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A jam submission

CatbotView game page

A spaceship crashes and a clockwork catbot must solve puzzles to fix the ship.
Submitted by chaoswrangler-ux — 1 day, 1 hour before the deadline
Rated by 10 people so far
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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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Comments

Submitted

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!

Submitted

great stuff, I see a lot of different tools used. Which one did you find the most useful?

Submitted

I think for all the literal interpretations of the game jams theme this is probably my favorite, I love the steampunk visual of the cat, the the movement for the menu (which I uncreatively hadn't even thought of as a needed restriction in my own game), and the simple seeming puzzles that actually have a good deal of variety - I think this is really good. The only room for improvement I would see is better audio in general, things to trigger the dopamine in the brain to keep going and that what I did was good. The cat jumping on the toys, for example, is a great motivation for the player to keep playing. But finishing say, pushing the food to the server tray with no audio or narrative reward, makes me not want to see what is coming next. 

HostSubmitted

Certain parts it was hard to understand what I was supposed to do, but overall well done.  The change between side view and top down didn't seem needed, but it worked just fine.  Here is my playthrough: 

Submitted

Beautiful game, great use of AI tools taking notes here :)

Amazing result for the short time period.

Submitted

I love the animations and level selector. Great job

Submitted

I LOVE the level selection, I think that is a creative way to show the map and give a bigger picture of the level progression. Very cool!

Submitted

Reminds me of Flash games in the best ways possible and the animations are *so* good

Wonderful stuff