- $sharkcat2 is open and playable. The dev starts making this runner 3d game its own.
Launch briefdone
tower defender, you are a cat defending your cardboard box against shark attacks
Add a button for normal, fast, or super-fast speed.
fish is the ingame currency
make it possible to update the towers 30x, make it that towers have hp and can be attacked by sharks (but they can’t be destroyed too easily. make it that you can buy shield for towers and that you can pay for repair (restore full hp of a tower). make it possible to delete towers repair should be very cheap
map should comport at least 25 towers total
make no mistakes
2 d ago
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Dev2 d ago
I'm turning this into a 3D tower defense game: the sharkcat guards its cardboard box from sharks swimming down a winding canal.
I turned the game into a 3D tower defense called sharkcat v2: Box Defense. Your cat sits on its cardboard box while sharks swim down a winding canal toward it. I haven't played it through, so the numbers below are where I started the balance, not tested values.
**How to play:** tap one of the glowing spots along the canal to build a cat tower for 50 fish. Sharks drop fish when they die, and you get bonus fish for clearing a wave. Tap a tower to open its panel:
- **Upgrade:** up to level 30. Each level adds damage, range, fire rate and max HP.
- **Shield:** a blue bubble that takes damage before the tower does.
- **Repair:** restores full HP and is very cheap, about 3 fish per 100 HP missing.
- **Sell:** deletes the tower and gives back 60% of what you spent on it.
**Tower damage:** sharks bite the towers they swim past. Towers start with 165 HP and gain more with every level, so they take a lot of bites to destroy, but they can be lost. Each tower shows its HP bar, shield bar and level number.
**Speed button:** bottom left, it switches between normal, fast (2x) and super-fast (4x). The F key does the same.
**Waves:** you start each wave with the Next Wave button or the N key. After you clear a wave, the next one also starts by itself after 12 seconds. Every third shark from wave 3 on is a fast one, and every fifth wave brings a big boss shark. The run ends when your box has taken 20 hits.
**Map:** it has more than 25 tower spots.
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Request #1done
make it 2d
we need at least 4 different types of towers
we need more money per death
2 d ago
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Dev2 d ago
I'm rebuilding the game in 2D with four cat tower types and bigger fish drops from sharks.
The game is 2D again, with four cat towers and bigger fish rewards. I haven't played it yet, so the costs and stats below are untested starting values.
The four towers, each costing a different amount of fish:
- Paw Cat (50) shoots fast.
- Sniper (80) has huge range and hits hard.
- Frost Cat (70) slows sharks to half speed.
- Yarn Bomb (100) does splash damage to every shark near where it hits.
**More fish:** a normal shark now drops 10 fish plus 2 per wave, up from 4 plus 0.8. The bonus for clearing a wave went up too, to 25 plus 6 per wave.
**How to try it:** tap a glowing spot, then pick one of the four tower buttons that pop up. Tapping a built tower shows its range and the Upgrade (to level 30), Shield, Repair and Sell buttons. The speed button, sharks attacking your towers, and the 31 tower spots on the map all still work as before.
Request #2done
add barriers that can be build in the river to block enemy passage. the barriers can be upgraded to nv 50, can be repaired, etc
add also some spacial powers that can be used every X time
and a way to recovery the box cat hp
2 d ago
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Dev2 d ago
I'm adding river barriers, three special powers on cooldowns, and a way to heal the box.
I added river barriers, three special powers on timers, and a way to heal the box. I haven't played it yet, so the costs and timers below are starting values that still need balancing.
**Barriers:** dashed slots now sit in the river on the long straight stretches. Tap one to build a wooden barrier for 40 fish. It blocks every shark behind it, and they have to chew through it to pass. You can upgrade a barrier up to level 50. Like towers, it can also be shielded, repaired cheaply or sold.
**Special powers:** four buttons sit along the top of the screen, each showing a countdown until it's ready:
- **Fish Meteor:** blasts every shark on the map, with a 45 second wait.
- **Big Freeze:** stops all sharks for 5 seconds, with a 35 second wait.
- **Repair All:** brings every tower and barrier back to full HP, with a 60 second wait.
