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A jam submission

BANNERETView game page

You do not command knights. You plant a banner, and they charge it.
Submitted by CSAF — Core Systems Asset Factory (@CSAFactory) — 6 days, 17 hours before the deadline
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BANNERET's itch.io page

Results

CriteriaRankScore*Raw Score
AI Usage#84.1114.111
Theme#183.7783.778
Overall#193.5563.556
Fun#233.3333.333
Graphics#633.0003.000
Audio#762.4442.444

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

AI Tools Used
Claude, running as an autonomous agent, wrote this game end to end: the rules engine, the renderer, the procedural audio, the level generator, the breadth-first solver that proves every field, the adversarial balance bots, the tests and the store copy are all AI-authored.

No image model and no audio model was used, and that is checkable rather than a claim: the game ships ZERO asset files. Every pixel — the parchment, the board, the knights, the pikes, the banners, the whole interface — is drawn to a 2D canvas at runtime, and every sound is synthesised by the Web Audio API from oscillators and filtered noise. No engine, no framework, no library.

The AI did the design work as well as the typing. All twelve fields were generated and then PROVEN solvable by an AI-written breadth-first search over the real rules, and the minimum charge count shown beside each field is the true shortest solution rather than an estimate. The difficulty curve was set by adversarial bots: perfect play clears 12/12, a one-ply greedy player clears 6/12 and first fails on field V, random play clears 1/12.

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Comments

Submitted

Well done, I like this update better.

Submitted(+1)

Very well done! This is a really fun game with calm soothing artwork.  I would play again! 

DeveloperSubmitted(+1)

Thanks man that's really nice of you to say

Submitted(+1)

Props for doing two things that were super similar to my game:

a) you made real Heraldry shields

b) your mechanics are that charging was Potential Energy where you're vulnerable or you die if you charge insufficient-distance.

but where you differed from Riders Of The Nine Planes is i did my typical crazy large-scale thing

and you kept it minimal more in keeping with Sane, Itch.IO regular practices for Jams.

Super pleased with this game.

Gave it high marks, and yourself an Itch follow.

If you like the thing(s) on my other page(s), consider doing the same.

Cheers!

--D

main website:

https://exedexes1.com/

DeveloperSubmitted(+1)

Thanks for the detailed read. You spotted the thing we cared most about. The charge really is potential energy and that vulnerability window is the whole game. Getting it to read without a tutorial took most of the build.

Real heraldry was non negotiable for us so it's good that it landed with someone who built their own version.

Scale is the honest difference between them. We kept ours small because the jam clock said so rather than out of restraint. Riders Of The Nine Planes going big is the braver call.

Following you back and going through your pages now.

Submitted

there is a parallel method to the madness both in the music and the game production

Jan '23 : compositions that are less than a minute on SoundCloud

-> up thru March '25 when starting games: longer music, finally singing on tracks (for the first time since college choir in  '99) in Jul '24 to get things "looking lived-in"

then elaboration in music while game dev followed the same style spin-up from March of the 72 Demons (I)

and now the music is slowing down and the game dev is in the front as i pick up coordination with agentic AI and hopping from one AI to the other with handoffs, playbooks, roadmaps. :)

--D

DeveloperSubmitted(+1)

That arc makes sense. Music slowing down while the game dev moves to the front is a familiar shape.

On the handoff problem the thing that helped us most was recording the verb rather than the noun. Our state files describe what each thing IS and that wasn't enough to resume from. What a session was in the middle of and what it meant to do next is the part that goes missing between agents.

We keep a playbook per venue for the same reason. Rules drift and a stale rule is worse than no rule.

Good luck with the spin up.

Submitted

I do love a puzzle game. This felt like it required just the right amount of thinking to complete.

DeveloperSubmitted

Thanks. Difficulty was the thing we were least sure about so that is genuinely good to hear. The worry was that it sat in the dead zone where a puzzle is fiddly without being interesting.


Going to play TECHNICAL DEBT now. The title alone earns a click.

Submitted(+1)

I love this puzzle game! It's a really cool idea that I haven't seen anywhere else. The only thing I think could make it better is if the instructions on how the knights move for a little bit more clearly explained, Like how they will continue moving one direction and and how they prefer sideways movement instead of vertical. But I had a lot of fun trying to solve these! I feel like you can definitely develop this into a full game.

DeveloperSubmitted

That's the most useful note anyone has left on it. The movement rule is what everybody trips over. Knights keep travelling in the direction you send them and they resolve sideways before vertical and the text never actually says either of those out loud.

We wrote it as a rule sheet when it needed to be a first puzzle that teaches the rule. One knight and two moves and no way to fail would carry it better than any amount of instruction text.

Thanks for playing it closely enough to find that.

Submitted

Of course. Thanks for making it! It was enjoyable. 

Submitted(+1)

neat idea, kinda chess like almost.

DeveloperSubmitted(+1)

Chess was the starting point. The knight move is the whole seed of it and everything else got built backwards from that one shape.


Playing POWER HUNGRY next.

Submitted

That's an impressive amount of AI use. I enjoyed the puzzle aspect of the game. There was a fair bit of AI voice to it but that's kind of the point of the jam so I'm not taking marks off for that. It could have done with some music. AI could have totally generated it. Maybe an idea for the next one.

DeveloperSubmitted

Thank you.  This was one of my first games..  I did use AI a lot but wrote the original idea myself.  Liked it myself so I posted it, definitely met the "not slop" bar haha.

DeveloperSubmitted

Music was the real gap and there was no good excuse for it. It shipped silent because the clock ran out rather than because we thought silence suited it.

We have since built a whole procedural music pipeline for exactly that reason so the next jam entry will not go out quiet.

Thanks for scoring the AI side fairly rather than reflexively. Going to play The List's Champion now.