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Game Jam

VISION32

A 32x32 raycast survival-horror maze. Descend 32 floors on a dying battery while something hunts you by sound. Keep walking to run — running is loud. Stand still to vanish. Analog VHS dread.

Developed by: wakkin
Free
Play mode
Single player
Platforms
  • Web Browser
Game engine
HTML5 Canvas WebGL
Genre
Horror Roguelite Stealth
Built with Minds Claude Gemini

Screenshots

Gameplay Mechanics

Everything is 32. You explore a procedurally generated 32x32 maze rendered with 32 raycast columns into a 32x32 pixel framebuffer, descending 32 floors to escape. Your battery (max 32) is your sight and your minimap — it drains constantly, and when it dies you are blind. Movement is the core decision: keep walking and you break into a run, which is faster but broadcasts noise rings the hunter investigates. Stand perfectly still and you become nearly invisible. The hunter roams, searches, and chases using BFS pathfinding, reacts to sound, predicts your route ahead of your facing, and periodically roars to reveal its approximate position on your map. From floor 3 a power switch seals the exit: restoring it means standing still and making noise — a deliberate commitment point. Controls: WASD/arrows, or touch (sides turn, middle walks, slide to steer).

Key Features

  • True 32x32 raycasting engine written from scratch in a single HTML file — no libraries, no assets, everything procedural

  • Sound-driven stealth: noise rings, roar pings, panned 3D audio footsteps, and a heartbeat that tracks the hunter’s distance

  • A director AI that measures “menace” and paces the fear in waves — pulling hunters away when pressure peaks, nudging them closer when it gets too quiet

  • Escalating hunter behaviors per floor: corner-cutting prediction, better hearing, silent stalking, vent travel through walls, and a second ambusher hunter

  • Full VHS/CRT presentation: WebGL post-processing with tracking errors, chromatic aberration and phosphor glow, plus 100% synthesized audio (zero audio files)

  • Risk economy: loud treasure chests, battery management, and a rage timer that punishes camping

What Makes It Stand Out

Most jam horror games rely on darkness and jump scares. VISION 32 makes information the resource: battery literally is your render distance and your map. Every mechanic is a trade of knowledge for safety — running gets you there faster but tells the hunter where you are; the roar tells you where IT is, but reminds you it exists; opening a chest buys points with noise. And the whole game honors one absurd constraint: 32x32 tiles, 32x32 pixels, 32 rays, 32 battery units, 32 floors. The theme is not decoration — it is the engine.

AI Tools Used

Minds by Animoca Brands (Game Designer Mind), Claude (Anthropic), and Gemini image generation for key art.

How AI Was Integrated

Minds was the lead designer and developer across the project: generating the game concept and spec, producing the core implementation, and then performing a full design review (MDA/PENS analysis, balance audit, and a prioritized P0-P2 bug list covering WebGL fallback and context restoration, shader correctness, object-placement occupancy, pause determinism, record logic, and input latching). Claude was used to apply that review as a code-fix pass, run headless-browser smoke tests, and deploy to Cloudflare Pages. Key art was AI-generated from a hand-written art direction prompt. Well over half of the design and code came from AI, with the human role focused on direction, playtesting, and taste.

Shoutout to fellow VibeBlitz entries — CARBON’s “your own trail is the enemy” idea is brilliant, and Kingdom of Lost Prompts made me smile.

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