- **Fix Box:** the fourth button restores 5 box HP for fish. Its cost goes up a little each wave.
Request #3done
From round 30 onwards, make it possible to place "fishing nets" in the same slots used for barriers (though not simultaneously).
These fishing nets generate a *huge* amount of fish (currency) and can be upgraded up to level 50 (higher levels yield more fish per second, or something similar); however, they have 0 HP, meaning they are destroyed if an enemy reaches them.
1 d ago
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Dev1 d ago
I'm adding fishing nets to the river slots from wave 30: they make lots of fish, upgrade to level 50, and break if a shark reaches them.
I added fishing nets, built in the same river slots as barriers. I haven't played it, so the net costs and income are untested starting numbers.
**How they work:**
- **Unlock:** the river slot panel has a Fish Net button next to the barrier. It shows "from wave 30" until then, and after that a net costs 300 fish.
- **One per slot:** a slot holds either a barrier or a net, never both.
- **Income:** a net makes about 6 fish a second at level 1, and a little floating number shows what it's earning.
- **Upgrades:** nets go up to level 50, and each level adds 12% more fish. At level 50 that's about 1,600 fish a second.
- **0 HP:** nets have no HP, no shield and no repair. A shark that swims into one tears it right away.
- **Sell:** you can still sell a net to get some of your fish back.
**Where to put them:** sharks reach the slots in order along the river. So the best place for a net is behind a strong barrier, where it's protected.
To try it, survive to wave 30, then tap a dashed slot in the river.
- The volume unlocked a new request: 1 ready.
- The volume unlocked a new request: 2 ready.
- The volume unlocked a new request: 3 ready.
- The volume unlocked a new request: 4 ready.
Request #4done
Add a feature allowing players to 'attack' a shield (applying a shield to a tower that already has one adds HP to the existing shield).
Also, make it possible to activate auto-shield for a tower or barrier. When activated, if the shield's HP drops to zero, it will attempt to automatically repurchase the shield, provided there are sufficient funds available. (The auto-shield function should only become available starting at round 40.)
Add more tower slots (at least 20) in the currently empty spaces (along the sides), but make these slots available for use only from round 50 onwards.
1 d ago
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Dev1 d ago
I'm adding stackable shields, an auto-shield toggle from wave 40, and 21 side tower spots that unlock at wave 50.
I added stacking shields, auto-shield and 21 new side spots. I haven't played it through, and I didn't get to test the later waves, so check that the new spots open at wave 50 and that auto-shield buys a new shield once the old one runs out.
**Stacking shields:** buying a shield for a tower or barrier that already has one now adds its full value on top. The button reads "STACK SH" when a shield is already there. The blue bar maxes out at one shield's worth, so it stays full while you have extra stacked.
**Auto-shield:** the tower and barrier panel has a new AUTO SH button that switches on from wave 40. When it's on and the shield is gone, the next hit buys a fresh shield right away, if you have enough fish. A small "AUTO SHIELD" number shows the cost each time. Nets still have no shields.
**New spots:** 21 grey "W50" spots sit along the sides and in the empty area below the map. They can't be tapped until wave 50, and then they turn into normal build spots.
- The volume unlocked a new request: 4 ready.
Request #5done
The placement of the 21 new towers is poor. There is plenty of available space on the sides (left and right) that you could have used. Having those three rows clustered together at the end of the map makes no sense.
Add a fourth speed option to go even faster—maybe 10x.
At round 60, unlock a new tower that fires a harpoon. It is quite slow—about one shot every two seconds—but deals absurdly high damage to large fish.
At round 70, unlock new upgrade levels for towers, barriers, and fishing nets; they should now be upgradable up to level 100.
1 d ago
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Dev1 d ago
I'm moving the 21 late spots to the left and right edges, adding 10x speed, a harpoon tower at wave 60 and level 100 from wave 70.
I moved the 21 wave-50 spots, added a 10x speed and the harpoon tower, and raised the level cap to 100 from wave 70. I haven't played it and couldn't check the late waves, so the harpoon's cost and damage are untested starting values.
**New spots:** 20 of the 21 grey spots now run down both the left and right edges, from the top of the map to the bottom. There are no more rows bunched up at the end. The last one fills an empty gap next to a river bend.
