Holo Lanes · BitBlurs game studio · look proposal v3 · floating world

A world, floating in light

Round two, built from your picks and the neon light-grid direction. Everything here runs on the real cartoon sheets: the code turns each drawing's ink lines into glowing light, so we get this look for free in the game, with no new art needed. Play the board, flip the dials, then copy your picks at the bottom.

New in v3: floating worldThe lanes are gone. Three terrain isles hover in a holo projection, joined by light bridges. Real 3D, drag to look around.
Kept from your picksDramatic camera, chip cards, hologram feel, normal Danger.
New: light-line creaturesInk lines glow cyan for you and orange for the Dealer. A faint fill keeps the shapes fun.
New: grid worldBlack void, moving grid floor, a horizon line, light pulses running down each lane.
New · v4 playable rules

Seven-hex isles, the Core, and the climb


This board now plays the rules from the game design doc. Each isle is a seven-hex battlefield: two pads and a Tech socket on each side, with the Core in the middle. Your creatures hop bridges to climb, step onto the Core to take an isle, and every hit comes from a card on the board, never from Pip or the Dealer.

PIP · SHIELD
DEALER · SHIELD
YOU STRIKEYOU ADVANCEDEALER MOVESDEALER STRIKES
ORDERS
Tap a card, then an isle.
Welcome to my little sky.
SPARK 4/4
Try it
  1. Tap a card, then an isle. Creatures land on the Low or Mid isle. Lava Shift turns a whole isle.
  2. Tap one of your creatures to move it: onto the Core (free) or up a bridge to the next isle (1 Spark, +1 attack this turn).
  3. Tap FIGHT. The camera climbs Low to Summit while your creatures strike. Unblocked strikes crack the Dealer's shield ring.
  4. End a Live Phase alone on a Core to take that isle. Take all three for Sky Lock.

Camera

Focus frames one isle big enough to read, and the tier buttons on the right jump between them. Whole world shows the full climb at once.

Danger mode

Rules and numbers are the first pass from the design doc. The Dealer only strikes back here; their full turn comes with the rules engine. The real game adds bloom and 3D creature models.

1 · v2 flat lanes, kept for comparison

The old flat-lane board


PIP · SHIELD
DEALER · SHIELD
The Dealer drawn in orange light, faceless, steepling his gloves
The house always reads the lanes.
Pip drawn in cyan light, seen from behind
SPARK 4/4
Try it
  1. Tap a card. Places you can play it light up gold.
  2. Tap a glowing pad, or a lane for Lava Shift.
  3. Tap FIGHT. Your creatures fire light trails down their lanes.

Lanes

Circuit keeps the terrain readable at a glance (moss, ice, lava). Pure grid is the cleanest, most serious look, with terrain shown only by a small tag.

Creatures

Light lines is the new grid look. Hologram is your round-one pick. Color keeps the original art with a neon rim.

Camera

Card

Danger mode

At 2 shield or less, every lane rail turns red and the screen pulses.

Mockup in the browser. The real game draws the same look in three.js with real bloom, so it will glow harder than this. Card numbers are placeholders.

2 · Cards

Three card frames, restyled

The chip is your pick from round one, now cut like a data chip with a light strip on top. Tap one to switch the hand above.

3 · Around the match

The other screens

Sign-in, the Live Phase moment and the win screen, in the same light-grid look.

Pip in cyan light, holding up a cardThe Dealer in orange light
Members sign-in. Pip and the Dealer face off on the grid. No price or buy button.
LIVE PHASE
Sir Slush in orange light
Toastwing in cyan light, diving
TOAST VOLLEY · 3 DAMAGE
Live Phase. Toastwing dives on a light ribbon, and hits shatter into pixels. Tap to skip.
PIP WINS
Lane Lock on turn 7 · 6 min 12 s
▶
15 s CLIP
Win screen. Your best moment as a 15-second vertical clip, ending on the BitBlurs pixel tag.
4 · Your picks

Tell me what you want

Then paste them in our thread.