Beneath the water.
A small raft on a wide sea. Something much bigger is waiting below.
Compare the scene
Find the stick lying on the logs.
Watch for a dot on the logs. Move away before the shark bites.
Poke each of the three fish three times to catch it. The fish stay in place. Catch all three to reach the sharks, paused. Press Resume to dodge. Try the sharks also previews that part. After five shark hits,the monster attack opens,paused. Continue to the monster sample also previews that part. Start again returns to fishing after using these steps.
Press Resume. Click or tap the scene, then use WASD or the arrow keys. On a touch screen, hold the direction buttons. Focus a direction button and hold Space or Enter to move. A dot marks a threatened side of the raft. Its ring shrinks before a shark rises and bites. Move clear of the dot. Pause stops play. Start again resets the cat and sharks, paused. After using Try the sharks, it returns to fishing. This sample keeps the cat on the logs. Shark shapes, six sharks, warning time and bite reach are sample choices. It changes no health. After five shark contacts,you reach the monster attack. Press Resume there.
Press Resume. Click or tap the scene, then use WASD or the arrow keys. On a touch screen, hold the direction buttons. Focus a direction button and hold Space or Enter to move. Walk close to the stick and press E or Pick up stick. Walk to a side, face a fish and press E or Poke fish three times to catch it. Catch all three fish to reach the sharks. The cat stands still during each poke. Pause stops play. Start again returns the stick and cat, paused. In the fishing raft, press Space or Pounce to jump. Walk to an edge and face straight out to pounce into the water. Kitty swims back and hops aboard. Interior jumps keep the safe bounds. P pauses; Resume continues. Fishing and Try the sharks wait until the cat is aboard. The jump uses a side-fin attachment-to-tip reference; endpoints, fixed heading, timing, return hop, camera and touch button are proposals. Compare protected walking keeps the earlier bounds and view.
Natalie chose the huge anglerfish, red eyes, very long sharp teeth, and light red mixed with black. This study proposes its shape, light and movement.
Choose Mouth tentacle sample to see sunset-orange tentacles with sharp teeth extend and hide inside the mouth. Natalie requested the color and teeth. Three tentacles, their exact shade, shape and motion are a sample. This comparison shows motion only. To try a grab and tap escape, choose Try the sharks, then Continue to the monster sample. A missed escape pulls the cat inside.
Choose Inner jaw sample to see a second jaw reach out and hide again. Natalie requested a jaw hidden inside the mouth until attacking. Its shape, colors, size and motion are a sample. It moves on its own in this comparison. The live monster sample also has a jaw that reaches out at random times.
Compare Top tail spikes sample and Around tail spikes sample in View. These earlier proposals put spikes on the tail base. The live monster sample uses Natalie's chosen white spikes at the tail tip. Their size, number and spacing are a sample.
Try Larger raft sample in View. Its longer logs put the raft near the monster's span. The cat stays the same size. These dimensions are a sample. Choose Walk on the raft to try walking. Play the chase to reach this raft after ten catches.
What is built here
The water moves and the raft follows it. Try Original or Ripples and light to compare the look. Switch Swimming to compare the original motion with a swaying body and tail. The Swimming side view shows the tail. Whole creature leaves room for the fins and lure. Whole raft leaves room for the cat and all the logs as they move. Try Grain to see a wood pattern on the long logs. Try Smooth patches to compare the red and black skin. Walk on the raft lets the cat explore the logs. Find a stick and poke fish in Walk on the raft. Each fish stays at its home and is caught after three pokes. Catch all three fish to enter the shark scene, paused. Fish shapes, placement, stick reach and poke timing are samples. Choose Shark dodging sample to try moving away from warning dots before a shark bites beside the logs. It changes no health. Five shark contacts open the monster attack. The monster stays underwater until attacking. Fishing advances to sharks after three catches. The sample controls also let you preview sharks and the separate monster attack and escape sample. The monster sample lets you try repeated grabs and escapes. After the tenth successful escape,all tentacles pull Kitty inside. Continue inside opens Acid. The fishing raft now has a pounce and quick swim-back sample. Shark dodging keeps its earlier movement bounds. Exact jump references and touch choices remain open. A missed escape in the monster sample leads inside to the acid climbing sample. In the story, this same monster always swallows the player and starts acid.
A rigid raft cannot touch every point of a curved wave. Support error measures that difference at four corners. Desktop results do not establish phone performance.
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