{"id":48469507,"url":"https://github.com/jacobstephens2/clowder-and-crest","last_synced_at":"2026-04-09T23:16:07.740Z","repository":{"id":349181027,"uuid":"1200954534","full_name":"JacobStephens2/clowder-and-crest","owner":"JacobStephens2","description":"A cozy medieval cat guild management game with puzzles, pixel art, and bond conversations. 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Recruit cats, take jobs, solve puzzles, and build your guild from a lone stray to a renowned clowder.\n\n**Play now:** [clowderandcrest.com](https://clowderandcrest.com) (also at [clowder.stephens.page](https://clowder.stephens.page))\n\n## What it is\n\nA hybrid daily-life sim and minigame anthology, framed as a Fire Emblem-style support drama between cats. You play the founding Wildcat of a fledgling guild, recruit other breeds, take jobs from the town board, and survive a 7-chapter narrative arc that builds from \"stray under a tarp\" to a Church Inquisition. Every job is a minigame; every cat has stats, mood, and bond conversations with the rest of the guild.\n\n## Minigames\n\n**14 distinct minigame types**, each authored against the design pillars of its genre. They're staggered across the chapter unlocks so the player learns the vocabulary one piece at a time:\n\n| # | Minigame | Genre | Highlights |\n|---|---|---|---|\n| 1 | **Chase** | Maze-chase arcade (Pac-Man) | 2-dog pack with distinct AI archetypes (Tracker + Ambusher), Pac-Man-style ghost combo on catnip, archetype-specific death messages |\n| 2 | **Hunt** | Whack-a-mole / reaction | Speed escalation, fake-out rats (peek + double-pop), poison rats with red tint, 5-chain combo bonus |\n| 3 | **Sokoban** | Crate pushing | 8 themed hand-crafted levels with named concepts (\"First Push\", \"Three Locks\", \"Pushed Out\"...), BFS-validated, restart button |\n| 4 | **Courier Run** | Endless runner / lane switcher | Linear speed escalation curve, 9 obstacle \"phrases\" instead of pure random spawns, 4 mission types per run, juice on lane changes/pickups/hits |\n| 5 | **Brawl** | Top-down action | Telegraphed rat windups, hit-stop on kill, Skirmisher rat type with lunge attack, boss phase 2 transition at 50% HP, wave foreshadowing |\n| 6 | **Patrol** | Attention management | Continuous threat escalation curve, prowler intruders as a second upkeep type, relight cooldown forcing triage, lantern-loss tracking |\n| 7 | **Nonogram** | Picross / grid logic | 13 hand-crafted thematic images (cat face, fish, lantern, sitting cat), constraint-propagation validator, NO penalty feedback (pure deduction), undo button |\n| 8 | **Ritual** | Sequence memory (Simon) | Per-candle pentatonic tones for dual-channel encoding, speed escalation across rounds, adaptive 1.4× slowdown on failure, near-fail messaging |\n| 9 | **Scent Trail** | Hot/cold deduction | Exact Manhattan distance numbers (not buckets), Mastermind-style remote probes, constraint-ring overlay on revealed tiles |\n| 10 | **Slide Blocks** | Constraint-satisfaction (Rush Hour) | 6 named themed puzzles (\"Gridlock\", \"Three Locks\"...), load-time BFS validation auto-corrects par drift, PERFECT! callout, axis-arrow indicators on blocks |\n| 11 | **Fishing** | Reel-in tension | Three-phase structure (approach → bite → catch), 5 fish behaviors driving zone motion (steady/darting/diver/runner/lazy), 4-tier rarity system |\n| 12 | **Pounce** | Projectile physics (Angry Birds) | Breed-specific mid-flight abilities (Power Shot, Heavy Drop, Triple Split, Whirlwind...), wood/stone/glass material variety, 4 hand-crafted structure templates |\n| 13 | **Heist** | Lock picking | Per-ring \"set\" state with distinct sparkle SFX, counter-clockwise rotation via tap-side detection, trap notches on hard difficulty |\n| 14 | **Stealth** | Top-down stealth | Graduated detection (alert + pursuit, not instant fail), grass-recovery loop, ghost run reward layer, alert spreading to nearby guards |\n\nPlus the **Dungeon Run** roguelike meta-loop (Ch.5+) that chains random minigame floors with persistent HP, inter-floor upgrade picks (Slay-the-Spire model), and a Hades-style reactive narrative driven by run history.\n\n## Other features\n\n- **6 cat breeds** (Wildcat, Russian Blue, Tuxedo, Maine Coon, Siamese, Bengal) with PixelLab-generated pixel art — idle (4 directions), walk (6 frames × 4 dirs), scratch, sit, eat, sleep\n- **35 jobs** across 6 categories — Pest Control, Courier, Guard, Sacred, Detection, Shadow (chapter-gated)\n- **7 chapters** of narrative — stray, founding, Rat Plague, learning, established, Rival Guild, Inquisition\n- **Bond system** — all 15 breed pairs, 48 conversation scripts (45 pair + 3 group), Fire Emblem-style C/B/A ranks with stat-grant rewards on rank-up\n- **Reputation system** (Crest/Shadow) — Sacred + Guard work builds Crest, Detection builds Shadow; affects recruit costs, daily income, and bond growth\n- **Guildhall + 3 unlockable rooms** — 15 furniture items, drag-to-rearrange, walk-into-furniture stat boosts\n- **Town map** — explorable 8×10 grid with buildings, stray cats, walking NPCs\n- **Real-time day cycle** — 3-minute days, dawn-to-night phases, time-of-day town art\n- **Daily wishes**, **traveling merchant** (every 3rd day), **rotating festivals** (every 7 days)\n- **3 save slots** with forward migration (saves never destroyed on updates)\n- **Guild journal** — chapter beats, recruits, level-ups, bond rank-ups, dungeon runs\n- **14 music tracks** + 22 sound effects + rain ambience (most via ElevenLabs)\n- **Resilient playtest harness** — every minigame has a `test/*-playtest.mjs` script with hard timeouts, process group cleanup, and direct-method verification\n\n## Tech stack\n\n- **Phaser 3** + TypeScript (canvas game scenes)\n- **HTML/CSS overlays** (UI chrome — bottom nav, panels, dialogues)\n- **Vite** (dev server + production build)\n- **Capacitor** (Android packaging + OTA updates)\n- **PixelLab** (AI-generated pixel art)\n- **ElevenLabs** (AI sound effects + music tracks)\n- **Apache** + Let's Encrypt (web deploy)\n\n## Development\n\n```bash\nnpm run dev          # Dev server on port 3200\nnpm run build        # Type-check + production build to dist/\nnpm run ota:publish  # Build + zip dist/ + write updates/manifest.json\n```\n\nEach minigame has a Playwright-based playtest:\n\n```bash\ntimeout 150s node test/chase-playtest.mjs\ntimeout 150s node test/sokoban-playtest.mjs\ntimeout 150s node test/brawl-playtest.mjs\n# ...one per scene\n```\n\n## Architecture\n\nSee [CLAUDE.md](CLAUDE.md) for full project structure, scene-by-scene mechanic notes, and design decisions.\n\n## License\n\nCC BY-NC-SA 4.0 — See [LICENSE](LICENSE) for details.\n","funding_links":[],"categories":[],"sub_categories":[],"project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fjacobstephens2%2Fclowder-and-crest","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fjacobstephens2%2Fclowder-and-crest","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fjacobstephens2%2Fclowder-and-crest/lists"}