Contents
1 Overview
Shoalmates is an HTML5 sorting puzzle game. Sea creatures wait inside bubbles; the player taps one and it swims to the top bubble that shows its kind. Three of a kind fill a top bubble and a new one arrives. A creature with no top bubble waits in the tray, which has only 5 spots. The game has 60 levels in 6 worlds (Coral Garden, Kelp Forest, Sunken Ship, Glow Cave, Ice Bay and Deep Blue) and 12 creatures to collect.
Around the levels there is a daily level made from the date, an album with a card for each of the 12 creatures, a reef on the home screen with 6 spots to decorate, 3 helpers paid with pearls, a guided tutorial with a pointing hand on levels 1 and 2, and narration in English, Portuguese and Spanish. The interface has 14 languages.
The game runs in any modern browser on phones, tablets and computers. It is drawn as a portrait column; on a wide screen the column stays in the middle and the sides show the same background, blurred. It uses plain HTML, CSS and JavaScript modules: no framework, no build step to play, no server code, no ads, no store, no ranking and no accounts.
2 Quick installation by FTP
Installing takes a few minutes if you have FTP access or a file manager in your hosting panel.
- 1. Extract
shoalmates-static-1.0.0.zipon your computer. -
2. Connect to your hosting by FTP or its file manager and open the folder where the game should live, for
example
public_html/games/shoalmates/. -
3. Upload only the contents of the
game/folder, so thatindex.htmlsits directly inside the target folder. -
4. Keep
assets/,src/,favicon.icoand the threestyle-*.cssfiles besideindex.html, with names and letter case exactly as extracted. -
5. Open
https://your-domain.example/games/shoalmates/in a modern browser.
source/ folder, the documentation/ folder or the ZIP itself.
Players need no Node.js, PHP, database or account.
3 Requirements and sound
-
Any static web hosting with HTTPS (or HTTP). Opening
index.htmldirectly from the disk (file://) is not supported, because browsers block JavaScript modules that way. - A current browser: Chrome, Edge, Firefox or Safari, on desktop or mobile.
- Browsers start sound only after a user gesture. The game opens on a tap-to-start screen and only then plays music, effects and voice lines.
- When the page is hidden, the sound fades out over 30 seconds and everything pauses after 60 seconds; it comes back when the player returns.
4 Controls and how the game works
Tap or click a creature inside a bubble. If a top bubble shows its kind, it swims there; 3 of a kind fill the top bubble, which leaves and makes room for the next one. If no top bubble fits, the creature waits in the tray and leaves by itself when its bubble arrives. The level is lost when the 5 tray spots are full and nothing fits; a second chance (5 pearls, once per level) empties the tray and adds a spot. Holding a creature calls every creature of the same kind in that bubble at once. Undo takes back the last tap if it went to the tray.
Stars depend on how full the tray got: 3 stars if it never held more than 3 creatures, 2 stars with 4, and 1 star with 5 or after a second chance. Pearls are the only currency. The player starts with 6 and earns the stars of each win, plus 2 for a pearl oyster emptied in time, 1 for a family trio (three creatures from the same bubble), 1 for each Golden Fish and 5 for the daily level. Helpers cost pearls: Scoop (3) fills the fullest top bubble, Sweep (3) clears the tray and the creatures come back when their bubble opens, and Whirl (2) groups the creatures by kind. They unlock on levels 3, 5 and 7, and the first use of each one is free.
New pieces are introduced one at a time with a one-sentence card: kelp wrap (level 4), calling the shoal
(6), clam lock and key (7), free top bubble (8), Golden Fish (9) and pearl oyster (11). Levels 1 and 2 are
guided: a hand points at the creature to tap and a caption at the bottom explains the goal and the tray.
Every level has a solution that needs no helper and gives 3 stars; npm test proves it by
playing all 60 levels.
Settings (the gear) has volume sliders for music, effects and voice, vibration, reduced motion and the language list. During a level the same panel also offers Resume, Restart and Home.
