Kitty Brawl is a first playable browser prototype for a 1990s-style side-scrolling action game: a robed warrior cat fights cave rats, builds super meter, and faces a rat boss with dramatic cut-in attacks.
The project is currently a lightweight static web demo built around an HTML canvas, pixel-art sprite sheets, and data-driven animation configuration.
- Playable cat hero with idle, run, jump, melee attack, hurt, death, super activation, and super attack states.
- Rat enemies with walk, attack, hurt, and death animations.
- Rat boss encounter with boss health, rush-in entrance, food hypnosis attack, paper-ball pounce trap, kick follow-up, and random jump repositioning near the player.
- Cat-form status animations used by the boss attacks.
- Long scrolling level with camera follow, tilemap data, processed tiles, and a dark fantasy rat-den background.
- Player super move presentation with a screen-wide cut-in and special background plate.
- Project-local Codex skills for repeating the character, level, sprite-action, and style workflows.
| Gameplay | Super Cut-in | Cat Form |
|---|---|---|
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| Action | Keys |
|---|---|
| Move | A / D or Left / Right |
| Jump | W, Up, or Space |
| Attack | J |
| Super | K |
| Reset encounter | R |
| Debug cat-form states | 0 through 7 |
This prototype does not need a build step. Serve the repo root with any static file server:
python3 -m http.server 4173Then open:
http://localhost:4173/
.
|-- index.html
|-- styles.css
|-- src/
| `-- main.js
|-- assets/
| |-- characters/
| |-- data/
| |-- effects/
| `-- levels/
|-- docs/
| `-- screenshots/
|-- .codex/
| `-- skills/
|-- SPEC.md
|-- FIRST_PLAYABLE_SPEC.md
|-- SCROLLING_CAMERA_SPEC.md
`-- RAT_BOSS_SPEC.md
Most sprite assets are stored as generated sheets with transparent backgrounds, extracted frame PNGs, preview sheets, GIF previews, and pipeline metadata. The main animation definitions live in:
assets/data/player-animations.json
The current level map is data-driven:
assets/data/levels/rat-den-01.json
Project-local skills live in .codex/skills/ and are intended to reduce repeated context when creating new characters, enemies, actions, effects, and levels.
- 16-bit retro pixel art inspired by SNES / Sega Genesis action platformers.
- Dark fantasy rat-den environment with readable silhouettes and high-contrast sprite outlines.
- Combat presentation inspired by arcade fighters, especially cut-in timing for super moves and boss specials.
- Add proper collision tiles and platform behavior instead of purely visual tilemap drawing.
- Expand boss AI with more readable telegraphs and safer dodge windows.
- Add audio for attacks, impacts, boss specials, and UI feedback.
- Add pickups, checkpoints, pause menu, and stage clear flow.
- Continue converting asset generation workflows into reusable project skills.


