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Shark RushAI · Claude 3.5

Game information

Control a colossal great white shark as you rampage through a 3D coastal city, devouring everything in your path to grow into an unstoppable ocean titan!

Type3D Action
ResolutionResponsive
OrientationPortrait
PlatformsPC Web / H5 Mobile
StoragelocalStorage
Authorlsk
Date2026-07-08

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Core Game Loop and Mechanics

Sharkzilla Rampage is a 3D action game where players control a giant shark that grows progressively larger by consuming objects in a coastal city environment.

Moment-to-Moment Gameplay
  • Player navigates a massive shark through shallow coastal waters surrounding a city
  • Shark can breach onto land temporarily to reach buildings and vehicles
  • Consuming objects increases the shark's size and score
  • Larger size unlocks ability to consume bigger objects
  • Physics-based destruction creates satisfying chaos as buildings crumble
  • Time pressure keeps gameplay intense - players must keep eating to maintain momentum
Progression System
  • Size Tiers: Shark grows through distinct size stages (Small → Medium → Large → Mega → Colossal)
  • Consumable Hierarchy:
    • Tier 1: Fish, swimmers, small boats
    • Tier 2: Cars, lamp posts, small structures
    • Tier 3: Buses, food stalls, medium buildings
    • Tier 4: Large buildings, cranes, bridges
    • Tier 5: Skyscrapers, entire city blocks
  • Score Multiplier: Consecutive eating without pause increases score multiplier
  • Growth Meter: Visual feedback showing progress to next size tier
Win/Lose Conditions
  • Win: Reach "Colossal" size tier and consume the final landmark (city hall or tallest skyscraper)
  • Lose: Hunger meter depletes completely (shark must keep eating to survive)
  • Time Challenge: Optional mode with countdown timer for speedrun attempts
Engagement Drivers
  • Satisfying destruction physics and visual feedback
  • Power fantasy of growing from threatening to unstoppable
  • Strategic choices about what to eat for optimal growth
  • Exploration of the city environment to find high-value targets
  • Replayability through different paths and strategies

Starting Scope

The first iteration will focus on delivering a polished, playable core experience:

Must Have (First Iteration)
  • Single coastal city map with water and land areas
  • Functional shark movement (swimming and land breaching)
  • 3 size tiers (Small → Medium → Large) with clear visual growth
  • 3 tiers of consumable objects (fish/swimmers, vehicles, small buildings)
  • Basic hunger/growth meter system
  • Simple score tracking
  • Win condition: Reach Large size and consume city hall
  • Lose condition: Hunger depletes
  • Touch controls (mobile) and keyboard/mouse (desktop)
  • Low-poly 3D art style with water effects
  • Sound effects for eating, splashing, destruction
  • Background music track
Future Iterations
  • Additional size tiers (Mega, Colossal)
  • More complex city layout with multiple districts
  • Special abilities (tail whip, mega bite, tsunami wave)
  • Military response (helicopters, boats that fight back)
  • Weather effects and day/night cycle
  • Multiple city environments
  • Leaderboard and challenge modes
  • More sophisticated destruction physics
  • Particle effects for water splashes and debris

Game Perspective

3D Third-Person - The camera follows behind and slightly above the shark, providing a clear view of the environment and the shark's massive scale. The camera dynamically adjusts height and distance as the shark grows larger.

Camera Behavior
  • Follows shark smoothly with slight lag for cinematic feel
  • Automatically adjusts distance based on shark size
  • Tilts down when shark breaches onto land
  • Can be rotated with right joystick (mobile) or mouse (desktop)
  • Collision detection prevents camera clipping through buildings

Game World and Level Design

Environment Layout

The game takes place in Coral Bay City, a modern coastal metropolis built along a curved harbor.

Map Structure (approximately 2000x2000 game units):

  • Deep Water Zone (30% of map): Open ocean on the outer edges, safe zone for regrouping
  • Shallow Harbor (40% of map): Main gameplay area with docks, boats, swimmers
  • Coastal Streets (20% of map): Beachfront roads with vehicles and small structures
  • City Center (10% of map): Dense urban area with tall buildings (requires larger size to access)
Key Landmarks
  1. Starting Area: Open ocean with schools of fish
  2. Tourist Beach: Swimmers, beach umbrellas, food stalls
  3. Marina District: Yachts, sailboats, docks
  4. Boardwalk: Restaurants, shops, lamp posts
  5. Coastal Highway: Cars, buses, traffic
  6. Downtown: Office buildings, apartments
  7. City Hall (Win Objective): Large government building at city center
Consumable Objects (First Iteration)

Tier 1 - Small Shark (Starting Size)

  • Fish schools (5-10 points each)
  • Swimmers (20 points)
  • Beach balls and floaties (5 points)
  • Small boats/kayaks (30 points)

Tier 2 - Medium Shark

  • All Tier 1 objects
  • Cars (50 points)
  • Lamp posts (40 points)
  • Food stalls (60 points)
  • Sailboats (70 points)

Tier 3 - Large Shark

  • All previous tiers
  • Buses (100 points)
  • Small buildings (150 points)
  • Docks (120 points)
  • City Hall (500 points - WIN)
Environmental Hazards (Future)
  • Shallow areas that slow the shark
  • Rocky outcrops that damage if hit at speed
  • Military response vehicles (future iteration)

Edit Mode Design

Players can customize their rampage experience through the following editable properties:

