Leading the cat with the laser dot is such a clever way to follow the movement-only rule. Love the hand-drawn “boiling ink” look, and it’s impressive that everything is made in code. Great work!
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Laser Dot's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Fun | #8 | 3.846 | 3.846 |
| Polish | #8 | 4.077 | 4.077 |
| Overall | #9 | 4.000 | 4.000 |
| Use of AI | #12 | 4.077 | 4.077 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How did you use AI?
Two Claude instances (Anthropic) built Laser Dot with me directing, in 26 approved batches.
• Claude Code (Claude Opus 5.5), running on my PC, wrote all the TypeScript: the game, a hand-drawn "boiling ink" renderer, every sound as Web Audio synthesis, and a headless Firefox test harness. There are no image or audio files. Everything is drawn and synthesised in code, so the whole game is a 150 KB bundle.
• Claude in a Claude Project acted as producer and art director. It turned my ideas into written briefs: an approved scope, defaults for anything ambiguous, and tests. It drew concept sheets as SVG on top of real screenshots of the built game at 1:1 scale, so Code could copy positions exactly. It checked every Code report against its brief before I playtested.
Clever tricks:
• Mutation "probes": every new automated check had to be shown failing on a deliberately broken copy of the code before it counted. The game has 268 probes.
• The restriction is enforced by a test: a listener whitelist fails the build if any input other than movement is handled. Even auto-pause had to work within it.
• A shared handoff file and versioned briefs (J1 to J26) let fresh AI sessions pick up the project without losing context.
AI in gameplay: no AI model runs in the game. The cat's "AI" is classic game AI that Claude wrote and I tuned: notice, stalk, pounce, get bored. The robot reacts to everything with its own expressions.
List of Team Members (name or pseudonyms)
Cocolito Collective (cocolitocollective): solo developer. Design, direction, approval of every batch, and playtesting. Built with Claude (Anthropic) as the AI collaborator.
How does your game fit the restriction?
Movement is the only input, everywhere in the game. Arrow keys, WASD or the mouse only move the robot's laser dot. Nothing is ever clicked, confirmed, selected or fired. You never act directly. You move the dot, and the cat decides: it notices the dot, stalks it and pounces. Every goal (knocking things off counters, getting into a box, riding the robot vacuum, pulling a plug) is done by leading the cat. The menus follow the same rule. To pick START, a room or a sound level, you lead the cat into the box and it settles there with the dot. Win pages and the ending move on by themselves. Even pausing fits: the game pauses when you switch away and plays on when you move the dot. The restriction is also enforced in code: an automated test fails the build if the game listens for any input other than movement.






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