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LAST TOUCH's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall | #4 | 3.389 | 3.389 |
| Originality | #4 | 3.444 | 3.444 |
| Gameplay & Fun | #5 | 3.000 | 3.000 |
| Visual World & Art Direction | #5 | 3.667 | 3.667 |
| Creative Use of DreamLayer | #6 | 3.444 | 3.444 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How did you use DreamLayer?
DreamLayer is the art source for almost everything in LAST TOUCH. We called its API from Claude Code through MCP.
- Designs from text: eight text-to-image sheets (the cast, death close-ups, the Lady's three reveal frames, the customers' hands and Rivet's gauntlet, tools and props, the room, the counter, the workbench). Every sheet used one shared style line, so separate generations still match as one set.
- States from one image: the attendant's hands began as a single DreamLayer image of a hand holding a comb. Each other tool (pliers open and closed, file, hook, rake, cloth, empty hand) is a one-change edit of that same image, so all poses share one arm. The night version of the room is an edit of the day room.
- Then we made it playable: Astra (GPT image tool) removed backgrounds, extended sleeves and matched tones, always starting from DreamLayer's picture. Claude measured the art (tool tips, rivet heads, nail tips) and fitted the minigames to it.
The one exception is Voss's paw, which is from the GPT tool. We used 61 of the 100 API credits, each logged with its execution ID.
Game Engine / Framework
Unity
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Comments
Wonderfully grim art direction, the werewolf, the masked customer and the veiled Lady all feel like one set. Making every tool pose a one-change edit of the same hand image so they share one arm is a really clever technique. Great atmosphere!
TYSM, you game is great btw, very classy and polished!