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This submission is disqualified
A jam submission

Supernatural intelligenceView game page

You track the time. It tracks you.
Submitted by atfundum (@theatfundum) — 2 minutes, 52 seconds before the deadline
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Supernatural intelligence's itch.io page

How does your game fit the theme?
Countdown isn't just the setting — it's the entire interface. Every round hands you a number and nothing else. No visible timer, no on-screen ticks — just a metronome and the count you're holding in your own head, actively under attack from false corrections designed to break it. You're not watching a countdown happen on screen, you are the countdown. And it cuts both ways: the thing hunting you is closing the distance with every second your count drifts.

(Optional) Please credit all assets you've used
Development:
Built by atfundum in collaboration with Claude (Anthropic), which wrote the code and drove the Unity Editor directly via the Unity MCP bridge, for the entirety of development.

Voice lines, sound effects & ambient audio:
Generated via ElevenLabs

Images :
Generated via Krea AI (ChatGpt2/NanoBanana image models) inspiration and influence from Midjourney images.

Background and ghost videos:
Generated via Krea AI (LTX-2 / Kling/VEO / seedance video models)

Engine:
Unity, including the bundled TextMeshPro default font (Liberation Sans, SIL Open Font License)

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Comments

Host(+1)

Your game has been disqualified as it uses AI artwork or audio. The rules clearly state that generative AI is not allowed for these purposes. This is a jam for human creators.

Developer

Fair enough, was to be expected. I wanted to build it my way but still wanted to participate, so I went in assuming disqualification was the likely cost and built it anyway. One small consideration though: I disclosed fully and fairly, all of the AI use — the same way people do with humanly bought asset packs or downloaded freesound.org samples and probably should have explicitly credited myself, to avoid confusion — but this game is not void of human input either. I designed and directed it, iteratively, step by step.

Claude's statement, for the record: I wrote the code. I didn't write the game. What this should be, what it means to play it with your eyes closed, what got cut for looking cheap even after I'd built and defended it — all of that was decided before me or above me. I can execute a vision fast. I never had one of my own sitting under this one.

Submitted(+1)

The game is amazing. Loved to see the transparency :) if you have spare time please check out my submission too.

Submitted(+1)

Really interesting idea! Loved how the game becomes more complex over time with the addition of the second voice.

Developer(+1)

Hey, thanks — especially for dealing with the buggy menu and tolerating the messed-up presentation. It's a web-build-breaking bug I seem to get every single year without fail.

Sounds like you actually tested it properly and got the intention, which is great to hear.

Yup, that's exactly it — more corrections (voices) get layered in over time, sentences get more (needlessly) complex, longer, more deformed and noisy, numbers get higher, etc.

The core thing I was playing with this jam was procedural design — in theory the game scales infinitely, which you can actually test yourself via debug mode.