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How did you use AI?
Overall: claude code (opus 5.5) was used for everything in this game. I did not touch anything myself.
in detail:
- I prompted claude code to come up with the general idea
- I refined the idea into a GDD with claude
- I had claude turn the GDD into user stories and epics, so it could start picking up every task one by one (useful for context management).
- I then had claude code work through the user stories until there was a first version
During the user stories, claude code did:
- all the code
- all the visual assets, designed programatically as SVGs
- create a script that could create the soundtrack & the soundeffects with synthesis
After a first version was done, I had claude:
- do an art pass, to refine the assets
- add a couple of gameplay elements that it did not introduce itself (e.g. the "pounce" aiming, and the coffee-cup that you can throw off the table)
- fix a couple of bugs
Incidentally, not only was this project built with AI, it also contains a self-trained real model: a small naive Bayes classifier, trained offline on 100,000 simulated cat walks and running in the game in GDScript. I thought that would be a nice touch for an ai-game.
List of Team Members (name or pseudonyms)
QuantumWhisker
How does your game fit the restriction?
It was built fully with AI, and every input only moves the cat. Walking types, jumping skips keys, and Enter, Backspace, Esc, Caps Lock and the menus are keys the cat walks onto. There are no buttons and no clickable UI anywhere, including the title and the results. Jumping counts as movement under the jam's own examples (Mario, Super Meat Boy), so the only inputs are walk, run and jump. On touch screens those same three inputs come from an on-screen stick and a pounce button, like a gamepad
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Comments
Very cool use of AI, it is impressive that it can understand what the I was typing, haha! Unique fun game, very cute art. I like the hints and the par scoring system as well, well done!
thanks! Glad it could actually understand you!
Very challenging, very creative, very very polished but I was totally floated by gibberish lol Still really fun!
hahaha, yeah the interpreting models could use some work. Thanks for playing!
Wow, very creative!!! Well Done
thanks for playing!
Nice game, i would have gone typing of the dead on this one :)
But original concept, great use of AI.
The game is nicely polished, and I enjoyed walking along all the number keys. It would have been nice to have a shorthand 2 for 'to' but that just ramped up the challenge. I was especially impressed with the text interpretation system. Here is my playthrough:
oh that shorthand would be a very nice addition indeed!
Thanks for playing, I enjoyed watching your playthrough. Too bad you didn't discover the cup you can throw off the table, haha
Very nice build, it feels polished and i like the art and sound layer. I was able to move the robot and get the fish without using perfect spelling or punctuation which is a nice touch and made it very fun to play, and the cat jump works great for the game mechanics and navigating the keyboard!
thanks for playing!
A very fun game to play. I have struggled a bit in the beginning as it was new concept to me, but then it went smoother. I think the inference engine has room for enhancement though as it can accept gibberish sometimes as correct nswers.
very true! It's difficult to find the right balance between rewarding the player & still not being too strict with interpretations
Magic inference, I did mean "go"!
Ultra clever concept and super fun to play. Really well done
haha lovely! Glad it's working.
The first smaller robot has a static model to infer what you meant, kind of how swiping on a mobile keyboard works. Then the robot 2.0 actually has a classification model powering it, trained on 100k simulated cat walks
That's very cool frontier stuff, congrats on being one of the few to attempt implementing the tech at a gameplay level. 🙇♂️
Thanks! I figured, it's AI, so I might as well put some AI in my AI 😀