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KITTY KAKI: SOTE MODE ENGAGED

A browser-based tower defense game with a boss encounter mode

Play Now HTML5 License


What is this

Four maps. Two characters. One core to defend.

Kitty Kaki: Sote Mode Engaged is a single-file browser game built on THREE.js. You defend a void crystal against escalating enemy waves across four stages — Void, Forest, Inferno, and a full Boss Encounter. No installs, no server, no build step. Open it and play.


Maps

Stage Enemies Notes
VOID Zombies, skeletons, void demons, robots Starting zone. Tech enemies appear in later waves.
FOREST Orcs, zombies, goblins, skeletons Orcs hit hard. Hold the line.
INFERNO Fire zombies, ember scouts, magma golems Single intense wave, then boss.
BOSS MODE Overdrive + Kitty Kaki vs. the Ancient Full encounter — wave phase then 1v1 fight

Boss Mode Controls

Hold left mouse — Overdrive fires a lance stream
Hold right mouse — Kitty Kaki fires a star burst spread
Move cursor up/down — Aim vertically
Q — Overdrive Ultimate: Fire Tornado
E — Kitty Kaki Ultimate: Shield Aura

The boss has multiple phases. Charge gauges fill as you deal damage.


Tower Defense Controls

Input Action
SPACE Trigger next wave early
W Build wood wall
S Build stone wall
T Place turret
F Fortify wall
R Repair wall
B Deploy laser
M Fire mortar
Click powerup box Charge nuke / lightning (costs void energy)
Click charged box Deploy

Dev Mode

Enable DEV MODE in the Options panel to unlock spawn cheats:
1-4 spawn enemies · C toggle chaos · X force stage skip


Architecture

Single self-contained HTML file (~7000 lines). No bundler, no npm, no framework.

index.html
├── THREE.js (CDN)          — 3D rendering, camera, scene graph
├── GLTFLoader              — Character and enemy models
├── Web Audio API           — All sounds synthesized in-browser (no audio files)
├── CSS animations          — HUD, intro player, powerup boxes, boss UI
└── Game systems
    ├── Wave engine         — Multi-stage progression with per-stage enemy mixes
    ├── Resource economy    — Wood / scrap / stone / ammo / void energy
    ├── Boss encounter      — Two-character system, charge meters, ultimates
    ├── Projectile system   — Real-time collision, vertical aiming
    └── Particle emitter    — Lightweight THREE.js additive blending

All sound is procedural — synthesized with the Web Audio API using oscillators, noise shapers, and gain envelopes. No audio assets are loaded.

GLB models are loaded from the /assets/ path. The game degrades gracefully to colored geometry if assets are missing.


Running locally

No build step needed:

# Any static server works
npx serve .
# or
python3 -m http.server 8080

Then open http://localhost:8080.


Enemy roster

Type HP Speed Notes
Zombie 80 slow Void stage baseline
Skeleton 50 fast Fragile but quick
Goblin 30 very fast Pack damage
Orc 220 slow Forest tank, heavy hitter
Void Demon 180 fast Teleports through gaps
Robot 300 medium Armored, high reward
Fire Zombie 110 medium Inferno variant
Ember Scout 35 sprint Glass cannon
Magma Golem 400 slow Inferno heavy
Kaiju 600 crawl Rare elite, massive AOE

Credits

Built for NemoClaw — the Jarvis system for NVIDIA devs and stream community.
Characters: Overdrive and Kitty Kaki.


THE VOID DOES NOT FORGIVE

About

Four-stage tower defense + boss encounter. Single HTML file. THREE.js, Web Audio API, no build step.

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