates/health bars. Include responsive mobile controls and keyboard controls. Expose a game-state API if supported with started, cash, heat, respect, tickets, pending bet, crew class, car style, mode, health, wave, base HP, victory, weapon, safehouse/garage levels, current interior/objective, player position/speed, lane ownership, boss state, strip sites, bribe/cops/minion counts, and objective.