**10x speed:** the speed button (or F) now has a fourth step, HYPER 10x.
**Harpoon:** a fifth button in the build panel stays greyed out until wave 60, then costs 400 fish. It fires about once every 2 seconds for 300 damage. Against the big sharks that hit is multiplied by 10 and shows "HARPOONED!".
**Level 100:** from wave 70, towers, barriers and fishing nets can all be upgraded to level 100. Upgrade costs keep rising the same way as before, so the last levels will be very expensive.
Request #6done
Additionally, the box should gain +5 health each new round (starting at 20).
Starting at round 80, unlock a new special power: "Finger of God." This allows you to instantly kill a fish but takes 3 minutes to charge.
Also, add a button to apply the maximum possible upgrades to a tower using available funds.
1 d ago
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Dev1 d ago
I'm adding a box that grows +5 each wave, a tap-to-kill Finger of God power from wave 80, and a MAX UP button.
I added all three. I haven't played it, so check the late waves yourself.
**Growing box:** the box starts at 20 HP, and from wave 2 on each new wave raises its maximum by 5 and also gives you those 5 HP. The top bar now shows current and maximum HP. The FIX BOX button can heal up to the new, higher maximum.
**Finger of God:** a fifth power button sits in the top row and stays grey until wave 80. Tap it, then tap any shark to kill it instantly with a lightning strike, big sharks included. Its 3-minute recharge only starts once you've actually hit a shark. If you change your mind before choosing a target, tap the button again to cancel.
**MAX UP:** a new gold button in the tower, barrier and fishing net panels. It keeps upgrading that one item until you run out of fish or it reaches its level cap. Because of the extra button, each button in the tower and barrier panel is now a bit narrower.
Request #7done
The "Fixbox+5" power requires a 60-second cooldown between uses.
The "Finger of God" power can work as an area-of-effect attack (small radius), killing all fish within that area.
Round 100: Unlocks the special "Euthanasia" power; it kills all enemies but also destroys any towers lacking shields (shielded towers lose their shields instead). Fishing nets and barriers remain unaffected.
Round 90: Unlocks a new melee tower type—a "Cat Burglar" cat capable of attacking hundreds of times per second, though only against single targets.
Round 120: Unlocks an explosive tower that continuously deton
1 d ago
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Dev1 d ago
I'm adding the Fix Box cooldown, an area-strike Finger of God, Euthanasia at wave 100, the Cat Burglar at 90 and an explosive tower at 120.
I added all five pieces. Your last message was cut off after "continuously deton", so I guessed at the explosive tower; tell me if you meant something else. I haven't played any of this, so the new costs, damage and cooldowns are untested starting values.
**Fix Box +5:** it now has a 60-second cooldown, and the button shows a countdown while it recharges.
**Finger of God:** tapping a shark now also kills every shark within a small area around it, big sharks included. A gold ring shows the area.
**Euthanasia (wave 100):** a new power with a 5-minute cooldown. It kills every shark on the map. Towers with a shield lose the shield; towers without one are destroyed. Fishing nets and barriers are left alone. I picked the 5 minutes myself because you didn't give a cooldown.
**Cat Burglar (wave 90):** a short-range melee tower for 600 fish. It hits one shark 200 times a second at half a point of damage per hit, and that grows with upgrades.
**Blast Cat (wave 120):** my guess at the explosive tower, for 900 fish. It sets off a blast about every two-thirds of a second that hits all sharks around it.
The build panel now holds 7 towers, so each button is narrower. The top row also has one more power button, so those are a bit narrower too.
- The volume unlocked a new request: 2 ready.
- The volume unlocked 2 new requests: 4 ready.
Request #8done
Make it multilingual. Let's start with English, Spanish, and Brazilian Portuguese (with the user selecting the language).
Include basic documentation for the game, the towers, etc.
Check that the harpoon is working correctly, as intended.
1 d ago
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Dev1 d ago
I'm adding English, Spanish and Brazilian Portuguese with a language picker, a how-to-play guide, and a harpoon fix.
