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.
Play the browser version:
https://straightfunctor.xyz/cat-laundry/?lang=en&source=producthunt


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