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Games » Storm Stacker

Storm Stacker

By Leetdom · 2026

Play:

Touch: tap anywhere to drop the storey; tap the buttons for menus, harbour plots and pause · Keyboard: Space, Enter or Down arrow drops the storey; P or Esc pauses; M mutes; arrow keys and Enter move around the menus and harbour map; Q and E (or [ and ]) switch districts. Mouse: click to drop.

About:

A one-tap tower-stacking game in the spirit of the 2000s Flash classics, made in-house for Leetdom. A crane swings each new storey on its rope above a stone quay. Tap to let go and the storey drops straight down onto the tower. Land it dead centre for a Perfect: it snaps square, climbs a chime ladder, and calms the tower. Land it sloppily and the whole tower starts to sway, so the next drop is harder. Let it hang more than half off the edge and it tips into the harbour, costing one of your three lifebuoys.

The crane swings wider and faster as you climb, and the tower sways more. Every tenth storey is a roof garden that steadies the tower, and every 25th is a lamp room worth a big bonus. On the way up you climb out of the storm, through the clouds into a starry night, and on to dawn over the headland. Tower mode is one tower, as tall as you can make it. Harbour mode is a small town-builder: pick a plot, choose a cottage, net loft, chandlery or harbour inn, and top it out to house its folk. The bigger types need the right neighbours, mixed streets earn a bonus, and housing enough folk opens three more districts, each windier than the last. Everything in it, the art and the sound included, is drawn and synthesised in code, with no image or audio files at all.

Credits:

Made by Leetdom, 2026. Written for Leetdom, and it lives here.

Phone check: 2026-10-03: independent QA by pi-fleet job 10 passed with fixes: real CDP touch on a 390x844 phone (Tower start, aimed drops, pause/resume, misses to game over, one-tap Again, Harbour cottage build to topped out), 844x390 landscape, 1280x800 desktop keyboard + mouse, localStorage blocked, hidden tab pauses, zero console errors and no network requests; leetdom Full screen refits and takes input on desktop and phone. Fix: short/wide screens now keep at least 680 units of height so about three storeys stay visible under the top (desktop full screen showed one). Offline 30 s mix: peak -4.3 dBFS (-3.2 with everything stacked), music 12.1 dB RMS under the effects, true silence between effects, >6 kHz 40 dB under the mix. Earlier: built and tested by pi-fleet job 20: real CDP touch on a 390x844 phone (title, Tower start, 12 timed drops all landing with perfects and combos, misses, game over, one-tap Again; Harbour plot, type sheet, a topped-out Cottage build and result screen), an 844x390 landscape phone, and keyboard plus mouse on a 1280x800 desktop (Space to start and drop, Esc pause and resume). Zero console errors, no network requests, runs with localStorage blocked, pauses on a hidden tab. A node bot drove the core rules: timing noise of 80 ms reaches about 25 storeys in 40 s, 50 ms about 48 storeys, 30 ms about 125 storeys in about 3 minutes; Harbour districts open after about 3, 7-11 and 15-23 builds. Offline audio render of 30 s of play: peak -4.2 dBFS, music 11 dB under the effects (16 dB active RMS), true digital silence between effects, energy above 6 kHz more than 30 dB under the mix.

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