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How did you use AI?
The whole game was built by AI agents; me (Tatoshi) did the idea, game design and direction, and playtested every build.
Claude Opus 5.5 ran the project as lead: design docs, gameplay, physics, levels, animation, coordination, and all 3D work.
GPT-6.1 Sol took large, well-specified chunks in parallel: validators, data, tests, UI, concept art.
List of Team Members (name or pseudonyms)
Tatoshi
How does your game fit the restriction?
The only inputs are movement: left, right, up, down and jump. There is no attack, use or menu button. Pebble’s taser fires on its own when an enemy comes close, his shield goes up when he is under fire, and items are picked up by touching them and used by walking where they apply. Doors open with Up, and the settings are a room you walk through.
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Comments
Nice game, good use of AI and a fun implementation of a cool concept - I enjoyed it even though i found some puzzles challlenging
I wasn't able to figure out what was fully needed to get past the first room, and the robots on the top level were really hard to get past. The mechanics worked well and I was able to control the characters decently well, but the enemies were too zealous. Here is my playthrough:
I have no idea how to pass the robots on the top floor of level 1. I got the extra health, jumped on the boxes, and can never jump to the next set of boxes. Tried a bunch and got too frustrated to keep trying.
I think visually the game and animation is stunning- I think the speech bubbles don't fit the vibe, and I think for a game that looks this good it would have better audio and music.
I loved playing this, working out where to go and how to progress. The robot and cat are really cute together and the intro and outro are very sweet, great vibes! I had fun playing as the cat, jumping on rats, and also had good fun dodging the missiles in the flying section, and it took me some time to figure out how to progress, I first thought I had to use the rockets to blow things up ;) but it was very satisfying, I think the level looped which made me realize I needed to do something, and it progressed well after I figured it out, well done allowing for that! I think the visual elements (orange marks, sparks, little hints) gave just the right amount of direction, making it very enjoyable to solve and progress. Great game, very well done!
Definitely has some Portal 2 vibes! I really wanted to enjoy it, but the controls felt a bit clunky, and the door trigger mechanic didn't really help. The levels also felt a little too crowded for a platformer. That said, I liked the concept, the story, and the overall direction!
I love the entire concept of the game ! Pebble's carrying Puffless was such a cute touch.
I love the settings selection room and using the track pad/conveyor to adjust the volume was really clever! I will say there is not a lot of guidance to the player on where to go - it was satisfying once you could figure it out, but to some degree it was feeling like there wasn't enough visual information to work off of. Also, I think I softlocked my playthrough when I had the robot push down the block from the dark room - after bringing it down, I accidentally got the robot to the left side of the box then I could only push it right. Once it got to the right of the screen, I was unable to push it back. That said, there were a lot of places where new elements were introduced (like being able to travel through vents and going around to disable the security turret) that delighted me once I was able to figure it out! Well done!
i love the introduction, that really set the vibe! And the art is very nice as well!
unfortunately, I got frustrated rather quickly. The bots on the first level of the second floor are impossible to jump over. Once you do, they immediately laser you to death, and I just couldn't get past them. Tried like 20 times.