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A jam submission

Warm Where You StoodView game page

You are already dead. Your head is a carved pumpkin lantern — the only warmth your freezing family has.
Submitted by Nizomov — 27 minutes, 56 seconds before the deadline
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Warm Where You Stood's itch.io page

Results

CriteriaRankScore*Raw Score
Theme Fidelity & Creativity#143.6233.800
AI Direction & Adaptability#282.5742.700
Overall Enjoyment#292.1932.300
Production Velocity#292.1932.300

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

The Biggest Challenge
Breakthrough: making the AI playtest its own game. An agentic assistant (Arena.ai
Agent Mode) wrote all ~4,000 lines of vanilla JS, but generated code drifts — early
builds had a NaN cold-rate and an enemy that camped a single tile forever. The fix
was direction, not more prompts: I made every mechanic assertable and built a
headless harness (DOM/Canvas/WebAudio stubs) that runs the real game loop — 53
gameplay assertions, 72M draw calls — plus a real-Chromium pass that screenshots
every screen. That visual QA is where AI alone failed and AI-plus-human caught the
real bugs: a lantern that ignored which vegetable it was, and a form crossfade that
drew the wrong head. Second breakthrough: when Theme 2 (RUTABAGA) dropped mid-jam
we re-directed the pipeline instead of decorating it — palettes re-run in two keys,
a syllable-synth whisper that became the stealth mechanic, and the slang
"the rutabaga spot" promoted to the core heat-grid the whole game is played on.

AI Tools Used
Arena.ai Agent Mode (agentic coding assistant, multi-model) for design, code,
balance simulation and test harnesses. Playwright + headless Chromium as the AI's
eyes: screenshot-based visual QA on every screen. esbuild for the single-file
shipping build. No image- or audio-generation tools were used: every sprite is
vector paths and every sound is WebAudio synthesis, written as code.

Areas Where AI Was Used
Code (all 15 JS modules, ~4k LOC), the game design document and balance math, the
headless + real-browser test harnesses, procedural audio design (wind, heartbeat,
bell, whispered syllable synth), vector sprite art direction, and the build /
packaging pipeline. NOT used for assets: the game ships zero image or audio files —
the AI wrote code that draws and synthesizes everything at runtime. Human direction
set the concept, both theme interpretations, and every "this looks wrong" call made
from the screenshot passes.

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Comments

Host(+1)

Contrary to its atmosphere, it’s actually a pretty fast-paced game.

But it’s fun. It’s the kind of game you can really get absorbed in. If I had to describe it simply, I’d say it’s a puzzle game with strong action elements.

I love the fire-themed atmosphere. I feel like it captures the warmth of a flame glowing in the cold really well.
Oh, and... I also liked that the currency is called “rutabaga.” 💰

I was completely absorbed in playing it for a while. 🙂

Submitted

I think the premise is excellent, but the gameplay is a bit difficult and involves a lot of controls.

I felt that if there were a tutorial to guide players through each aspect step-by-step, it would help keep them engaged and lead them to the most enjoyable parts of the game without causing them to drop out.

Submitted

I tried playing for a bit, but honestly, I wasn't really sure what was going on—sorry about that!

From what I could gather from the dialogue and narration, the main character has passed away, and as a spirit, their mental form is represented by a pumpkin? And the goal is to warm up their remaining family members while dodging ghosts, right?

It was hard to grasp these things since they were only vaguely implied, which made playing a bit difficult.

If I were to suggest an improvement, it might help to shorten the playtime or narrow down the gameplay scope to focus on one core thing you really want players to experience. For example, if warming up the family is the main theme, polishing that specific idea further—or if it's interacting with the ghosts, focusing heavily on that.

I wasn't able to play too far, but these were just a few of my thoughts. Hope it helps!

Submitted

Honestly, I never quite worked out what I was supposed to be doing — I wandered, I survived, but the goal stayed out of reach for me. I see from the comments that I'm not the only one, so take it as one more data point rather than a complaint.

What did land: that low humming drone in the background. It does a lot of work for the mood, and finding out all the audio is synthesized in code made me appreciate it even more 🎃 Nice work!

Submitted

What I am supposed to be doing? I went out and collected all the things, bought the 3 upgrades, and just stayed inside the house the last night waiting out the clock as I didn't know what else to do.

Developer

Thank you — this is the most useful comment I've had on this game, and you are right.

You found the hole in my design, not a misunderstanding on your part. The game teaches its rules but not its purpose, and on the last night, once you'd collected everything and bought the upgrades, there was genuinely nothing pulling you back out into the field. Waiting out the clock was the rational choice. A game where waiting is rational has a broken last act. That is on me, not on you.

For the record, what the game wanted from you: your family can only re-warm while standing in a warm spot, and a warm spot only exists where you stood a few seconds ago. So the whole game is meant to be you walking constantly, laying heat down ahead of them like a trail of bread, while the Hollow eats it behind you. The house was never safe — it is only where they start. Staying in it was supposed to lose. The fact that it didn't (upgrades plus the hearth made idling survivable) is the bug you walked straight into.

I have just shipped a fix for exactly this:

  1. There is now a one-line objective under the clock at all times, in the game's own voice, so "what am I supposed to be doing?" always has an answer.
  2. The last night now has a reason to leave the house. After 03:00 on night three the game asks you to go stand a while at your own stone in the graveyard. Doing it warms all four of them a little and leaves 4,000 rutabagas under the stone — and it sets up the ending, where that stone is the last thing you see.
  3. Idling no longer wins. The house shelters them less each night — the winter comes in through the walls — so on night three "hide inside and wait" loses the way it always should have.

If you are willing to give it one more run: play the third night as a pilgrimage instead of a siege. Walk the field, leave your warmth behind you, and go stand at your stone before the light. I think the last five minutes will land completely differently.

Thank you for playing it honestly and for telling me the truth about it. That is worth more to me than a good score.

Submitted

I made a video of my 3rd playthrough, I again stayed inside the entire time and all 4 still survived on Bitter difficulty. Is the family supposed to be following me outside? I tried fighting the enemies outside the second play though, but always just had my light go out and had to slow walk back to the house. Could you make a video of how it is intended to be played?


Submitted

Subjective Review

When I loaded up Warm Where You Stood, I was hoping for something that breathes—a rich, text-heavy sanctuary where words carry genuine psychological weight and atmosphere. Writing interactive fiction and building sprawling narrative structures means I’m always hunting for that delicate interplay where player choice actually alters the emotional landscape.

This entry is smooth and completely functional, but it ultimately keeps things far too guarded. The text feels a bit too much like default model output: clean, sure, but missing that distinct, idiosyncratic human friction that turns a collection of prompts into a true piece of soul.

It gets the job done for a jam build, and the pacing won't lose you, but it lacks the haunting aftertaste or the structural ambition I love to see in text-driven games. It's safe, competent, but leaves you craving a bit more soul.

Developer

Thank you for the thoughtful feedback! I appreciate your honesty and understand what you mean. I’ll work on making the writing more distinctive and emotionally resonant, giving player choices greater psychological weight, and creating a more haunting atmosphere that stays with players long after they finish. I want to push beyond something that simply works and create an experience that feels genuinely human and memorable. Thanks for giving me a clearer direction for improving Warm Where You Stood!