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Maplewood Library's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #11 | 3.750 | 3.750 |
| Fun | #11 | 3.000 | 3.000 |
| Audio | #14 | 2.625 | 2.625 |
| Creativity | #18 | 3.000 | 3.000 |
| Overall | #18 | 2.875 | 2.875 |
| Visuals | #23 | 2.000 | 2.000 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Briefly explain your games interpretation of the theme?
"Together" made me think of sorting things together - and libraries came to mind.
Finding where each book belongs, grouping them by color and category on the right shelf. There's something satisfying about putting things together where they fit, and a nice and relaxing backdrop of a library felt very chill and relaxing.
Come work at Maplewood Library for a day and sort things out
How much CODE (text or visual) did you make?
You didn't code the game - you" vibe coded" being passive in the development of code.
How much of the game's ART did you make?
You generated art with AI tools
How much of the game's SOUND EFFECTS did you make?
You didn't create any sound effects - you used existing audio for your game
How much of the game's MUSIC did you make?
You didn't create any music - you used existing music tracks for your game
Other comments (Code / Art / Sound / Audio)
CODE: Vibe-coded with heavy direction - Early on used AI for boilerplate and later for debugging as needed; I wrote design/architecture docs that guided AI implementation, reviewed all code, and designed the game systems
ART: AI generated backgrounds, modified clipart, and custom assets
Sound Effects / Music: used existing assets
Aren't you awesome for being creative and taking part?
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Comments
initially I worried that the puzzle landscape would not fully be explored, but as I got into some of the high levels, I saw that there's use of having books that could fit on different shelves, and you have to deduce which it needs to go on (rather than simply matching). The game-play matched the theme well, and as much as I have ideas how you could add some more mechanics to the game to spice things up a bit - that may detract from the vibe / genre of game you were going for.
The ideas you had for increasing score based on order within a book shelve would be an interesting thing to see. I'd like to see if you can make the act or switching between shelves feel more fun. Maybe I should have been going to the library view and back again, but I was justt using the arrows to switch between them which didnt feel great and didnt help me keep a concept of all the shelves and their configuration in my minds eyes.
Thanks for taking part in the jam, and for checking out so many other people's games!
The game fit the theme pretty well!
There are a few hiccups gameplay-wise but nothing major. It's sometime hard to put the book in the shelf (it keeps falling). Also, I think I found a glitch since you can keep the book return tab open at all time and basically have a wide place to put all the books.
However, I share Bauke's opinion about AI used in this project
There's a bit of a disconnect for me between the cozy vibes and the stress of a time-based scoring system. Maybe an experience similar to Wilmoth's Warehouse would work better. At one point I dropped a book, which felt to the ground, and I wasn't sure if I could retrieve it. Overall not a bad game, but not gonna lie: the heavy use of AI in both code and art makes it hard for me to assess this game as something you truly created yourself.
Thanks for playing! You're right about the timer, not that cozy. Something to rethink for sure. Good thinking on Wilmoth approach!
On the AI front: I get the skepticism, especially with how much low-effort AI content has been flooding feeds these days. For me, AI is a tool, similar to using an engine or asset library (more like a headless programmer). But it's a spectrum based on usage, and people draw lines differently. I think of it as developing through user stories and code reviews, easier in a lot of ways - comes with it's own challenges.