5 Screens and controls explained
Marks on the screenshot
- Tap to start
Marks on the screenshot
- Play
- Pearls
- Settings
- Reef and decorations
- Album, Journey and Daily
Marks on the screenshot
- Current level
- World name
- Stars earned
- Back
Marks on the screenshot
- Level number
- Pearls
- Pause
- Top bubbles
- Bubbles with creatures
- Tray
- Helpers
Marks on the screenshot
- Guiding hand
- Tutorial caption
Marks on the screenshot
- Stars
- Pearls earned
- Next
Marks on the screenshot
- Creature found
- Not found yet
- Creatures found
Marks on the screenshot
- Volume sliders
- Vibration and reduced motion
- Language
Marks on the screenshot
- Today
- Play today
6 Map of the files
game/ is the ready-to-host game. source/ has the same editable files plus the
tests, a local preview server, the level generator and the build command. Code comments are in Portuguese.
game/ upload these contents to your web host
index.html entry page
favicon.ico browser tab icon
style-1-base.css styles, loaded in this order
style-2-glass-panels.css
style-3-polish.css
src/main.js start-up, resize, frame loop, test shortcuts
src/ui.js screens and panels (DOM)
src/game.js one match: touch -> rules -> drawing -> sound
src/sim/ rules, simulated players, level builder
src/levels.js the 60-level curve and the daily level
src/level-seeds.js one seed per level (written by npm run levels)
src/render/ canvas drawing, art loading, effects
src/reef.js home reef and decorations
src/audio/sound.js music, sound effects, narration
src/locales.js texts: English, Portuguese, Spanish
src/locales-more.js texts: the other 11 languages
src/config.js feel numbers, volumes, decorations, save key
src/save.js, storage.js, i18n.js, viewport.js, fullscreen.js
assets/art/ images (WebP)
assets/fonts/ Fredoka font and its license
assets/music/ reef.mp3, play-a.mp3, play-b.mp3
assets/sfx/ 11 recorded effects (MP3)
assets/voice/en|pt|es/ narration, 19 files per language (MP3)
DOCUMENTATION.txt short note that points to this guide
source/ the same editable files, plus:
package.json npm test, npm run build, serve, levels
package-lock.json
README.md, LEVELS.md
test/ node --test tests
tools/build.mjs copies the game into dist/
tools/serve.mjs local preview server
tools/gen-levels.mjs level generator
documentation/index.html this guide (offline, 14 languages)
documentation/customization.html step-by-step customization guide
documentation/img/ the screenshots of both guides
DOCUMENTATION.html shortcut to this guide
CUSTOMIZATION.html shortcut to the customization guide
START-HERE.txt, CHANGELOG.txt
THIRD-PARTY-LICENSES/ font license
-
src/config.js: game feel numbers in one place (FEEL: flight time, springs, shake, particles, hint delay, vibration), default volumes, decorations, lesson cards and the save key. -
src/locales.jsandsrc/locales-more.js: every interface text in the 14 languages;src/i18n.jspicks the language. -
src/sim/: the rules with no drawing (sim.js), the simulated players (bots.js) and the level builder (levelgen.js).src/levels.jsholds the curve of the 60 levels andsrc/level-seeds.jsholds one seed per level. -
src/game.jsruns a match,src/render/draws it on the canvas (view.js,art.js,fx.js),src/reef.jsdraws the home reef,src/ui.jsbuilds the screens and panels, andsrc/main.jsstarts everything. -
style-1-base.css,style-2-glass-panels.cssandstyle-3-polish.css: the styles, loaded in this order. A rule in a later file overrides the same rule in an earlier one, so edit the last file that sets it. -
assets/: images (art/, WebP), the font (fonts/), music (music/), sound effects (sfx/) and narration (voice/en,voice/pt,voice/es), all MP3.
7 Customizing texts, images and sounds
CUSTOMIZATION.html in the main folder of the
download, or documentation/customization.html.
Customization Guide (step by step, in English)
Texts: open src/locales.js (English, Portuguese and Spanish) or
src/locales-more.js (the other 11 languages) and change the text after each key. Keep the keys
and placeholders such as {n} unchanged; npm test checks that all 14 languages
still have the same keys. The names of the 12 creatures are in NAMES, in
src/locales.js.
