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CurryNinja's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall Enjoyment | #13 | 2.900 | 3.091 |
| Production Velocity | #13 | 3.155 | 3.364 |
| Theme Fidelity & Creativity | #15 | 3.411 | 3.636 |
| AI Direction & Adaptability | #17 | 3.070 | 3.273 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
The Biggest Challenge
The biggest challenge was keeping the codebase clean and robust under the time limit! As the game grew to feature 3 full stages, multiple enemy AI types (like shooting chilis and bouncing spikes), an ingredient-catching system, and a tutorial, the single C file started getting way too long.
My breakthrough was pairing up with Gemini(who get SKILL_ADD.md of TinCLE) to refactor the entire project into a modular, multi-file C architecture (game_shared.h, main.c, state_play.c, etc.) in record time. The AI helped me enforce strict C99 safety, delta-time physics, and state management on top of the TinCLE engine. We solved nasty input-chattering and tutorial-softlock bugs together in minutes. It felt like having a veteran senior programmer sitting right next to me cheering me on!
AI Tools Used
Google Gemini: My lead co-developer for C code architecture, gameplay balancing, MML music composition prompts, and real-time debugging. TinCLE Engine & Built-in AI Toolchain: Used TinCLE’s dedicated procedural audio tools (fartbox for 1-shot retro sound effects and pisstrak for MML SoundFont synthesis) to rapidly turn AI-written melodies into 44.1kHz stage music. AI Image Generator (nano-banaa): Generated title image, chili, and spikey.
Areas Where AI Was Used
Code (100% C99): Core platformer physics (gravity, jump curves, AABB tile collisions), dynamic camera scrolling, enemy attack patterns, save/checkpoint systems, and backpack inventory logic. Sound & Music: All retro SE (damage, capture, coin pickup) and stage BGM tracks for Stages 1–3 were synthesized from scratch through AI-assisted sound generators, so it is TinCLE(pisstrak).
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Comments
Wait... Is this grub? We can actually EAT a spike monster?! Are these ingredients even legal?! Won't that give you an upset stomach?? Well, I think I've heard people say that monster meat is actually pretty tasty… I'd kind of like to try some, though. 🤔
At first, I thought this was just a simple jumping game in the so-called “Classic Obby” genre, but I realized it's surprisingly difficult if you try to collect everything. However, you can simply complete the game even if you dash to the finish line without collecting anything at all, so this might actually be a great way for everyone—from beginners to advanced players—to enjoy the game.
As I kept getting game overs over and over again while trying to collect everything to complete the game, I noticed that my score was accumulating. Thanks to that, I ended up racking up an insanely high score.
If this wasn't intentional, it might be a good idea to fix it after the jam ends, for the benefit of future players.
It was fun. 🙂
Monsters with spikes and the like are, for the most part, made into edible ingredients. The difficulty is set to be on the harder side.
I thought it would feel odd for score to disappear on game over, so I intentionally designed it so the score is retained even after a game over.
I would be honored if you enjoyed it.
Balancing dodging attacks and catching things is so tough! It's a pretty challenging and rewarding game.
It was made to be quite difficult. I'm glad it looked like you enjoyed it. Thank you for playing!
I love the cute assets! Please keep making games!
Thank you for your support. I'll keep doing my best. Thank you for playing too.
I enjoyed playing this game. :)
I'm glad you enjoyed it.Thank you for playing.
At the moment you can win the game simply by pressing forward and up the whole time.
I see. I'll adjust the difficulty again. Thank you for playing.
I had a great time!
It was well-made, featuring a proper tutorial and invincibility frames after taking damage.
There were a few spots where I couldn't make the jump—though I managed to get across by jumping from the opposite side—so I wondered if that was intentional.
I was happy to see so many stages.
The hand-drawn pixel art has a nice, charming style, too.
Thanks for the fun game!
The spots where you couldn’t make the jump were intentionally designed so that players would have to go back the other way to collect ingredients. I’m really glad you enjoyed it — thank you!
Interestingly, the levels feel better to play if I run to the end and then go backwards through the level trying to catch the ingredients, that way I can move and catch at the same time.
I made it with reverse-direction play in mind. I'm glad you enjoyed it. Thank you.