
It's Time To Get Catty!
a YT gameplay video of 2.07 is here:
But it looks like i lost that one so you have to play 2.03 which is this one:
https://rosebud.ai/p/8b09818c-49e8-482c-9925-723b944e9f60
and then my artist-level profile on Rosebud is this:
https://rosebud.ai/profile/06ba9fde-faa2-410f-9a22-ebbb975fad2f
This was remixed all the way from Space Blast on Rosebud by "JP" (who incidentally also did the default Star Shooter game before I remixed it into Star Shooter Deluxe I thru IV for Itch in an earlier competition this year in April or so, see my main Itch page and scroll farther down)
JP apparently in turn mixed it from a template called 2D Playground which is basic to Rosebud's admin
https://rosebud.ai/p/d22cbee3-f090-40a9-b6d5-29393d054283
and It's critical to compare how much more complex my game is now than basic Space Blast on Rosebud to understand my skill at remixing
The cat asset provided for the jam prompt is added to the player's ship as the pilot of the ship. The horizontal 2D shmup has been turned into a vertical one with a terrestrial scrolling background.
air targets have birds as pilots.
ground targets are split into "ground" (tanks) castle (small forts) fortresses (large forts)
bosses as the waves increase have larger and larger concentric shield layers to shoot down before hull damage is taken.
During a boss fight the castles and fortresses will every 4-6 seconds spew blue lighting which recharges the shields giving us some strategy spice to the game where if you dont simultaneously deal with the castle/fortresses the boss takes longer.
at higher levels it's still buggy where the air targets move too fast to be hit
at level 50 the boss fight with the dog ship is messed up but the dog boss music plays correctly
buttons are provided for copying the URL of the music playing at the moment to paste in another browser tab for Spotify, Soundcloud, Apple or Tidal.
Different random music plays each level, there are 5 boss musics and 5 background musics. they are pitch transposed randomly -6 to +6 semitones each time they are used in a new level or if they end naturally and the level is taking that long and the music restarts, a new key signature is picked.
As to the ingredients list for the art: some concept art was AI but I drew over it or chopped it up. There are 7 air target PNGs, I sliced the strip of cat images into one PNG for each expression, the player ship and the basic boss ship (but not the level 50 Dog ship) are from the predecessor Rosebud game (Space Blast)
As far as the list of music that was pre existing which is all made by me, the music platforms that are pasteable from the buttons are effectively my Ingredients List.
I am a lot more established online since 2023 as a musician than as a coder:
my main website is:
So i have 431 Soundcloud releases but only seven vibe-code games thus far (6/30/2025). I release through Distrokid to the other music platforms (about 30).
Vibing games started in March 2025 but obviously as you can see from my ability to decorate stuff I was an Atari 2600 kid in the late 70's. Every five years (starting in 1980) or so I would get my recreational coding up to "Teach Yourself C in 21 Days" (the old SAMS books level) then be too chicken to free-lance for money.
But now that AI is getting better i am able to unlock against my decision paralysis the same way finally having a high end synthesizer with a sequencer built in (the Roland FA-08) unlocked music ability when I only had one year of piano lessons in 1985-86 (yet nonetheless had perfect pitch ability and ability to transpose in my head).
The first of those music pieces was June 22, 2022 and I started monetizing on January 24, 2023, see my soundcloud master list for more details.
In both my music and my coding i tend to be more about pushing content that is interesting, rather than polish. This puts me as more of a ways-and-means guy and an ideas guy rather than a polisher or perfectionist. I have however gone back and made "Alpha remasters" of so far just under 40 my music tracks however, starting I guess, late last year:
https://soundcloud.com/doug-stoothoff/sets/alpha-remasters
the splash screen sequence has 20 high score positions, F10 resets the score list as stated below.
Bonus ship - every 30,000 points
Powerups are dropped by enemies to increase shield, wide shot, missile level.
If collected when the levels are already at 8, they give modest points that slowly increase each wave.
Commands:
ENTER- starts the game
ARROW KEYS - move ship
SPACE - fires the gun
X - fires air to ground missiles at ground targets if they are onscreen.
ESC - ends the game, or from command reference gets you back to in-progress game
? - brings up the command reference in the game
(I tried to make it but it doesnt look like the ? key does anything anywhere however)
** CHEATS **
I - Invulnerability essential for playing this long enough to evaluate because it's very hard without this mode on
B - does two things, if the remaining target counter is greater than zero and the boss is not onscreen yet, it brings the counter to zero and spawns the warning message then the boss appears. if the boss is already fighting then it kills it instantly.
S - increments shields
W - increments wide shot level
H - increments homing air-to-ground missile level
L - increments the wave number +1 wave
F7 - instantly ends the game to see the end screen graphic
F9 - increments the wave number by +5 waves
F10 - resets the high score list
| Status | Released |
| Platforms | HTML5 |
| Author | exedexes1 |
| Genre | Shooter |
| Tags | Shoot 'Em Up, vertical-scoller |
| Code license | MIT License |
| Asset license | Creative Commons Attribution v4.0 International |
| AI Disclosure | AI Assisted, Code |
Download
Click download now to get access to the following files:
Development log
- It's Time To Get Catty! v2.07Jul 20, 2025





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