A mobile-first, portrait, one-thumb creature ranch. Collect 150 pixel critters, raise them through evolution stages, play five one-thumb minigames, and grow a calm, warm homestead that slowly fills in around you — from an empty meadow into a lit-up little city. Tamagotchi-meets-arcade — low-pressure and cozy.
Runs in any modern browser; best on a phone (add it to your home screen — it's an installable PWA). Your progress saves automatically in the browser.
Your ranch grows more lived-in as your collection grows — a new tier of scenery every few cobbies, from a quiet homestead to a glittering skyline:
| Level 1 · Homestead | Level 5 · Village | Level 8 · City Lights |
|---|---|---|
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Five one-thumb minigames feed XP and coins back into the collection:
| 🔨 Whack-a-Cobbie | 🧺 Catch | 🎣 Fishing | 🎵 Rhythm |
|---|---|---|---|
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The whole game is one gentle loop, and a guided tutorial walks you through it on first launch (tap the ❓ in the top bar to replay it anytime):
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Meet your cobbies. A few critters roam your ranch and greet you by name. Tap any one to open its card.
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Play for XP + coins. Tap ▶ PLAY and pick one of five minigames:
- 🏃 Runner — one-tap jumping; the farther you go, the more you earn.
- 🔨 Whack-a-Cobbie — bonk the pop-ups across three rows for 30 seconds.
- 🧺 Catch — slide your cobbie to catch falling treats and dodge bombs.
- 🎣 Fishing — tap when the sweeping line lands in the green to hook a fish.
- 🎵 Rhythm — tap the notes on the beat-line and build a combo.
Choose a star cobbie to level up, plus a cheerleader buddy who cheers from the sideline (the buddy sits out the round, so it can't also star).
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Grow & evolve. XP pushes each cobbie through evolution stages, with a dedicated reveal moment when they transform.
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Hatch new friends at the 🥚 Nest — a rarity-weighted random egg (with a pity timer that guarantees legendaries) or a direct pick. Duplicates bank bonus XP.
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Watch your ranch level up. Every few cobbies collected unlocks a new ranch level — a paved road, a village, street lamps, and eventually a glowing city skyline — plus a bit more ranch space each time.
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Put cobbies to work at the 🚜 Barn — station them at the Berry Patch, Fishing Hole, or Lookout to earn coins over time, even while you're away. Collect the coins and expand your ranch to hold more critters.
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Spend & customise — buy hats and expansions in the Shop, unlock hammer skins for Whack, dress up your own avatar at the Wardrobe, and browse everyone you've found in the Pen.
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Chase goals — a ⭐ daily challenge for each minigame plus long-term goals reward coins, hats, hammers, more ranch space, and new scenes (biomes).
Collecting all 150 cobbies and maxing out the ranch is paced to take a few weeks to a couple of months of a short daily session — cozy, not grindy.
- 150 collectible critters across common / rare / legendary tiers, each with three evolution stages, rarity, and flavor text.
- Five one-thumb minigames — endless Runner, Whack-a-Cobbie, Catch, Fishing, and Rhythm — that all feed XP and coins back into the collection.
- 8-level ranch progression — the home scene fills in as you collect: paved road, garden plots, cottages, street lamps, townhouses, and a lit-up city skyline, each level also granting more ranch capacity.
- Idle economy — station critters at jobs for offline coin accrual (capped so it stays idle-friendly), then reinvest into ranch capacity.
- Hatchery with rarity weighting, pity, and direct buy; dupes convert to XP.
- 4 biomes — Meadow, Desert, Snowfield, and Dusk — each with its own sky, sun or moon and stars, parallax hills, drifting clouds, decor, and ambient particles (snow / fireflies).
- Cosmetics — 7 hats for critters, plus 6 Whack mallet skins with a squeaky bonk, unlocked through whack goals.
- Avatar creator — customise your on-ranch character (skin, hair, outfit…).
- Nora, your hand-authored guide, plus a weighted home-dialogue voice so captured cobbies greet you by name.
- Goals & dailies — one daily challenge per minigame, plus a lifetime goals ladder that unlocks hats, hammers, capacity, and biomes.
- Music & SFX with a settings panel (track, volume, dynamic tempo, mute).
- Guided tutorial — a first-launch spotlight walkthrough of every feature, reopenable anytime.
- Persistent save (localStorage) and an installable PWA manifest.
The game uses native ES modules, so it must be served over HTTP (opening
index.html via file:// will fail on module imports). Any static server works:
npm run dev
# or, without Node:
python -m http.server 8000Then open the printed URL (e.g. http://localhost:8000).
index.html shell + all screen/overlay markup
main.js orchestrator: state, screen flow, minigame wiring
css/styles.css all styles
manifest.webmanifest PWA manifest
data/
creatures.js content spine — sprites, palettes, stages, rarity, flavor
creatures_extra.js additional hand-authored critter art
generator.js procedural sprite-bank generation (scales to 150)
biomes.js selectable scenes (sky, hills, clouds, decor, particles)
cosmetics.js wearable hats (pixel overlays)
hammers.js Whack mallet skins + shared draw helper
avatar.js the player-avatar sprite + options
dialogue.js companion lines (Nora sets the tone)
render/
pixel.js the shared grid+palette pixel renderer
critter.js critter drawing (sprite + equipped hat)
systems/
save.js localStorage persistence (roster, coins, name, pity, flags)
hatch.js egg economy: random roll + pity + direct buy
farm.js ranch home scene — buildings, critters, lived-in scenery
ranch.js ranch levels — tiers, gating, capacity bonuses
run.js one-button endless runner
whack.js whack-a-cobbie minigame
catch.js catch-the-treats minigame
fishing.js timing-bar fishing minigame
rhythm.js tap-to-the-beat minigame
idle.js station/jobs idle economy + ranch capacity
quests.js lifetime goals ladder (hats, hammers, biomes, space)
daily.js per-minigame daily challenges
audio/
music.js background music tracks
sfx.js sound effects (incl. the whack squeak)
ui/
screens.js roster select, collection/dex, character card, pickers
title.js title / splash screen
tutorial.js first-launch how-to-play walkthrough
settings.js music / sound settings panel
scripts/
gen-icons.mjs icon/asset generation
Modules are plain JS with JSDoc types today. Migrating to TypeScript + Vite
later is mostly mechanical: add tsconfig, rename .js→.ts, and the JSDoc
shapes (GameState, OwnedCreature, HatchResult) become real interfaces.
See cobbiesdraft.md for the original product brief.






