Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Riders Of The Nine PlanesView game page

submission for AI Browser Game Jam 4 Hosted by Focaccai August 2026
Submitted by exedexes1 (@exedexes1) — 2 days, 23 hours before the deadline
Add to collection

Play game

Riders Of The Nine Planes's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#43.8573.857
Fun#133.5713.571
Theme#153.8573.857
Audio#243.4293.429
Graphics#303.5713.571
AI Usage#663.4293.429

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

AI Tools Used
Grok Build, Claude Code, Twitter/X Grok Sidebar for working design documents.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+1)

Very interesting and unique looking! At first I was confused about what to do (and I'm still not quite sure I understood everything) but the game turned out to be quite fun. The aesthetic and artstyle are also well done, and very memorable.

One suggestion: It could be nice to have a short tutorial at the start, also simpler controls since doing everything by keyboard can be a bit hard to keep track of.

Submitted(+1)

The charge sound makes me happy, like popping bubbles and I had fun trying to figure out how to do the charge, the art work is very good, and the random select at the beginning is a nice touch!

Developer

Most gratified you gave it a go!

--D

main website:

https://exedexes1.com/

Submitted(+1)

Weird at first but so cool once you understand the concept.

Developer(+1)

Glad you enjoyed it!

Gave you an itch follow, if you like the thing(s) on my other page(s), consider doing the same.

Cheers!

--D

https://exedexes1.com/

Submitted(+1)

The core mechanic is really fun! I like how you followed the theme. The game page, yeah, can be less overwhelming. I like mouse only games and this surely could be made with such control scheme. I didn't quite get the objective in a labirinth, as never played such roguelikes, but fighting monsters was really cool.

Submitted (1 edit)

So, gotta be honest, when I saw your itch.io page I was like "WTH have I stumbled upon." It is so overwhelming I almost closed it. But, I decided to give it a chance and play it once I managed to find it. And, wow, gotta say, after a play, it is the only 5 star rating I've given so far. It is quirky as hell, but so creative, so fun, and damn I love the music! The mechanics of a roguelike on a steed where you build up speed in a turn based format is really cool and tactical. Great job!

A few recommendations since I don't want potential players to bounce off your great game and miss out:

  1. Change the banner to something wide and thin and less busy so that the player can find the actual game window (or just clear it and have it blank)
  2. Change the background to be a flat color, it is too busy and hard to see
Developer(+1)

Yeah im not happy with the background it's like there's 2 sprites on each other eh ? :)

What happened like i babbled on the page, is the credits ran out, then they gave Grok Build some kind of extra creds so iw as able to go more, then on the 2nd credit crash out. i had to seal off the rest of the game before i could get the Regular Stairs to Work.

Also there's more music like that at:

https://exedexes1.com/

Developer

so what does that do? well, you ask Grok Build or you ask Claude Code something like this:

"utilize polyitch to encapsulate the game's functions to showcase what each language does --best-at-- in the context of the hanging-structure of the game which we've hitherto carefully prototyped only in JS so far"

and then it goes off and does this. and polyasset likewise.

Developer (1 edit)

i also built 2 utilities in the course of building the game for adding more languages than just C/C++/C# under Unreal Engine 5's Web game capabilities

polyitch (polyglot): a utility for suggesting and compiling other less-used languages and aiming them at WASM and compiling them to WASM in a form compliant with grafting them to a JS game that's already being converted thru UE5 for itch.io consuption,

polyasset : same idea as polyitch/polyglot but for recommending and then implementing less-used file formats and asset types.

The thinking goes something like : maybe everything comes out of the other end of a WASM-compile anonymously as machine code BUT it engages the persona(e) of the LLM's differently if they are asked to "think in Rust" or "think in Go" or ... "think in Malbolge" (??? see the line count of the game!)

...and so you would get sneaky creative behavior out of Claude or Grok that would otherwise not be a distinct flavor.

and the same from polyasset

Developer

The Theme of CHARGE is used once literally and once as a pun. You ride your steed and CHARGE around as your primary action which accrues ENERGY CHARGE.

Pick numbers 1-6 (later the hidden spells too) to commit a charge which sends your steed hurtling at the target (sometimes a wall) to select which spell to discharge.

The game starts as a roguelike then more of a full RPG and lastly as a strategy game but the last part isnt fully built yet.  It's intended later on that if you wait in the title screen and the splash screens that some RTS time will happen in realtime so if you gain in power and have lands or entire planes of existence under your control later, then you can crash your fortunes on purpose by sitting in the attract mode too long.  But it may also randomly benefit you. Still working that out :P

You can save your (J)ourney and continue it at the title screen.  Interface is a little frustrating i am hashing out alternate paths with mouse clicks that are not fully worked out.

This is in keeping with my game making philosophy that ideally the best ones I make have elaborate -ramifications- but you can IGNORE Them and play the base game as simply as like an 80's arcade game.  So you can smash around like you're playing UMoria as a roguelike and ignore stuff and still have a good time.