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FUEL WARS's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay & Fun | #5 | 3.000 | 3.000 |
| Originality | #16 | 2.750 | 2.750 |
| Overall | #17 | 2.781 | 2.781 |
| Creative Use of DreamLayer | #23 | 2.750 | 2.750 |
| Visual World & Art Direction | #26 | 2.625 | 2.625 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How did you use DreamLayer?
How did you use DreamLayer?
1. Mechanics first
I built the game as a prototype without any art, only plain shapes drawn in code, and played and adjusted it until the one-button mechanic worked: double tap to shoot, hold to take fuel.
2. A style recipe
Before generating anything I wrote one style recipe for the whole game: the same kind of shapes, the same sunset light and the same colour palette. Every prompt was built from it, and only the subject changed.
3. One asset at a time, tested in the game
For each asset I generated the image with DreamLayer, removed its background, sized it for the game and put it into the running game. I kept it only if it fitted the look of the world and worked with the mechanics. If not, I tried again.
4. What DreamLayer made (13 images in the game)
- The player's ship
- The enemy robot
- The fuel capsule
- The sunset sky with its planet
- The distant mountain range
- The desert floor
- Canyon rocks: a mesa, a rock spire and a rock group with cacti
- Plants: a saguaro cactus and an agave
- Two enemy bases: a bunker and a watchtower
5. What code does
The road, the blue zone, the laser, the explosions, the interface and the music are made in code. Code also lays the DreamLayer desert floor out in perspective and scrolls it with the road. The cover and the loading screen are put together from the same DreamLayer images.
In total: 35 credits, spent on generating images and removing their backgrounds. All DreamLayer images were generated through its MCP connection in Claude Code.
Game Engine / Framework
Phaser 3 (JavaScript), Vite, WebAudio API
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Comments
Oh lord, how do I enjoy a game with simple controllers. I really think you hit the nail on the head on the inputs for this game. It’s something you can play anywhere, anytime, in whatever device. At first glance I thought switching and holding wouldn’t be too much of a challenge, until they came in larger numbers enemies start spinning around. That got me off guard lol!
Solid entry, and I really think if you spend some time on it you can make it successful on mobile as an arcade.
I'm glad you enjoyed it. Thank you for your valuable comment.