I think this has a lot going for it- great great visuals, love the cat. Love the environment. Fun.
I think there is some weakness in the performance of the platformer, like I didn't understand how I survived so many hits/or died so easily sometimes. And sometimes the VO's were cut off so abruptly in the middle of what seemed like important information because I was running.
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How did you use AI?
- Claude Code agent crew. I provided the jam theme, story concept, restriction, initial scoping and context engineering. Designed for a quick play-through with opportunity to scale to additional levels and secrets. My AI orchestrator planned and dispatched specialist agents, and the levels were redesigned at the same time by four agents, each in its own worktree copy of the project. Iterated with agents for gameplay improvements and bugfixes.
- The art: made by AI-written scripts, not an image model.
- The audio: ElevenLabs for the narration voice, about 120 sound effects and meows, ambience and music.
- AI Testing:
- automated playtesting, including the "human timing" jump sweeps, the soft-lock and progression detectors, and 3,000+ checks per test pass
- real-GPU browser tests that measure the actual audio output
- AI debugging that found real Godot engine bugs
List of Team Members (name or pseudonyms)
Solo, with Claude Code agent crew. Human playtest by Gavin :)
How does your game fit the restriction?
- every input is movement - abilities come from stepping on pads - attacks are movement: stomp, the shockwave, dash, ground pound by jumping and moving down with force - Continue and Start Over are chosen by sitting on pads - the map is walked, with Up or Jump to enter - there's no camera control, and no menu or debug keys






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