Why Spin Cycle Starts at 70 in a Race to 100
Cat Laundry first gives players time to learn its basic trade-off: click one of your cats and that selected cat becomes the opponent s, while your color spreads along the diagonals of the shared 4 4 board.
Before 70 points, squares, diamonds, and crosses all matter. That part of the match rewards learning how shapes emerge, how a move can score immediately, and how the same move can disrupt the opponent.
When either player reaches 70, Spin Cycle begins. The cats visibly rotate much faster, squares and diamonds stop scoring, and only crosses remain active. Every cross is worth 10 points, while the finish line stays at 100.
The intention is that the final 30 points should not feel like more of the same. Players have to rebuild their priorities around crosses and can still change the match with a late strategic shift. Seventy is the current design hypothesis not a number I m claiming is perfectly balanced yet. I d especially like to know whether the switch arrives too early, too late, or at the right moment.
How Spin Cycle Keeps Cat Laundry Winnable at 70–99
Cat Laundry is a tactical game played on a shared 4 4 board. Each move uses diagonal color changes to reshape a field of spinning cats, while squares, diamonds, and crosses turn those patterns into points.
Spin Cycle gives the match a real late-game comeback window.
As soon as either player reaches 70 points, the change is visible: every cat spins much faster. The scoring system narrows at the same time. Squares and diamonds stop counting. Only crosses score, and each cross is worth 10 points.
The finish line stays at 100. A player who falls behind before 70 can still rebuild the board around one or two crosses and reverse the match instead of watching the leader coast on easier shapes.
Spin Cycle: Cat Laundry’s late game now changes the rules
I ve added a new late-game mode to Cat Laundry called Spin Cycle.
When either player reaches 70 points, the change is visible immediately: Spin Cycle activates and every cat starts spinning much faster. The scoring rules tighten at the same moment. Squares and diamonds stop scoring; only crosses count, and every cross is worth 10 points. Victory still happens at 100.
The goal is to speed up the endgame without making the leader s win automatic. A player who is behind can still build one clean cross and swing the score quickly, while the leader can no longer coast on easier shapes.
Try the new endgame here: https://straightfunctor.xyz/cat-...
