Very interesting experiment with the models, well done! I love the steampunk clockwork style, the animations are awesome, super cute, funny moments, it all fits very well. It was fun, great level design and progression, although it took me a long time to figure out the Berthing room, good tips in the notes haha ;) very nice intro and outro also, great work!
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Catbot's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Use of AI | #5 | 4.291 | 4.500 |
| Polish | #5 | 4.291 | 4.500 |
| Overall | #7 | 4.132 | 4.333 |
| Fun | #9 | 3.814 | 4.000 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How did you use AI?
No AI runs inside the game; it is all in the making. Catbot was built by several model families, each used like a different paintbrush, with the goal of making every one of them follow a single house style (Claude's). Each room started as a written handoff brief (rules, bans, "done means") plus a shared project file, CLAUDE.md, as memory.
Claude Opus 5.5 (Claude Code and Cowork) built the engine, hub, most rooms and the finale, with Sonnet 5.5 and ChatGPT (GPT-5.6 Sol) for planning and briefs. Mistral Vibe built Berthing's first pass and Codex built the Galley, as a test of unfamiliar models on whole rooms. Claude debugged both: Vibe's lamp was unplayable and Codex's rework leaked a shared change into other rooms. Concept art came from Arena.ai battle mode and ChatGPT Images. All in-game art is drawn in canvas and all audio is synthesized with Web Audio, so there are no assets or samples.
Tricks: later rooms were built bot-first. Each room's rules live in one pure function used by both the live game and a deterministic bot (idle, walker, trotter, smart, explorer), so "beatable, and no softlocks" is tested rather than guessed. A live test also plays the real loop and compares it to the bot every tick. Each room gets an isolation check so it can't change the others. Each model also hid an easter egg in its own room, signed with its model identity, and the credits list them all.
I directed, tuned, playtested and hand-edited throughout, and I don't know every line. It is an experiment, documented at thegarden.rosettaskeys.com.
List of Team Members (name or pseudonyms)
Tasha (design, direction, tuning, playtesting). AI tools, credited as tools: Claude Opus 5.5 / Sonnet 5.5, ChatGPT, Codex, Mistral Vibe, Arena.ai.
How does your game fit the restriction?
Movement is the only input. There is no jump, action or interact button, and no extra keys. Everything is expressed through where catbot is and how fast it is moving, and the only control over force is two gaits: walk (105 px/s) and trot (165 px/s, earned by holding a direction). Floors launch you when you walk onto them, a lamp spots you only if you move, trays are pushed by walking into them, and plates trigger when you stand still on them. Every room is a different physics problem solved with those two speeds. Failure is soft (a shove, a slide, a flop), and an optional REWIND tile is reached by walking.





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