The flock management is very interesting.
Play game
THE LAST FLOCK's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| AI Usage | #31 | 3.750 | 3.750 |
| Fun | #65 | 2.750 | 2.750 |
| Overall | #79 | 2.750 | 2.750 |
| Audio | #81 | 2.375 | 2.375 |
| Graphics | #88 | 2.625 | 2.625 |
| Theme | #91 | 1.875 | 1.875 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
AI Tools Used
Anthropic Claude (via Claude Code) wrote effectively the entire submission: all gameplay code, the flocking/combat simulation, and the procedural art routines. There are no image files and no audio files in the build — every pixel of the marsh, the birds and the UI is drawn in code on a Canvas 2D context, and every sound is synthesised at runtime through ZzFX (a small MIT-licensed procedural synth library we vendored; it is a synth, not a generative model). Human direction: concept, design decisions, playtest review and the call on what shipped. OpenAI gpt-image-2 generated the store-page cover illustration only — it does not appear in the game itself.











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