Shark Properties
  • Starting Size: Adjust initial shark size (affects difficulty)
  • Growth Rate: How quickly the shark grows per consumed object
  • Hunger Drain Rate: How fast the hunger meter depletes
  • Movement Speed: Base swimming and land movement speed
  • Breach Power: How far onto land the shark can go
Environment Properties
  • Object Density: Number of consumable objects in each tier
  • City Layout: Toggle different districts on/off
  • Water Level: Adjust how much of the city is accessible
  • Time Limit: Enable/disable and set countdown timer
Visual Properties
  • Shark Skin: Choose from preset color schemes (Great White, Tiger, Hammerhead-inspired)
  • Water Color: Adjust ocean color (tropical blue, murky green, deep ocean)
  • Time of Day: Sunset, midday, night
Constraints
  • Starting size: 0.5x to 2x normal (prevents breaking progression)
  • Growth rate: 0.5x to 3x (keeps game balanced)
  • Hunger drain: 0.3x to 2x (ensures challenge remains)
  • Object density: 0.5x to 2x (prevents empty or overcrowded maps)

Control Design

Genre: 3D Action/Destruction
Camera: Third-person following

Mobile Controls (Touch)

Left Joystick (bottom-left, appears on touch):

  • Move shark forward/backward/strafe
  • Analog input for speed control
  • Dead zone: 15% of radius
  • Max radius: 80px
  • Base repositions if finger exceeds max radius

Right Joystick (bottom-right, appears on touch):

  • Rotate camera around shark
  • Horizontal: camera orbit left/right
  • Vertical: camera pitch up/down (limited range)
  • Same joystick specs as left

Bite Button (bottom-right, above right joystick):

  • Large circular button (120x120px)
  • Tap to bite/consume nearby objects
  • Visual feedback on press

Breach Button (bottom-left, above left joystick):

  • Medium circular button (100x100px)
  • Tap to launch shark onto land (when in shallow water)
  • Cooldown indicator shows when available
Desktop Controls (Keyboard + Mouse)

Movement (WASD or Arrow Keys):

  • W/↑: Move forward
  • S/↓: Move backward
  • A/←: Strafe left
  • D/→: Strafe right
  • Shift: Sprint (faster movement)

Camera (Mouse with Pointer Lock):

  • Mouse movement: Rotate camera around shark
  • Horizontal: orbit left/right
  • Vertical: pitch up/down (clamped to prevent disorientation)
  • Pointer lock engages on first click in game area
  • Released when ESC pressed or menu opened

Actions:

  • Left Mouse Button: Bite/consume
  • Space Bar: Breach onto land
  • ESC: Pause menu (releases pointer lock)
Input Handling Details

Touch Management:

  • Track touch IDs separately for each joystick
  • Ignore touches that start on UI elements
  • First touch in left half = movement joystick
  • First touch in right half = camera joystick
  • Additional touches = button presses

Keyboard State:

  • Maintain key state object (keydown/keyup)
  • Convert keycodes to lowercase before storing
  • Clear all input states on window blur
  • Prevent default for all used keys (WASD, arrows, space)

Mouse Look:

  • Request pointer lock on game canvas click
  • Apply mouse delta to camera rotation
  • Sensitivity: 0.002 radians per pixel
  • Clamp vertical rotation: -45° to +45°
  • Smooth camera movement with lerp (0.1 factor)

Breach Mechanic:

  • Only available when in shallow water (depth < shark height)
  • Cooldown: 3 seconds
  • Visual indicator shows when ready
  • Launches shark forward onto land with physics impulse
  • Gravity pulls shark back to water after 2-3 seconds

Art Style and Visual Theme

Overall Aesthetic

Low-Poly Realism - A unique blend of simplified geometry with realistic textures and lighting. Think modern mobile games like "Monument Valley" meets "Jaws" - clean geometric shapes that still convey weight, danger, and scale.

Visual Style Guidelines
  • Polygon Count: 500-2000 triangles per major object
  • Texturing: Flat colors with subtle gradients, no complex UV mapping
  • Lighting: Dynamic directional sunlight with soft shadows
  • Color Palette:
    • Ocean: Deep blues (#1a5490) to turquoise shallows (#4fb3d4)
    • City: Warm concrete grays (#8c8c8c), white buildings (#e8e8e8)
    • Accents: Bright reds, yellows for vehicles and signs
    • Shark: Classic great white (dark gray top #4a5568, white belly #f0f0f0)
Asset Rendering Strategy

Code-Rendered Elements (Three.js/WebGL):

  • Water surface (animated plane with wave shader)
  • Basic building blocks (BoxGeometry with materials)
  • Simple geometric shapes (spheres for buoys, cylinders for posts)
  • Particle effects (splashes, debris)
  • UI elements (meters, buttons, score)

Generated Image Assets:

  • Shark model (multiple sizes/poses)
  • Detailed vehicles (cars, buses, boats)
  • Character models (swimmers)
  • Landmark buildings (city hall)
  • Texture maps for code-rendered geometry
  • Environmental details (beach umbrellas, signs)
Scale and Proportion
  • Starting Shark: 8 units long (roughly car-sized)
  • Medium Shark: 16 units long (bus-sized)
  • Large Shark: 32 units long (building-sized)
  • Human: 1.8 units tall
  • Car: 4 units long
  • Small Building: 15 units tall
  • City Hall: 40 units tall
Viewing Angles

All assets should be designed for third-person perspective viewing:

  • Shark: Side and top-down views most important
  • Buildings: All sides visible, focus on front facades
  • Vehicles: Side and top views
  • Characters: Full 360° visibility
Mood and Atmosphere
  • Daytime setting: Bright, clear weather with strong sunlight
  • Cinematic feel: Dramatic camera angles during breaches
  • Power fantasy: Shark should feel massive and intimidating
  • Playful destruction: Despite the chaos, maintain a fun, arcade-like tone
  • Water effects: Splashes, foam, and ripples emphasize movement and impact