The game now opens on a language screen with English, Spanish and Brazilian Portuguese, plus a how-to-play guide. The harpoon hit for its full 300 damage, x10 against big sharks, but it often fired at small sharks instead, so I changed that. I haven't played this build, and the Spanish and Portuguese text is my own translation, so a native speaker should look it over.
**Languages:** tap a language, then PLAY. The whole game follows that choice: buttons, tower names, wave messages, damage popups and the game-over stats. To switch languages you have to reload the game.
**Guide:** HOW TO PLAY on the same screen has 4 pages: goal and controls, every tower with its cost and unlock wave, river slots with shields and upgrades, and all the powers. BACK and NEXT flip pages, CLOSE returns to the language screen.
**Harpoon:** it was mostly shooting the shark closest to the box, small ones included, so its single slow shot was often wasted. It now always aims at a big shark when one is in range, and only shoots small sharks when none is. Its shot is also drawn bigger so you can see it fly. To check it, build a harpoon and watch a big-shark wave (every 5th wave) for "HARPOONED!".
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Request #9done
From level 100 onwards, make it possible to reset the "Finger of God" cooldown. It costs 10 million fish but resets your currency to zero. In other words, if you have 9 million, you can't do it; if you have 15 million, you can, but your currency drops to zero.
Add another speed setting: 20x.
Add an option to enable or disable effects (for example, the screen shake caused by the Bomb Cat).
From level 140 onwards:
Unlock the stone barrier—much stronger than the previous wooden one and upgradeable up to level 100—and increase the maximum level for fish nets to 150.
From level 150 onwards:
Ena
1 d ago
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Dev1 d ago
I'm adding a 20x speed, an effects on/off toggle, a paid Finger of God reset from wave 100, and the stone barrier with net level 150 at wave 140.
I added four of the five changes. Your message was cut off after "From level 150 onwards: Ena", so I haven't built that one yet; tell me what it should do. I haven't played this build, and the stone wall's cost and strength are untested starting values.
I read your "level" numbers as wave numbers, so these unlock by wave.
**Finger of God reset:** from wave 100 a gold RESET GOD button appears under the powers while Finger of God is recharging. It only works if you have at least 10 million fish, and it then sets your fish to zero.
**20x speed:** the speed button (or F) now has a fifth step, ULTRA 20x.
**Effects toggle:** a new EFFECTS ON/OFF button sits in the bottom row, and E on the keyboard does the same. OFF turns off all screen shake and screen flashes, including the Blast Cat's shaking. To make room, the bottom row now has three narrower buttons.
**Stone wall (wave 140):** a third choice when you tap a river slot. It costs 500 fish and is about 7 times tougher than the wooden barrier at the same level, and it upgrades to level 100. From wave 140, fishing nets can also be upgraded to level 150.
The new labels are translated into Spanish and Portuguese, but I didn't update the how-to-play guide for these changes.
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Request #10done
From level 150 onwards:
Enable the shield auto-stack feature (applying to only one unit at a time; typically used on a barrier). It continuously stacks shields as long as there is money available. If the money runs out, it turns off automatically.
Check if the Melee Thief Cat is working correctly; it seems like it isn't dealing damage. Also, let's rename it to "Meow-ssassin."
Replace the "Euthanasia" power with "Hot Oil." It deals the same damage per hit as the meteor but sets the river on fire for a few seconds, resulting in multiple hits equivalent to 10 meteors.
1 d ago
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Dev1 d ago
I made all three changes. I haven't played this build, so the new numbers are untested starting values.
**Auto stack:** from wave 150, a tower or barrier panel has a new AUTO STACK button. Only one unit can have it at a time; switching it on for a second unit moves it there. It adds another shield layer every half second for the normal shield price. When you can't afford the next layer it switches itself off and shows a message.
**Meow-ssassin:** the Cat Burglar is renamed Meow-ssassin in all three languages. Its hit logic looks right on paper, but each hit only did half a point of damage, so on late-wave sharks it barely made a dent. Each hit now also takes a small slice of the shark's maximum health, which grows with level. That means it should clearly hurt even very tough sharks. I couldn't confirm in play that this was why it seemed to do no damage, so watch a few waves after wave 90 to check.
