I like it, +50/s yield for now haha
Play game
Storm Cell's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #6 | 4.222 | 4.222 |
| AI Usage | #82 | 3.222 | 3.222 |
| Overall | #89 | 2.667 | 2.667 |
| Audio | #92 | 2.111 | 2.111 |
| Fun | #101 | 2.222 | 2.222 |
| Graphics | #106 | 2.222 | 2.222 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
AI Tools Used
Built with Claude Code in Godot 4.7, end to end: the code was written by Claude agents; the human directed, played the builds, and made the calls.
- Multi-agent runs: a custom /ship skill splits a goal into task branches, each worked by implementer, reviewer, tester, and maintainer agents in separate git worktrees, then squash-merged behind human-approval gates. Several overnight batches of pre-planned features landed unattended while the designer slept.
- The feedback loop: the designer plays each build and files verdicts into a structured verification form plus a free-form feedback file; the next run treats those as directives. Several shipped features exist only because a playtest sentence demanded them.
- Agents test their own work: 52 headless regression tests assert on simulation state, and 25 scripted playtest scenarios replay inputs and capture frames so agents can look at the game they changed.
- Sound: there are no audio files. Every effect is synthesized at runtime by AI-written code — a tone sweep plus filtered noise through one envelope, described as a handful of knobs in a small text resource (one per sound). Held sounds like the charge meter are a looping tone whose pitch and volume bend with the level, so you can hear where the charge is without looking. The noise is seeded, so a given sound renders identically every time.
- Art: there are no image, mesh, or font files either. The buildings are Godot primitives — boxes, cylinders, a prism, a torus — with flat materials; the lightning bolt is a seven-segment jittered line rebuilt on every strike; the cables are drawn geometry with a one-shader crawl that only animates while power is actually flowing; the sky is the engine's procedural sky. Agents wrote all of it by describing what each thing should read as, then iterating against captured playtest frames. No image generator was involved, and it looks exactly like that.
- Promo images: the thumbnail and banner images were generated with Gemini.




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