I think this is pretty dang impressive!!!!! While controls are wonky and the audio is subpar, the mechanics of the game are really complex for what I've seen anyone do with ai. This is genuinely wonderful work.
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Tap Turn Battler's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall Enjoyment & Value | #4 | 3.667 | 3.667 |
| AI Direction & Mastery | #4 | 3.667 | 3.667 |
| Innovation & Experimentation | #4 | 3.500 | 3.500 |
| Production Velocity & Scope | #5 | 3.500 | 3.500 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
The Biggest Challenge
The hardest part was not generating assets — it was directing AI so the pieces still formed one playable game. Meshy gave us heroes, foes, hub buildings, and dungeon props fast, but getting them into a Three.js HTML5 build meant careful export (skins, clips, upright orientation) without breaking combat. On the code side, Cursor helped ship a full delve loop — hub, procedural floors, AP combat, fatigue, shop, saves — but the breakthrough was learning to steer it with tight constraints: fix the aim prompt, don’t rewrite combat; heal must raise HP, don’t invent new systems. The win was treating AI as a production partner under human direction, not as an autopilot.
AI Tools Used
Cursor (agent / Composer) for design, TypeScript/Three.js gameplay, debugging, and itch builds; Meshy for rigged characters, environment props, and dungeon kit meshes; occasional LLM chat for jam copy and design review.
Areas Where AI Was Used
Entire game is created with AI
















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