Wow, I love this game! Great controls, beautiful clean and very cute art, nice animations and music, cool progression and mechanics, even a room editor! I love that the dead robots remain and their count increases :D Very cool game and impressive use of AI, amazing work! 13 units lost, home free.. wait!! :D
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Paw Control's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Polish | #9 | 4.020 | 4.444 |
| Overall | #14 | 3.752 | 4.148 |
| Use of AI | #18 | 3.819 | 4.222 |
| Fun | #18 | 3.417 | 3.778 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How did you use AI?
Models and tools-
Paw Control was built with Claude by Anthropic (Claude Opus 5.5), working in the claude.ai app. Claude wrote all of the game’s code and ran it in a sandbox: it played the game in a headless browser, looked at screenshots of its own output, and published playable builds I could try between changes. The title key art was made with Chat GPT, and everything else you see and hear is generated by code.
How I worked-
I set the design and Claude built it. I started from a written design spec, then steered every round: one continuous puzzle instead of separate levels, rules that only add up and never change, a board that reshuffles at every door, and movement as the only input, so even NEW GAME is pressed by the robot.
Workflow
No asset files for the game itself-
The cat, the robot, every room, key and animation is drawn in code on an HTML canvas. All sound effects and the music are synthesized live, and each world has its own tune that adds an instrument layer as you go deeper.
AI as playtester-
After each change, Claude ran scripted playthroughs that drive the cat through every room, one simulation step at a time, to prove each room can still be finished. Testing like this caught real problems, such as the cat accidentally pressing keys when walking diagonally past their corners. That led to small dead zones on each key.
A level editor that checks your rooms-
Claude built a room editor on the same engine. It warns you when a room can’t be finished, for example a gap too wide to jump or JUMP not sitting next to RIGHT, and it draws the exact spots where a jump would land safely.
A living title screen-
On top of the painted key art, code makes the robot’s eyes follow your pointer and blink, and its chest tag shows the number of the robot unit currently in play.
How does your game fit the restriction?
Moving the cat is the only thing you ever do. The arrow keys (or tapping the board) walk the cat around a control board, and where it stands is the input: stand on RIGHT and the robot walks, step off and it stops, stand on the line between two keys and you press both. There are no buttons to click. Starting a new game, picking a room and changing the music volume are all done by walking the cat to a spot, so the cat’s movement is the robot’s controller.







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