BROWSER ACTION PLATFORMER

SHRIMPDASH

A ten-tile dash. A triple jump ending in a front flip. A grappling rope you can re-hook mid-spin.

ShrimpDash is a side-scrolling underwater action platformer that runs straight in your browser — no download, no install. Break into infected shrines, purify them, build a defense around them and keep the whole frontline alive. Pick one of six shrimp, turn Salt into upgrades and soldiers, and keep moving, because the dark closes back in behind you.


10-TILE DASH SHRINE WARFARE SIX SHRIMP BUILDS

PLAY IN BROWSER · KEYBOARD + TOUCH · ENGLISH + KOREAN


01 // MOVEMENT

Move like you mean it

Everything in the kit cancels into something else. The dash is ten tiles long and can be steered four times before it runs out. Jumping out of a dash keeps its speed and turns the jump into a front flip.

Pressing down mid-flip drops you into a ten-tile slam. Dodge cancels the dash, and any action cancels the dodge — you are never locked into a recovery you did not choose.


RUN

Hold a direction and accelerate to three times walking speed.

TRIPLE JUMP

The third jump becomes a front flip.

DASH

Double-tap left or right. Ten tiles, steerable and cancellable.

SLAM

Press down while dashing or airborne. Bursts on impact.

LEAP DASH

Up, then down. Hop, burst at the apex and slam on the way back.

SPIKE

A backflip in place that leaves a spin trail and spends no jump.

GRAPPLING ROPE

Swing, pump the line and re-hook while spinning from the recoil.


02 // SHRINE WARFARE

Take them. Hold them. Use them.

Every infected shrine is both an action encounter and a strategic objective. Smash through its defenders and drain the shrine itself to purify it. The same structure then becomes your healing point, checkpoint, upgrade station, vision source and steady Salt income.

ASSAULT

Break infected shrines, nests, spawning grounds and fortresses to open the next phase.

FORTIFY

Spend Salt to summon up to five orbiting soldiers at each purified shrine.

DEFEND

Temple breakers can destroy your reclaimed shrines and turn them back into enemy ground.

REPAIR

Restore a damaged shrine and all of its surviving soldiers between attacks.

REDEPLOY

Assign purified shrines to the number row and jump instantly between frontlines.

GROW

Each held shrine generates Salt every second, feeding stats, skills and the next defense.

ACTION CREATES YOUR ECONOMY.
Push outward to earn more Salt and vision. Fall back to defend what you captured. Purify every shrine before time runs out — but if every friendly shrine falls, the run ends immediately.


03 // SHRIMP

Six shrimp. Six combat identities.

Choose a shrimp before the run starts. Your choice changes the look of every hit, adds a distinct trait to the shared moveset and gives you a different ultimate. Raising Skill strengthens that identity instead of merely adding the same damage to every shrimp.

Mana starts at zero and normally fills at 10 per second. At 100 mana, you gain one ultimate. Pressing + C without enough mana still performs a normal spin — the input is never eaten.
Shrimp Core trait Ultimate
White · Pearl Spin hits heal once per attack, scaling with Skill. Healing Aura fully heals you and nearby allies, then shields you.
Yellow · Gold Skill raises spin damage and adds more ranged spines; dashes lightly knock enemies back. Golden Overload raises attack and incinerates nearby enemies every second.
Orange · Lava Spin and dash explosions leave a scaling burn on living enemies. Lava Pillar raises a full-height column of fire whose duration grows with Skill.
Blue · Neon Mana recharges faster, improving by up to another 20% with Skill. Blink Assault chains 2–7 spin strikes through enemies inside your vision.
Purple · Abyss Spin, ranged spines and dash explosions pull enemies harder as Skill rises. Void damages and drags nearby enemies along both axes for 5s.
Red · Blood Spin hits drop healing lights; dash explosions heal for every enemy caught. Killing Field sweeps 31 tiles and heals on every successful stab.

Blue repeats Blink Assault on a lone target; if no visible target remains, the remaining strikes still fire at the casting point. Orange burn damage affects creatures, not buildings. White can also fully heal allied shrines and soldiers caught inside its aura.



04 // RUNES

42 runes. Six slots.

Enemies drop carved stones that can be equipped in a six-slot hotbar. Seventeen are active abilities with cooldowns; twenty-five are passive and work simply by being worn.

