Competent andvisually amazing, I love the concept - i was fighting with the controls a little, but fun was had - good job
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How did you use AI?
1. In-Game AI & Gameplay Systems
Adaptive Procedural Level Generation: The game uses a custom Wave Function Collapse (WFC) algorithm integrated with a Dynamic Difficulty Adjustment (DDA) system. It monitors player velocity, momentum retention, and collision frequency in real time, dynamically generating circuit layouts and node density tailored to the player's skill level.
Predictive Vector Trajectories: Magnetic node placement and field attraction radii scale based on an AI evaluation of the player's movement patterns, ensuring the high-speed physics remain challenging yet fluid without feeling unfair.
2. Development Tools & Clever Hacks
Claude: Used as the primary coding and architecture assistant. It helped design the core zero-button GDScript physics logic—specifically calculating directional velocity vectors to switch magnetic polarity (+ / -) seamlessly without keyboard inputs. It also assisted with visual concepts and setting up the multi-layered reactive audio logic.
Ziva: Employed for code polishing, refactoring physics logic, and debugging edge cases (such as preventing fast-moving collision tunneling in Godot) to guarantee buttery-smooth
List of Team Members (name or pseudonyms)
AriPolar
How does your game fit the restriction?
Cat-alyst Overclock requires zero buttons, keypresses, or mouse clicks across the entire game. Gameplay: Polarity shifts, boosts, and slingshots are driven purely by steering direction. Menus: Level selection and upgrade choices are done physically by driving into lanes and portals. UI: Standing stationary on a pad for 1.5 seconds pauses or confirms actions.




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