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Idle Tactics: Ascension cover image
Game Jam

Idle Tactics: Ascension

Your hero fights alone. You handle the gear, the loot gambles, and the boss timing. A browser-based pixel idle auto-battler.

Developed by: H4rd
Free
Play mode
Single player
Platforms
  • Web Browser
Game engine
Unity WebGL
Genre
Idle RPG
Built with Claude Minds

Screenshots

Gameplay Mechanics

You never control the hero directly. Pick one of three classes: Knight, Lancer, or Swordsman, and it takes over, fighting its way across platforms, always going after the weakest enemy first, unleashing its own skills as it goes, leveling up, dying, and coming right back. What you control is everything around the fight. Compare and equip whatever drops. Melt down gear you don’t need into Shards, then gamble those Shards at the Forge for a shot at something better. Keep farming until the boss counter fills. The arena waits for you after that, but it’s never going to pull you in. You decide when you’re ready.

Key Features

Three heroes, each with a separate save, stats, and skill set 9 biomes with unique monsters and bosses, then a repeating harder loop 6 equipment slots, 7 rarities, and 12 sub-stats to hunt for A Forge system: dismantle gear into Shards, then gamble them for upgrades -Boss fights with a fury phase at 30% health, with no penalty for losing but the fight itself Runs entirely in browser, no install or account needed

What makes your game stand out from others in its genre?

Most idle games remove player input entirely. Idle Tactics keeps the fighting hands off but puts real weight on the decisions around it: what to equip, what to melt down, when to gamble shards at the Forge, and the one moment the game never automates, which is choosing when to walk into the boss arena. It’s less about watching numbers go up and more about managing a hero you trust to fight, but not to decide.

AI Tools Used

Claude, and Mister.code (a Mind of species “moca”, from Animoca’s hellominds.aii).

How AI was integrated into the development process

Claude supported the build process end to end, helping with structure, gameplay logic, and iterating on ideas quickly throughout development. Mister.code was used for design consultation on the core loop, equipment slots, and balance review, including a Schreiber pass. It also helped with UI layout based on screenshots, opening screen UX, WebGL build configuration, tuning for Jam Mode, and naming. It generated two AI key art and promotional banner images used as visual reference.

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