Appearance
Arcade › Strike Lane
Click the game above and it runs right here in your browser. No download, no installer, no account needed. It was built with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Strike Lane yet. Play it, then tell the creator what you would add next.
Strike Lane was built 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 Strike 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.
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 bowling game titled "Strike Lane". Use a dark navy background (#0b1020) with subtle distance fog and a fixed perspective camera positioned behind and above the bowler, looking down the lane toward the pins. The scene should feel like a clean, minimal, polished mobile/desktop arcade game: soft shadows, warm directional lighting, cool blue rim light, and simple low-poly/standard 3D materials. Scene and camera: - Make a warm brown wooden bowling lane, approximately 4.4 units wide and 25 units long, centered on the x axis and extending from the player at positive z toward the pins at negative z. It should be a thin raised rectangular surface. - Add a dark blue-gray approach/floor section behind the lane at the player end, about 7.2 units wide and 8 units long. - Add dark blue gutters as narrow raised strips along both sides of the lane. - Add a large dark blue-gray back wall behind the pins. - Put around twelve thin pale horizontal lane-board/foul markings across the lane, evenly spaced from the approach toward the pins; include a darker foul line near the front portion of the lane. - Use a perspective camera around (0, 8.6, 14.8), looking toward (0, 1, -4.5), with a roughly 45-degree field of view. The lane should dominate the lower and middle screen while the pins sit near the upper-middle distance. Objects: - Create ten upright bowling pins in a triangular rack near the far end, centered around z=-11.6. Arrange four rows from farthest to nearest with counts 1, 2, 3, and 4; horizontal spacing is about 0.34 units per half-step and row depth is about 0.72 units. Each pin is an off-white tapered cylinder, about 1.2 units tall, with a narrower top and wider base, plus a thin red collar around its upper section. Pins cast and receive soft shadows. - Create one dark navy-blue bowling ball, radius about 0.48, initially at (0, 0.48, 9.2), just beyond the foul line. It should cast a shadow and sit/slide on the lane. Do not add holes or extra markings. Core gameplay: - The player aims by dragging/pointer movement horizontally on the rendered lane/canvas. Convert the horizontal pointer position across the viewport into an aim x coordinate clamped to approximately -1.75 to +1.75. The ball smoothly follows the selected aim while it is waiting to roll. Also support left/right arrow keys to adjust aim by 0.25, clamped to the same range. - Provide a power slider ranging from 0.35 to 1.0, initially set to 0.72. When the player clicks ROLL, releases a drag on the canvas, or presses Space, launch the ball if it is not already rolling. Launch from z=9.2 with horizontal velocity proportional to aim (aim x * 0.18) and forward velocity in negative z equal to -(7.3 + power * 3.8). Hide/dim the instructional hint after launching. - Simulate the ball moving forward with mild drag, a small positive z acceleration, and visible rolling rotation. Let it collide with pins when within roughly 0.66 units. On impact, apply an impulse to the pin, mark it knocked, reduce the ball velocity, and let knocked pins slide, spin, and collide with other pins. Knocked pins should visibly topple/move rather than disappearing. Keep upright pins stationary until struck. - End the roll when the ball passes the back wall (z < -17) or after about 5.6 seconds. Then show a centered result modal after a short delay. Count pins marked knocked and display one of: "STRIKE!" for 10, "NICE SPARE!" for 8 or more but fewer than 10, "GOOD ROLL" for any other nonzero result, or "GUTTER BALL" for zero. Include result text such as "X pins down" and for a strike "Perfect pocket hit.", otherwise "Tap next frame to set up again." - The NEXT FRAME button increments the frame number, resets all ten pins to their original rack, creates a fresh ball, dismisses the overlay, and restores the hint. RESET should reset the game to frame 1, center the aim, and create a fresh rack and ball. HUD and controls: - Overlay a fixed HUD over the 3D scene. At the top, show two translucent dark rounded panels: left says "STRIKE LANE" in bold uppercase, and right says "Frame 1 · Pins 10" with the frame number and a large amber/orange pin count. Update both values during play. - Near the bottom center, show the hint: "Drag on the lane to aim · release to roll · press Space to roll". It should have a light blue-gray color, subtle text shadow, and fade to low opacity while rolling. - Along the bottom, place an amber-accented power range input, a large light/cream ROLL button, and a dark blue RESET button with white text. Use rounded corners and soft drop shadows. Ensure the controls work on both touch/pointer and desktop keyboard. - Use a centered dark translucent rounded result card with a large heading, muted explanatory text, and an amber NEXT FRAME button. The card is hidden until a roll completes. - Make the layout responsive for a tall mobile portrait screen as well as desktop, with the canvas filling the viewport and controls remaining accessible near the bottom.