**Hot Oil:** it replaces Euthanasia at wave 100 and keeps the same 5-minute cooldown, which I chose earlier and you never confirmed. The river burns for 5 seconds and every shark takes a meteor-sized hit every half second, 10 hits in total. Towers are no longer affected.
The how-to-play guide is updated for Hot Oil and auto stack in all three languages.
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Request #11done
We are changing the shield autostack feature so it unlocks at level 70.
Update the "How to Play" documentation.
Include a summary in the documentation of what unlocks (or changes) for each round where something becomes available.
1 d ago
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Dev1 d ago
I'm moving auto stack to wave 70 and adding unlock-summary pages to the guide in all three languages.
Auto stack now unlocks at wave 70 instead of 150. The how-to-play guide is updated in all three languages. It also has two new pages at the end that list everything that unlocks or changes, by wave number, from wave 3 up to wave 140.
The guide now also covers the 20x speed and the E key that turns effects on and off. It explains the Reset God button and the stone wall too, and says that fishing nets go up to level 150 from wave 140.
Open HOW TO PLAY on the language screen and tap NEXT to reach the unlock pages. I haven't played this build. Some pages are now longer, so check that the bottom lines don't run into the BACK, CLOSE and NEXT buttons on a phone.
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- The volume unlocked a new request: 1 ready.
Request #12done
For the "Dedo de Deus" (Finger of God) renew, let's set the price at 150 million (keep the mechanic where purchasing it wipes out all current funds).
Unlock the auto-stack shield feature starting at level 70.
Update the "How to Play" documentation.
Include a summary in the documentation of all changes for rounds that introduce new features.
For example:
Lvl 20 – [feature]
Lvl 40 – [tower]
Lvl 50 – [power]
Lvl xx – Max tower level increases to 100
Lvl yy – Max net level increases to 150
etc.
Improve the graphics wherever possible, but keep it 2D.
1 d ago
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Dev1 d ago
I'm setting the Finger of God reset to 150M, rewriting the unlock list by wave, and polishing the 2D graphics.
The Finger of God reset now costs 150 million fish and still sets your fish to zero. Auto stack already unlocked at wave 70 after your last request, so I didn't change it. I haven't played this build.
**Guide:** the reset price is updated in all three languages. The two unlock pages at the end now use your "Lvl 70 – …" style and show each change, such as max tower level 30 → 100 at Lvl 70 and max net level 100 → 150 at Lvl 140. They also note that the box gains 5 max HP every wave. Open HOW TO PLAY on the language screen and tap NEXT to reach them.
**Graphics, still 2D:** the grass has scattered tufts, flowers and blades, and the canal has sandy banks, a shadow and moving ripple lines. Sharks cast shadows in the water, and tower crates and the box have highlights, shading and outlines. Shots have a soft glow so they're easier to follow.
The last unlock page now has one more line than before, so check on a phone that it doesn't run into the BACK, CLOSE and NEXT buttons.
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- The volume unlocked a new request: 1 ready.
Request #13done
The Meow-ssassin has become way too overpowered; if you place just a few upgraded ones at the start of the track, no fish gets through anymore—even by round 400. You should find a way to balance that a bit.
1 d ago
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Dev1 d ago
I'm toning down the Meow-ssassin by slowing how its damage grows with level and capping its percent hits.
I toned the Meow-ssassin down a lot. I worked the numbers out by hand but haven't played a run, so the exact feel is untested.
**Why it was so strong:** its hits per second went up with every level, and each hit also took a slice of the shark's maximum health. At level 100 that added up to more than a whole shark's health every second, so a few of them deleted everything, however tough the sharks got.
**What changed:**
- **Hit speed:** it now stays at 200 hits per second at every level instead of speeding up.
- **Health slice:** the part of the shark's health each hit takes is about 5 times smaller, and big sharks take only half of that.
- **Flat damage:** the fixed damage per hit grows more slowly with each level.
A fully upgraded Meow-ssassin should now need about 17 seconds alone to kill a normal shark, and about twice that for a big one. It's still a strong tower that softens late-wave sharks, but on its own it can't kill a shark during the short time the shark is in range. Try your wave 400 setup again: some sharks should now get past unless your other towers help. If it feels too weak now, tell me and I'll raise it a little.