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A jam submission

Jack vs. the Turnip AncestorsView game page

Submitted by Milchinien — 2 days, 11 hours before the deadline
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Jack vs. the Turnip Ancestors's itch.io page

Results

CriteriaRankScore*Raw Score
Production Velocity#14.3644.364
Overall Enjoyment#34.1824.182
AI Direction & Adaptability#44.0914.091
Theme Fidelity & Creativity#44.2734.273

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

The Biggest Challenge
Keeping the game feeling good and balanced while building it fast. The worlds had to look like one continuous evening, and the bosses and upgrades needed tuning. I used automated bot playthroughs in headless Chrome to check that every world is beatable and that progression isn't too fast. Every world also has its own boss with telegraphed area attacks, and the visual styles had to stay consistent across the day/night transitions.

AI Tools Used
Claude Code (Claude by Anthropic, Opus 5.5)

Areas Where AI Was Used
Code, game design and balancing, the procedural graphics for all 20 visual styles (drawn in code, no image files), the procedural sound effects and music (generated in code with the Web Audio API), UI and menus, and the testing tools. There are no external image, audio or model files in the game.

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Comments

Host

It was really innovative how both the scenery and the types of enemies changed as time went on. And to think that all of these visuals are PROCEDURALLY generated… that's AMAGING! Even the music and sound effects❣

The visuals, which seem to sparkle and shimmer, and the attack effects are also fantastic. At first glance, they look like nothing but meticulously handcrafted assets.

As I played, I could really feel how carefully the game balance had been tuned. However, I did feel that there could be a bit more variety in the upgrades.

Anyway, I had a really fun time. Thank you!! 😆

Submitted

The beautiful autumnal graphics, the lovable characters, and the contrast with the sheer number of enemies are all wonderful.

Submitted

I loved the gameplay, reached the 2nd world 

would be cool to mix vampires mechanics with something unexpected :) 

Submitted (1 edit)

It’s incredibly fun—I was totally hooked and played it all the way to the end!

I love how the visual style shifts throughout the game; it’s amazing that you drew everything yourself instead of using pre-made assets!

Unlocking new skins was a really nice touch, too.

I also appreciate the rarity system for upgrades and the variety of enemy behaviors; it keeps the gameplay fresh and interesting every time.

My favorite is the "Kill Circle"—I focused on upgrading it to create the ultimate version!

Since there are multiple save slots, I think I’ll try playing again with a different build!

Submitted

Awesome work, I really enjoyed it!

I played through Stage 2, and seeing the background and enemy art change as the time of day progressed was a super nice touch with a big visual impact!

That said, even up to Stage 2, the gameplay can feel a bit repetitive—which is kind of a natural challenge with roguelikes.

Still, I had a great time playing. Thanks for making this!

Submitted

The Dusk phase is really beautiful, and the music is pleasantly meditative - together they make this the coziest possible way to be chased by root vegetables 🎃 Finding out it's all procedural, no asset files at all, made me appreciate it even more.

One small thing: the early waves felt a little crowded for how slow the starting fire rate is - those first minutes are mostly running away and politely apologizing. Nice work!

Submitted

This is quite impressive.