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A jam submission

EmberCrowView game page

Scarecrow with a pumpkin head. Light is life & fades. Shoot candy, find candles, defeat the Colossal Pumpkin! 4 levels.
Submitted by Vertex Vision — 8 hours, 42 minutes before the deadline
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EmberCrow's itch.io page

Results

CriteriaRankScore*Raw Score
Theme Fidelity & Creativity#163.5833.583
AI Direction & Adaptability#193.0833.083
Overall Enjoyment#222.5832.583
Production Velocity#252.6672.667

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

The Biggest Challenge
the fact that the AI ​​sometimes did not respect the ideas or instructions

AI Tools Used
ChatGPT, DeepSeek, SunoAI

Areas Where AI Was Used
Music, parts of code, sprites

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Comments

Host (1 edit) (+1)

Beautiful... simply beautiful... 💕

This game really showcases a wonderful sense of style. 💎✨

As someone who loves neon-like glows, this game completely draws me into its world. And the moody music further enhances that wonderful atmosphere.

Once you've finished playing, it's so addictive that you immediately find yourself thinking, “I want to experience that beautiful world again.”

It seems that the game doesn't go full screen until you click outside the SETTINGS window after pressing the full-screen button, so I ended up repeatedly tapping the full-screen button over and over. I feel this is an area where the usability could be improved.


I also noticed that items were sticking out of the upgrade window during gameplay.

But still, it's BEAUTIFUL… I'd definitely love to play the fully polished version again. 🥰

Developer

Thank you so much for your feedback!

I know it's no so polished, and that the UI is not aligned correctly, because during the dev time, I tested it on my PC, and on the Unity editor play window, it looked good, but in the exported version to HTML 5, because the canvas scale to all the screen space, some UI elements, got misaligned, maybe in the future I will upload an update to fix all the bugs, and maybe new content, Thank you so much for your feedback again.

Submitted(+1)

The lounge music was trippy.

(+1)

Played the whole game. I like the art work a lot. Choice of music felt off. Could have been a little more challenging and power ups happened too often. By the time you get to the boss your too OP.  Had fun playing!

Submitted(+1)

Ah, that makes sense.

Even with the sound adjusted to be quieter, the mechanic of picking up pumpkins to reload felt a little overly complicated.

While the character art was well-crafted, as an action game, having more dynamic character movement could elevate the gameplay. For example, when jumping toward a ghost without an attack option, my character ended up being pulled upward (haha)—it left me wondering whether that particular movement felt right. Small details like that can make a big difference in the player experience.

The music set a great tone for the game. However, I noticed some UI alignment issues on screens such as the settings menu, so fixing those would definitely improve the polish.

I really enjoyed playing. Thank you!

Submitted

The music made me feel like I was in a slow, intimate tango in some late-night café, which is a lovely dissonance with a game about a burning scarecrow 🎃 Not what I expected, and I liked it.

One small thing: the main menu UI came out misaligned for me — title cut off, Play button overlapping it, sliders drifting off to the side. Probably a window size thing. Nice work!

Submitted(+1)

The artwork has a nice, cohesive feel to it.

The boss battle music was great and really got me pumped up.

I felt it would be better if the visual cue for the charged attack made it clearer that the attack was actually charging up. Also, around the midway point, I lost track of how far I had progressed in the game, so it would have been helpful to have a stage progress indicator displayed somewhere.

Submitted(+1)

That was fun, something about the final boss made the screen shake to the point nothing was readable though.

Developer

Yeah, I know the boss is not the best think of the game, but I didn't have too much time for testing somethings, like the screen shake of the boss.

Thanks for your feedback!

(Sorry if my English is bad, I speak Spanish)

Submitted(+1)

 

Playing Embercrow felt surprisingly atmospheric, especially considering my preference for text-heavy, narrative-driven experiences over pure action games. Stepping into the shoes of a decaying scarecrow whose very life is tied to a fading candle hit a nice thematic chord. While it's an action game at heart—using WASD to move, clicking to shoot candy, and managing a charge attack—the Mexican-inspired offering details, checkpoints, and lore around the shrinking candle life-bar gave it just enough narrative weight to keep me hooked. On the technical side, the mobile warning was spot on: mobile controls were broken, but once I switched over to desktop, it ran.

Looking under the hood at the AI pipeline, the execution leans heavily on straightforward  tooling.  The asset styles blend reasonably well for a quick jam entry. Still, for a rapid 3-day build, the velocity gains are undeniable—using AI to spin up a 4-level structure, a two-phase colossal pumpkin boss, and a survival mode goes well above traditional solo jam limits. It's an atmospheric slice of AI collaboration,.

Submitted(+1)

It was too difficult for me. I ran out of candy.

(This is a machine translation.)

Developer

Yeah, I know it, the candies are so limited and in some points I think there are to much enemies, but I hope you sill liked the game!

Also I have to tell, I don't had enough time to work, polish and test, the game