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CARBON cover image
Game Jam

CARBON

A survival game where your own trail is the enemy. Every tile you cross bleeds into wet ink, and the ink spreads. Outrun the stain you leave behind, or be swallowed by where you have a

Developed by: Eagle
Free
Play mode
Single player
Platforms
  • Web Browser
  • PC
Game engine
HTML5 Canvas
Genre
Arcade Puzzle Strategy
Built with Minds Claude

Screenshots

Game Trailer

Gameplay Mechanics

You are a single point of crimson ink moving across a 32×32 page. You never stop moving, and you cannot cross your own path. Every tile you leave behind starts to bleed: first a faint damp wash, then, after a delay, solid wet ink that kills on contact. Wet ink spreads outward on its own, tile by tile, so the longer a run lasts the more of the page turns lethal. Marks appear on clean paper. Reaching one scores a point and cleans the ink from the area around it, the only way to win back ground. Reach a mark without touching any damp tile and it scores double and clears a wider area. Leave a mark uncollected and it ripens, growing the amount of board it will reclaim. Controls are one thing: direction. Arrow keys or WASD on desktop, swipe on mobile. Death is instant, the exact tile that killed you flashes crimson so you always understand why, and restart is immediate.

What Makes It Stand Out

Every other survival game gives you an external enemy to run from. CARBON makes the enemy the space you have already used. The threat is not chasing you, it is being generated by you, one step at a time, and it never forgets where you have been. That single inversion changes how you think: you stop reacting and start composing, carving deliberate clean corridors through a page you are simultaneously ruining. It could only exist at this scale. On an endless field you would run forever; the 32×32 page is what makes your own trail close the walls in. And it does not look like anything else in the field: while the genre defaults to dark screens and neon, CARBON is warm paper and a single stroke of crimson ink.

How AI Was Integrated

Two AI tools were core to building CARBON, each in a distinct role.

Minds (a Game Designer Mind from hellominds.ai) was the design critic and shaped the game’s direction, not just its details. It was used as a working collaborator across the build: it pressure-tested the scoring curve, diagnosed why an early version of the game died by slow attrition rather than by player error, and directly informed the reclaim-and-ripen risk-reward layer that fixed it, the mechanic where collecting a mark cleans a chunk of the board and an uncollected mark ripens for a bigger reclaim. An earlier puzzle-based concept was designed with the Mind, playtested, judged not fun, and deliberately discarded in favour of the trail-and-ink survival loop that shipped. The Mind’s most valuable contribution was judgement: repeatedly cutting scope and killing ideas that diluted the single hook.

Claude was the engineering partner and wrote the codebase, a hand-built deterministic Canvas2D engine in TypeScript with a fixed 60Hz simulation, chosen so the game’s timing is bit-exact and reproducible. It implemented every system from movement and ink-spread to the synthesized WebAudio sound, and iterated through the design and tuning passes by hand.

The throughline of both: the game does one thing completely, because the AI collaboration was used as much to remove features as to add them.

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