Images: replace a file in assets/art/ with another WebP of the same name and similar
proportions. Each creature has five files, for example clown.webp, clown-x0.webp,
clown-blink.webp, clown-happy.webp and clown-worry.webp. Backgrounds
are bg-home.webp and one per world (bg-coral.webp, bg-kelp.webp,
bg-ship.webp, bg-glow.webp, bg-ice.webp, bg-deep.webp);
decorations are decor-*.webp; the logo is logo.webp and the browser tab icon is
favicon.ico.
Levels: params(n) in src/levels.js sets how many creatures, kinds, bubbles and
obstacles level n has. After changing it, run npm run levels to choose new seeds
(it rewrites src/level-seeds.js and LEVELS.md) and npm test to
confirm that every level can still be won. Helper prices are COST in
src/sim/sim.js; the starting pearls, the levels that unlock helpers, the lesson cards and the
decorations are in src/config.js.
Colors and sizes of the interface are in the three style-*.css files, measured in
--u (1% of the width of the game column). The game title is in index.html and in
assets/art/logo.webp; the line under the logo is the tagline text.
Music, sound effects and narration
Music: assets/music/reef.mp3 plays on the menus, play-a.mp3 in worlds 1 to 3 and
play-b.mp3 in worlds 4 to 6. To change a track, replace the MP3 keeping the name. The game
starts the next loop a few seconds before the end of the file, so that it blends with the fade-out; set
those seconds per track in MUSIC_TAIL, in src/audio/sound.js. To remove the music,
delete the files in assets/music/: the game notices the missing file once and stays silent. To
avoid that request altogether, pass an empty name to the two startMusic(...) calls, in
src/main.js and src/ui.js.
Sound effects: the short sounds of play (tap, tray, pop, buttons, the rising notes) are synthesized by the
SYNTH table in src/audio/sound.js, so they have no file. The 11 recorded effects
are the MP3 files in assets/sfx/ (win, fail, star,
unlock, gold, scoop, sweep, whirl,
oyster, chance, pearl), with their levels in the
GAIN table. Replace a file keeping the name, or delete it and remove its entry from
GAIN to silence that effect.
Narration: assets/voice/en/, assets/voice/pt/ and
assets/voice/es/ each hold 19 MP3 files: intro (the welcome on level 1),
g1a, g1b, g1c, g2a, g2b,
g2c (the tutorial captions) and name_0 to name_11 (the album cards,
in the order of NAMES). The other 11 languages show only the caption. To re-record a line,
replace the file. To add narration for a language, record the 19 files in
assets/voice/<code>/ and add the code to VOICE_LANGS in
src/audio/sound.js. To remove narration, empty VOICE_LANGS (or remove one code)
and delete the folders; the speaker button of the album card disappears by itself.
Players control the three volumes in Settings; the starting values are VOL in
src/config.js. If you change the tutorial captions or the creature names, re-record or remove
the matching narration files, because the voice says the original sentences.
8 Languages
The game has 14 languages: English, Português (Brasil), Español, Français, Deutsch, Italiano, Nederlands, Polski, Türkçe, Русский, Bahasa Indonesia, 日本語, 한국어 and 简体中文. It follows the browser language on the first visit and the player can change it in Settings. Narration exists in English, Portuguese and Spanish. English, Portuguese and Spanish are the reference texts; the other 11 languages were not reviewed by native speakers, so a native review is recommended before a launch in those markets. The bundled font covers Latin letters; Russian, Japanese, Korean and Chinese use a font of the device.
To force a language, add ?lang=pt (or another code) to the game address.
To add a language, copy one of the blocks in src/locales-more.js, translate it, add it to
MORE at the end of that file, and add its code and name to LANGS,
HTML_LANG and NUMBER_LOCALE in src/locales.js. The language test in
test/i18n.test.mjs expects 14 languages, so update that number too.
9 Local saves
-
Progress (level reached, stars, pearls, album, lesson cards already seen, decorations, daily results and
settings) is saved in the browser
localStorageof each device. - There are no accounts or cloud saves. Clearing site data resets the progress on that device.
-
The two keys are shown below. Their prefix is
STORAGE_PREFIXinsrc/config.js.
shoalmates.template.save.v1.progress
shoalmates.template.save.v1.lang
10 Optional development
This section is only for changing the code. The game/ folder already contains the finished
game, so installing it needs no Node.js. The game has no dependencies and no compile step:
npm run build only copies the files into source/dist/, which is identical to
game/.
