Touch: tap open water to drop a one-light spore; tap or sweep over bright beads to gather them; repeatedly tap dusk mites to scatter them; use the four large shop cards to hatch a bellkin, enrich spores, recruit a warden or awaken the heartkelp; sound and pause are at the top right · Keyboard: Arrow keys or WASD move the garden cursor; Space or Enter feeds, gathers or attacks at the cursor; keys 1–4 buy Hatch, Rich Spores, Warden and Heartkelp; P or Escape pauses, M mutes, and Enter starts or retries; mouse clicks and drags work like touch
About:
Glow Tank is an original ecosystem and defence game in the spirit of the 2000s Flash classics, made in-house for Leetdom. Leaf-finned bellkin drift through five submerged gardens. Drop spores near a hungry bellkin and it will feed, grow from a bud into a bell and finally wear a tiny light-crown. Mature bellkin shed bright beads: sweep across the beads to collect their light, then decide whether to hatch another bellkin, enrich every future spore, recruit an automatic shell-backed warden, or save enough to awaken the garden's heartkelp. Dusk mites periodically slip through the glass and drain the nearest creature until repeated taps scatter them.
Each garden begins with a small new ecosystem and a different light target, hunger rate, predator rhythm and colour atmosphere. Fast clears and gardens with no lost creatures earn up to three stars. Stars unlock persistent keepsakes: extra starting light, a delayed first threat, and eventually rich spores from the first moment of a garden. Cleared gardens remain selectable on the garden map, and best clear times are saved on the device.
The bellkin, dusk mites, heartkelp, scenery, particles and interface are original procedural canvas drawings. Every chime, rustle and ambient pulse is synthesized with WebAudio. There are no downloaded images, fonts, music, sound files, analytics, advertisements or network calls.
Credits:
Made by Leetdom, 2026. Written for Leetdom, and it lives here.
Phone check: 2026-10-02 staging QA: 189 deterministic assertions cover feeding, growth, collection, hunger, purchases, warden defence, predator taps, goals, win, fail and stars; 25 seeded full-garden keeper simulations clear all five gardens in playable time. Serialized Chromium passed real CDP touch at 390x844 and 844x390, keyboard and mouse at 1280x800, all four purchases, hidden-tab pause, blocked localStorage, persisted unlocks, level advance, game over and one-tap retry with zero console errors, page errors, failed requests or external requests. Offline 24-second WebAudio renders measured a -18.8 dBFS full-mix peak, music 10.7 dB below effects, 78.1% true silence in the effects track and negligible energy above 6 kHz. Title, gameplay, win, fail, portrait, landscape, desktop and the 360x270 gameplay tile were visually inspected. 2026-10-03 production QA (pi-fleet): /games/nacrenook returns 200; the game loads in the shelf iframe with zero console errors, page errors, failed or external requests on phone 390x844 (real CDP touch: start, feed, post-full-screen feed) and desktop 1280x800 (mouse); Full screen refits the canvas to 390x844 on phone and 1100x800 on desktop after the block-layout fix for the canvas keeping its previous aspect; portrait/landscape rotation refits exactly.
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