The cool music, the protagonist who’s both cute and cool, and the intuitive, easy-to-learn controls are all wonderful.
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The Revenge of Rutabaga's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall Enjoyment | #1 | 4.577 | 4.800 |
| AI Direction & Adaptability | #1 | 4.291 | 4.500 |
| Theme Fidelity & Creativity | #2 | 4.291 | 4.500 |
| Production Velocity | #4 | 3.909 | 4.100 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
The Biggest Challenge
One challenge was keeping track of the game's design as AI kept suggesting new features. We sometimes added those suggestions, then later forgot about them because they hadn't come from our own original ideas. This made it harder to keep a clear picture of all the systems in the game.
AI-generated art also required a lot of cleanup. Character poses varied in size between animation frames, so the sprite sheets needed slicing, resizing and alignment. Transparent backgrounds were sometimes imperfect, leaving white edges around the sprites. Generating an image was only the beginning of making it usable in the game.
AI Tools Used
Claude Code, OpenAI Codex, GPT image generation, Suno, and ElevenLabs. We also used edge-tts for the opening narration.
Areas Where AI Was Used
Early game design brainstorming and organizing our discussions into a design document; code generation and debugging; character, enemy, boss, weapon and environment art; animation sprite sheets and story panels; background music and sound effects. We also used text-to-speech for the opening narration. Our team made the final design decisions, selected and cleaned assets, playtested the game and tuned the balance.








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