> For the complete documentation index, see [llms.txt](https://help.craftsmanplus.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://help.craftsmanplus.com/play/layers/game-mechanics/item-catcher.md).

# Item Catcher

A falling-items game. The player moves a catcher left and right to catch items as they fall.

Item Catcher drops items from the top of the play area. The player drags the **Catcher** left and right along the bottom to catch them. Once the player has scored enough, a **Special Item** starts falling too, worth more points and able to set off a special event.

### Layers

* **Item 1** to **Item 10** are the falling items. The game uses as many as **Number of Items** asks for, and hides the rest.
* **Special Item** is the high-value item. Hidden when **Special Item** is off.
* **Item Trail** is the trail drawn behind falling items. Hidden when **Item Trails** is off.
* **Catcher** is the basket, character, or object the player moves. It moves horizontally only, so its vertical position sets where items are caught.

### Game Settings

**Items**

* **Number of Items** sets how many different item designs fall, from **1** to **10**. Default is **5**.
* **Item Trails** draws a trail behind falling items. Default is **on**.

**Mechanics**

* **Catch Animation** plays on the Catcher when it catches an item. Default is **Squish**. Also offers **Blink**, **Bounce**, **Bubble**, **Pulse**, **Rotate**, **Slide**, **Shake**, or none.
* **Item Speed** sets how fast items fall, from **1** to **20**. Default is **2**.
* **Spawn Interval** sets the time between new items, from **0.25** to **10** seconds. Default is **1s**.

**Special**

* **Special Item** adds the Special Item to the game. Default is **on**.
* **Special Speed** sets how fast special items fall, from **1** to **20**. Default is **4**.
* **Special Event** turns catching a Special Item into a bonus round. Default is **on**. For the length of the event, every falling item becomes a special item, and new items spawn faster.
* **Event Duration** sets how long the special event lasts, from **1** to **60** seconds. Default is **5s**.

Special Speed and Special Event only appear when Special Item is on. Event Duration only appears when Special Event is on.

### Progression

| Variable           | Default | What it does                               |
| ------------------ | ------- | ------------------------------------------ |
| **Starting Score** | 0       | The Score the game begins at.              |
| **Normal Catch**   | 2       | Points added for each regular item caught. |
| **Special Catch**  | 5       | Points added for each special item caught. |

Triggers can watch **Score**. Missed items don't cost anything, so Item Catcher has no Moves or Health.

With the default settings, the Special Item starts falling once Score reaches 50.

**Example triggers:**

* Score **Reaches** 100, action starts your end card scene.
* Score **Every** 20, action plays a reward sound.

{% hint style="info" %}
Item Catcher has no lose state built in. To give the round an end, set the game layer's duration in the Timeline and use its **On Finish** action, or end the scene with a scene event.
{% endhint %}


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