1. Install Node.js. Open https://nodejs.org/en/download and choose the latest Node.js 26 LTS installer for your system (minimum 26.13). npm is included.
Windows: run the .msi installer, keep npm and Add to PATH enabled, finish the installation and reopen Command Prompt. macOS: run the official .pkg installer and reopen Terminal. Linux: follow the instructions on the official download page for your distribution, including npm.
2. Check the installation. Run node --version and npm --version separately. Both
must print a version number, and Node.js must be 26.13 or newer. If a command is not found, reopen the
terminal and check the installation.
node --version
npm --version
3. Extract the complete ZIP first and open its source/ folder, where
package.json is. Windows: type cmd in the address bar of that folder in File Explorer. macOS
and Linux: open Terminal and use cd with the folder path in quotes.
4. Run the commands below one by one. npm ci checks the lock file (nothing is downloaded, the
project has no dependencies). npm test plays all 60 levels with a simulated player and checks
the rules, the 14 languages and the save key; stop and fix any error before going on.
npm ci
npm test
5. Preview: npm run serve starts a local server; open http://localhost:5195/ in your browser,
play a level, and stop the server with Ctrl+C.
npm run serve
6. Build: npm run build empties source/dist/ and copies index.html,
favicon.ico, the three style-*.css files, src/ and
assets/ into it. dist/ is what you publish; while the source is unchanged it
matches game/ file by file.
npm run build
7. Publish: back up the game on your website, then upload the contents of dist/ in place of the
old files, keeping the folders. If you deleted or renamed a file, delete the old one on the server yourself.
Clear the browser cache to see the new version (see below).
Test shortcuts (local addresses only)
The shortcuts below work only when the page address is localhost, 127.x or a
private network address (192.168.x). On any public address they are ignored, so players cannot
use them. ?lang=pt (or another language code) is not a test shortcut and works on any address.
?level=12opens level 12 directly.?unlockunlocks all 60 levels.-
?screen=journeyopens a screen directly (home,journey,albumordaily). ?reducedforces reduced motion.-
?qaadds a simulated player for automated tests: run__shoalmates.auto(999, 350, 'good')in the browser console. Thewindow.__shoalmatesobject (the running game) also exists only on local addresses.
http://localhost:5195/?level=12&lang=es
11 Updating and cache
Clearing the cache without losing progress
Progress is stored in this browser, not on the server. Clearing cached images and files, or doing a hard reload, keeps your progress.
Computer: press Ctrl+F5 on Windows and Linux, or Cmd+Shift+R on macOS. Phone: in the browser settings, choose the option to clear cached images and files.
Do not choose cookies and site data, or clear site data, for the game's address. That deletes the local save.
12 Licenses
The game code and artwork are supplied under the license of the item you purchased. The music, sound effects and narration used by the game are included in the package and can be replaced or removed (see the customizing section).
The Fredoka font is used under the SIL Open Font License 1.1; its complete license text is in
THIRD-PARTY-LICENSES/ and in game/assets/fonts/LICENSE-Fredoka-OFL.txt. The game
has no third-party code and no npm dependencies.
13 Troubleshooting
-
Blank page: the game was opened from the disk or a file is missing. Use a web host and keep
assets/,src/and the threestyle-*.cssfiles next toindex.html. - No sound: tap the screen once; check the device is not silent and the volume sliders are up.
- Old version after an update: clear the browser cache (see below).
- Images missing after replacing art: check the file name, extension and letter case.
-
An address such as
?level=5does nothing on your website: test shortcuts only work on local addresses (see the development section).
14 Frequently asked questions
Does the game work without internet?
Can I add ads, a store, cloud saves or a ranking?
Can I publish it on game portals or app stores?
Do I need Node.js?
How do I reset the progress while testing?
localStorage.clear() in the
browser console. Settings has no reset button.
15 Support
Questions or problems: write to willian@polargames.com.br with your purchase code, the browser
and a short description or screenshot.
Support request
When you write to support, include the browser and device, the game version, the page address, the steps that caused the problem, a screenshot and the first error shown in the browser console. Never send passwords, payment details or secret keys.