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Ichabod's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| AI Direction & Adaptability | #23 | 3.000 | 3.000 |
| Overall Enjoyment | #26 | 2.455 | 2.455 |
| Theme Fidelity & Creativity | #28 | 2.818 | 2.818 |
| Production Velocity | #28 | 2.455 | 2.455 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
The Biggest Challenge
vram management/generating 3d models(they need more work)
AI Tools Used
Claude code, Flux2, Pixal3D, Trellis2, SDXL
Areas Where AI Was Used
Model and Image generation. Plus Claude planning, coding, finding resources, and linking everything together.
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Comments
The music perfectly captures the game's atmosphere and is just right for this title♪ I also really love the game's dimly lit world!!
I've always loved running games like this, but this atmosphere really drew me further into the game.
However, it was a bit laggy. I'm not sure if it was the timing of the audio loading or the objects loading—I never really figured it out—but the game would freeze for a split second at crucial moments, which sometimes proved fatal.
Still, I had a lot of fun. 🙂
The atmosphere has a great Halloween vibe.
The 3D assets are also crafted with care.
I felt that adding more dungeons or a ranking system would make it even more engaging and fun to play.
It was really interesting! As a simple 3-lane game with a reasonable difficulty level, it was very enjoyable to play. If the objective is simply to chase high scores, I think the current build works great as a finished piece.
A few suggestions for improvement:
Lastly, likely because it's built in 3D, I noticed a minor delay/lag on the loading screen when starting up.
Thanks for the feedback, honestly I ran out of time trying a new 3D model generation pipeline, missed polishing completely, and published because I wanted to know how it would run for other people. Was that minor lag on the Godot loading screen or after it loaded the main menu and you clicked ride?
Just to clarify, this happened right after hitting the "RIDE" button, not during the initial Godot loading screen.
I tested it again, and this time it ran super smoothly—probably because it loaded from the browser cache.
However, when I tried a different browser, there was about a 10-second delay after clicking "RIDE," and by the time it loaded, the horse was already mid-run! Just wanted to pass this along as a reference.
Good to know, I actually started adding a Display Quality setting specifically to see if it would help with loading and rendering issues. Did changing to medium or low make any difference?
On my main browser, Chrome, there was almost no difference at startup regardless of the quality settings—probably because of cached data.
However, when testing on a browser I don't normally use, like Firefox, it took about 15 seconds after clicking the "RIDE" button to start, whether I set the graphics to Low, Medium, or High.
Thank you for checking, that's very helpful to know. Still very new to game design and I'm pretty sure I pointed claude at the wrong problem. Pretty sure I need to figure out ways to reduce the number of models next time instead.
Crash Bandicoot called, he wants his apples back 🍎 This is so PS1 it hurts — in the best way. It genuinely feels like a bonus level from something I'd have rented on a weekend back then.
A cute old-school take on Subway Surfers, and I mean that as a compliment. Nice work!
Awesome 3D parkour game! The environments are a little creepy, haha! But I absolutely love it!