Rescue Meow Meow
Sole programmer on a physics sprite-cutting puzzle shipped on Thai PBS Kids (WebGL) — started as the 'Wooden Castle' prototype.
- Role
- Sole Programmer
- Studio
- Varisoft
- Period
- 2020 – 2021
- Platforms
- WebGL

Gallery
Rescue Meow Meow (which began as the prototype “Wooden Castle”) is a 2D physics sprite-cutting puzzle game built for Thai PBS Kids and embedded as a WebGL build on thaipbskids.com. You slash a line to slice wooden obstacles and drop a target number of cats past a goal line, under a cut limit and a time limit, earning 1–3 stars per stage.
I was the sole programmer across two repositories (~42 commits, ~6,800 lines authored) over roughly 2.5 months, working alongside an artist and a game designer.
What I built
- Cutting gameplay —
Physics2D.LinecastAllalong the swipe → sprite-cutter → re-parent the two halves, with cut-count and time limits and a star-scoring formula. Migrated the cutting library from UnitySpriteCutter to Smart Slicer 2D Pro, with resolution-aware cut force. - Backend, iterated three ways — WebGL JS-interop Firestore → a pure-C# Firebase REST client (UniTask, Identity Toolkit auth, token refresh, Cloud Functions) → URL-param identity read from the Thai PBS Kids host page.
- Global leaderboard & cloud save — top-N plus full list with the player’s own row injected, plus cloud-save and quest-save Cloud Functions.
- Content pipeline — a Google Sheets → JSON importer (RSG Promises + reflection) feeding stage / bonus / star tables.
- Polish — Spine cat animation, day / night parallax backgrounds, Thai font handling, and a WebGL post-build fix patching Unity’s loader UA regex for browser compatibility.
Play it
The original Thai PBS Kids build is offline (its backend is no longer running), so I’ve put up a standalone WebGL demo on itch.io that runs the core cutting gameplay without the backend.







