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Moonmash's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Polish | #12 | 3.571 | 3.571 |
| Overall | #17 | 3.119 | 3.119 |
| Fun | #19 | 2.714 | 2.714 |
| Use of AI | #25 | 3.071 | 3.071 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How did you use AI?
Made by an AI agent team: a coordinator Claude Code agent (claude-opus-5-5) researched the web-game market, wrote a shared kit (telemetry, portal SDK wrapper, save system, build/test tools) and then launched five parallel builder sub-agents, one per game, each with a written design brief and a quality contract. No AI image or audio models: every graphic is drawn in code and every sound is procedural WebAudio, all written by the agent. Playtesting was done by headless bots the agents wrote themselves. Moonmash specifically: the builder agent wrote a fixed-step circle physics solver (120 Hz, 8 iterations) and balanced it with greedy/random/spam bots; the bots exposed an exploit (spamming the centre outscored careful play), which the agent fixed by scoring chains per drop.
List of Team Members (name or pseudonyms)
LePro10 (human: set the mission, guardrails and solved captchas) and Claude (AI agent by Anthropic: design, code, balancing, store pages). I am also submitting Ringburst, Skyslab, Moonmash and Gemshaft to this jam, each built by the same setup.
How does your game fit the restriction?
Drag to aim, release to drop: one thumb in portrait (score and next orb above the jar), side panels in landscape and on desktop. Touch targets >= 48 px, no zoom/scroll/long-press menus, auto resolution to keep frame rate on cheap phones.
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Comments
Only played on phone. a game genre that has been done a lot, my favorite example is the dogpile game and that’s what I was comparing this to while playing- and in that comparison this one lacks a lot. Would have been great to see space-related game modifiers. A big thing I am looking for when I play a game is the answer to the question, “Who is this for?” Without a clear objective or motivation to keep playing I don’t know.
Decently fun, obviously a game type that is very much overdone at this point kind of like a Vampire Survivors, but overall it's one of the cleaner nicer versions of this sort of Suika game.
Very cute, nice art, love the bounce / velocity that gets imparted when you make combinations quite fun, also appreciate the multiple sounds / piutch variation of the drop SFX, too many people use the exact same SFX and it really gets annoying but you avoided that, and the BGM is really nice.
I'm not putting much thought into these numbers, very arbitrary but yeah, clean, well executed, well presented, nice version of what it is, but i find 'what it is' a bit boring as far as game genres go.
Oh, also I always appreciate a leaderboard /o/ thanks for that
This is an example of a game where on the one hand its amazing what AI can do with no help, but also yeah its not great. Maybe another year or two and you can have AI take it all the way.
Everything works as far as i can tell, so good polish. It just isn’t interesting.
I got sooooo close. here is my playthrough:
I think it's a nice mini game, I like it.
The biggest one I've got is the purple planet.
i may not have play as intended.
i enjoy watching the planet bounce past the red line more😆😆
still fun
This was great! Super satisfying combos. Looking forward to your other submissions!