Blink Shell ◆ Thunder Orb ◆ Whirl Conch ◆ Harpoon Line ◆ Ink Cloud ◆ Lava Coral ◆ Void Pearl ◆ Tide Hourglass
  • Active damage scales with your current attack.
  • Passives include extra jumps, crit, lifesteal and reflection.
  • Other effects include revival and stacking attack per kill.
  • The same rune can be worn in multiple slots and will stack.
  • Drop a rune with Shift + its slot key.
  • Tier 3 enemies begin dropping runes; tier 5 reaches a 12% roll.


05 // THE DEEP

What is down there?

25ENEMY TYPES
5BOSSES
42RUNES
256UNDERWATER TILES

Five enemy families

Sprint melee, sprint ranged, heavy melee, drift ranged and dive melee — spread across Swamp, Deepsea, Amethyst, Crimson and Golden tiers. Every tier has its own colour ramp, so danger can be read at a glance.

Five bosses

Thornshell Lord, Ink Tentacle King, Storm Jelly Queen, Hydrothermal Eel and the Ancient Armored Leviathan.

Heavy attacks telegraph on the floor before landing, every pattern leaves a recovery window, and bosses enrage below 20% health. Enrage makes them faster, never stronger, and telegraphs never fall below 0.3 seconds.

Infected shrines and enemy structures

Defeat an infected shrine and it transforms into its purified form on the spot. Destroy hostile nests, spawning grounds and shell fortresses to cut off reinforcements and advance the map's phases.

Salt

Salt is the growth currency. Spend it inside growth zones to improve attack, health, defense and skill.


06 // FOG OF WAR

The dark is real

Unexplored ground is completely hidden. Terrain you have already seen remains visible, but everything alive on it disappears when it leaves your current sight.

Your own vision reaches fourteen tiles, but you are not the only light source. Glowstones placed throughout the map burn the fog away like vision totems. They activate when you approach and fade naturally instead of popping on and off.

The maps are hand-built from 256 underwater tiles across eight biome sets: rock face, shrine, kelp cave, glowing ruin, seafloor volcano, deep-sea slate, amethyst geode and sulfur vent.


07 // CONTROLS

Controls

Move. Keep running to reach 3× walking speed.
X Jump up to three times. The third jump is a front flip.
←← / →→ Dash ten tiles and steer up to four times.
X during dash Front flip while keeping full dash speed.
in air Ten-tile downward slam.
Z Dodge backward and cancel the current dash.
then Leap dash: hop, apex burst and downward slam.
C Backflip spike. Does not spend a jump.
+ C Use your ultimate at 100 mana.
V Fire the grappling rope. Press again to re-hook.
+ / Pump the rope and build swing speed.
B Pick up the rune at your feet.
A S D F G H Use the rune equipped in that slot.
Shift + slot Permanently drop that rune.
Q W E R Buy attack, health, defense and skill upgrades at a friendly shrine.
T Y Summon a shrine soldier or restore the shrine and its defenders.
1–9 0 Travel instantly to the purified shrine assigned to that slot.
PLAYING ON MOBILE?
On-screen controls appear automatically and use the same input system as the keyboard. Play in landscape. The title screen also includes a D-pad option and an English/Korean language switch.

08 // DEVELOPMENT STATUS

Where it is right now

ShrimpDash is still in development, and this page is honest about it.

  • ONE ACTIVE BOSSOnly Thornshell Lord has working patterns.
  • FOUR BOSS SHELLSThe other four have finished art and data, but not full patterns.
  • BALANCE IN PROGRESSShrimp traits, shrine economy and encounter pacing are still being tuned.
  • PLACEHOLDER DEATHSEnemies flash white and disappear.
WHAT IS ALREADY WORKING

Movement, sound, six distinct shrimp traits and ultimates, all 42 runes, 30 enemies, shrine assault and defense, a complete run objective, fog of war and an in-browser map editor.


09 // TECH

Made with

Plain ES modules and Canvas 2D. No engine, no bundler and no runtime dependencies — the complete game is readable source.

Bosses, shrines, glowstones, rune glyphs, block-edge lights and underwater biome tiles are drawn by Node scripts at their final pixel size. A one-pixel crack in a 16-pixel tile does not survive being resized.


10 // CREDITS

Credits

Development log