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Grounds for War's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall Enjoyment | #3 | 3.889 | 3.889 |
| Theme Fidelity & Creativity | #4 | 4.000 | 4.000 |
| AI Direction & Adaptability | #5 | 3.444 | 3.444 |
| Production Velocity | #6 | 3.222 | 3.222 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
The Biggest Challenge
Worrying that Fable would burn all my credits for the week
AI Tools Used
Claude Code Fable
Areas Where AI Was Used
All of it
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Comments
Yeah, this is a great game.
For a three-day sample game, itโs very well-crafted,
and it fits the theme perfectly.
Because itโs so well-made, I was able to
really enjoy it
I think this is one of the most approachable tower defense games I've played in this Game Jam. ๐ It has almost no learning curve, and it builds upon the classic lane-based gameplay that immediately reminded me of Plants vs. Zombies. The character designs are adorable, the animations are simple yet charming, and the overall presentation feels clean and lightweight in a really satisfying way.
That said, I did run into one issue that felt a little discouraging. The difficulty increases very quickly—by Stage 2, I found it extremely challenging. It felt like I had to sacrifice almost all of my carts (or cola bottles) just to barely clear the level. For what still feels like the early tutorial phase of the game, this might make it difficult for new players to experience the rest of the content.
Since each stage must be cleared before unlocking the next one, players who get stuck early may never have the chance to discover everything you've created. Looking at your screenshots, I noticed there are many different enemy types and friendly drink units that look really interesting. I'm genuinely excited to see them! ๐คฉ
What especially caught my attention is that this isn't simply a Plants vs. Zombies clone. There are several original mechanics, such as units becoming enraged after taking damage, which adds a fresh strategic twist. That makes me even more curious about the later stages of the game.
Overall, I think this project has a lot of potential. I'd love to see either a full playthrough showcasing all of the later content, or perhaps a slightly easier early-game difficulty curve so more players can experience everything the game has to offer. If that happens, I'd be more than happy to come back and play it again. ๐ฎโค๏ธ
lol maybe i can do a full playthrough. i'm actually stuck on
the last level now and not sure how to beat it, but i'm bad at games so i assume it's not actually that hard.
yes. i also lost on the first levels at first. you kinda have to balance income gen and shooters.
Love it!
It's amazing that all of these characters were created using AI-generated SVG. They have a consistent look and feel, and I think they really make the game stand out.
It has a cozy, laid-back vibe, but it's actually quite challenging. I just love that contrast. I enjoyed it. ๐๐
Yeah. I thought so too. I had to double check and see if it really did it because I didn't believe it created them out of thin air.
Reading your dev notes honestly blew my mind! Relying entirely on Fable and AI to generate everything from SVG canvas paths to audio and autoplay debugging is just incredible. It really showcases the jaw-dropping future of game development.
But what amazes me the most is your incredible direction. AI can generate data, but it takes a truly skilled creator to guide, reconcile, and balance it all into such a cohesive, challenging, and deeply enjoyable game. Thank you for pushing the boundaries and bringing this masterpiece to our jam! ๐
Kind regards,
Michyo