Shark Thief
From a kid's prompt to a full game
Published on September 20th, 2026
The prompt
[How it started: the original request — sharks, bad guys, yellow squares — and the first browser version.]
From prototype to a real game
[What changed when it stopped being a toy: the 25×25 grid, one move per turn, every pickup spawns an enemy, and the decision to build it for real.]
Ten depths
[Each depth has exactly one signature mechanic — ammonites, shark eggs, toxic clouds, eels, ice, neutral fish, coral walls, the Leviathan — and why that rule held.]
Building for iOS
[The web version as the spec: self-hosted pixel fonts, portrait lock, D-pad, service worker, and the module-to-Swift map.]
The Grotto
[Meta-progression: the aquarium, residents, and what keeps a run worth finishing.]
What's next
[Where the game is headed from here.]