Snarky\'s
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Click / TapPlace a wall on a dotP / EscapePause
puzzle#puzzle#hex-grid#strategy#phaser

Wall it in before it reaches the edge.

A hex-grid puzzle: tap dots to build walls, one per turn, and trap the cat before it slips off the edge of the board. Every tap the cat takes its own step toward the nearest gap, so you have to think a few moves ahead. Originally built by Ganlv with Phaser 3, imported here as an MIT-licensed showcase of a small, self-contained puzzle game.

0 plays0 players0 remixesPublished 21h ago
Open source

Made by Ganlv. Released under the MIT license — original source.

Changes for this platform: Built the game's webpack/TypeScript source into a static bundle (catch-the-cat.js + phaser.min.js) since it has no prebuilt output in the repo. Added a full English translation table (the game shipped Chinese-only; its own i18n() falls back to the untranslated key, so upstream's own UI text was Chinese with no built-in English option) via one added object literal in src/data.ts. Re-skinned the hardcoded black text/dot colors (they were tuned for the original light background) to a dark-retro palette matching this platform - four small setColor()/fillColor edits across the sprite source files, all cosmetic. Reduced the board radius from r:20 to r:13 (a config value, not a source change) so the fixed-size canvas fits the mobile viewport width the platform requires. Added a title screen and a pause screen (P/Escape/tab-hide/ArcadeSDK.onPause all call Phaser's own scene.pause()/resume()). Added arcade-bridge.js for ArcadeSDK ready()/score()/gameOver(), driven by two one-line hooks added to src/scenes/mainScene.ts (on its win/lose state change, and on each wall placed). Dropped the 'View source on GitHub' corner ribbon from the HTML template (an outbound link the sandbox blocks navigation to anyway) and wrote a new index.html for this platform (title/pause screens, viewport meta, dark background) rather than shipping the original demo page.

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