Love the Sfx and the artsyle, Nice Work.
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Hunt or Be Hunted's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Polish & Presentation | #71 | 1.955 | 2.050 |
| Scope & Completion | #78 | 1.859 | 1.950 |
| Gameplay & Core Idea | #78 | 1.859 | 1.950 |
| Overall | #79 | 1.840 | 1.930 |
| Creativity & Theme Interpretation | #89 | 1.764 | 1.850 |
| Technical Execution | #93 | 1.764 | 1.850 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members and roles
LZ5339102-commits
How did you interpret the themes?
GENRE COLLISION, taken structurally rather than cosmetically.
Most entries in this theme stack an A-skin on top of B-mechanics, which produces two parallel systems sitting side by side, each doing its own thing — the player just switches between them. I wanted both genres to press on the same object and make opposite demands of the player.
So I picked two genres that are naturally opposed in how they ask you to move: an endless runner and a boss duel. One boss, one shared health bar, two phases.
CHASE: the player auto-runs and cannot stop — only jump and slash. The boss chases from behind and lunges on a fixed, readable rhythm, so you have to read it while moving.
Take 30% of its health and the fight inverts. REVERSE: the terrain scrolls the other way, the boss flees ahead and fires back, and now the player is free to move and free to stop. But this time you have to stop, read, and manage distance, because the closer you press, the denser the barrage.
That last part is the whole point: CHASE trains you to never stop, and REVERSE punishes exactly that instinct. Same body, same health bar, two rule sets that answer "should you be moving?" in opposite ways. The chaser becomes the chased, and the habits you just built stop working.
I cut four earlier builds before landing here because they all failed the same test: the two genres sat side by side instead of making opposite demands of the player.
What are you entering?
Engine and tools used?
Engine: none — hand-written TypeScript on HTML5 Canvas, no framework or game engine.
Build: Vite (bundler only). Fixed 60 Hz step loop, virtual 960x540 renderer.
Art: 100% procedural canvas drawing, all shapes drawn in code. No image files, no tile sets.
Audio: procedural WebAudio, generated at runtime. No sampled assets.
Testing: four custom Node regression suites.
AI: Claude (Claude Code, an LLM) was used extensively to write and refactor the game's source code, tests, and documentation. Design decisions, art direction, playtesting, and bug reports were human. The project page's AI generation disclosure is set to Yes for this reason.
Road to GDC
Consider my game for the Road to GDC prize
Bezi Challenge
We are not entering this prize track
Synty Challenge
I am not entering this prize track
Which Synty assets did you use?
N/A
CrazyGames Challenge
Enter my game in the CrazyGames Challenge
Fan Art Artist
N/A
Fan Art Process Video
N/A
Where can we find your Fan Art?
N/A
Submission Confirmation





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