Crocodile Survival

A phone-first survival game where you see the world as a rotating cross-section — grow from hatchling to river god through an outback Australian river system.

Compare All Versions

The Design Story

Built over three days in October 2026, Crocodile Survival explores a unique camera mechanic: you only ever see a 2D cross-section of a 3D world. Rotate the slice like a radar beam to navigate. Every element — hunting, stealth, oxygen management, growth — plays out in this single clean image.

The game went through three major visual iterations and eight code versions, all built by AI agents using the local qalarc toolchain: Z-Image-Turbo for sprite generation, ACE-Step for audio, and GLM for orchestration.

Version Progression

🎮
v1 · Oct 8
Pixel Prototype
First playable: slice mechanic, fish eating, growth, day/night. Pixel art style — proved the concept worked.
proof of concept
🌊
v2 · Oct 10
Vector Rebuild
Clean flat-vector art, interactive props (reeds bend), ambient life, proper speeds. Abandoned pixel style.
art pivot
🐊
v3 · Oct 10
6 Style Variants
Same mechanics in 6 art styles. AI-generated sprites via Z-Image-Turbo. Shore cattle, motion effects, full animation suite.
current
📖
v4 · Oct 11
Retro 1950s Rebuild
Full 1950s picture book style with AI-generated sprites. Fixed: dense prey (16 schools, 20 cattle), proper fish schooling with separation, bigger eat radius, smaller croc on screen, clear direction arrows, settings gear.
latest

Try Each Style

Same game, six visual directions. Tap to play, compare, and let me know which works best.

Art Noueau
Ghibli Watercolor
Flat Vector
Retro 1950s
Cel-Shaded
Dark Luminous

Core Mechanics (all working)

Development Timeline

Oct 8 · 18:00
Design document written — full GDD with slice mechanic, bestiary, notoriety system, 8-region world map
Oct 8 · 19:00
First playable prototype (demo v1) — pixel art, fish eating, growth
Oct 8 · 20:00
Audio generated via local AI Audio Studio (ACE-Step): 10 SFX + 2 music tracks
Oct 9 · 02:00
Major iteration sprint: breach mechanics, grab/drown/death-roll combat, plane-lock prey fleeing, alert ladder
Oct 9 · 12:00
Outback Australia theme: kangaroos, cattle stations, estuarine crocodiles
Oct 10 · 16:00
Art direction pivot: abandoned pixel art, rebuilt as flat-vector with interactive props
Oct 10 · 16:30
15 AI-generated Art Noueau sprites via Z-Image-Turbo on local GPU
Oct 10 · 17:00
Animation audit: body coil on turn, tail whip, breach arch, eat squash, eye tracking, parallax depth
Oct 10 · 18:00
6 style variants built, shore cattle added, dense prey population
Oct 10 · 18:30
Published to qalarc.com/projects as a public design story

The Stack

Engine: Vanilla JS + Canvas 2D, no framework
Art: Z-Image-Turbo (local ComfyUI, AMD Strix Halo)
Audio: ACE-Step via AI Audio Studio (local)
Orchestration: GLM 5.3 + GLM 5.3 Flash sub-agents
Hosted: Cloudflare Pages (this site)