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OakTree Games

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A member registered Jan 02, 2025 · View creator page →

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https://oaktree-games.itch.io/infinite-initiative

Tribe Coding: Tragedy or Triumph?

I shipped a game this week that was built, in large part, with AI. On Itch, I know how that sentence tends to land. Let me make the case anyway — and then you can tell me I'm wrong.

The game is Infinite Initiative. It's a free deckbuilding roguelike you play in your browser: queue a whole turn of cards, commit them at once, and watch the combo detonate while a sardonic Game Master narrates your worst decisions. Nine classes, endless runs, roll-for-initiative wired into the core. Go play it first if you like — the rest of this is the making-of, and the game should stand on its own.

Now the uncomfortable part.

The tragedy. I'm not going to pretend the worry isn't real. There's a wave of "vibe-coded" games right now — generated in an afternoon, shipped broken, slapped with AI cover art, built to grab a few bucks before anyone notices the seams. They bury good work under noise. They treat "I made a game" as something you can buy instead of something you do. If your instinct when you read "made with AI" is to brace for slop, that instinct has been earned, and I'm not going to try to argue you out of it. Craft is the whole point of this place. Anything that cheapens it deserves the side-eye.

The triumph. Here's the other side, and it's just as true. I'm one person. I have a day job, a new baby, and about two hours most nights. A year ago an idea this size would've stayed in a notebook — too much surface area for the time I actually have. This week it became a finished, free, cared-about game, because I worked the problem alongside an AI partner instead of alone.

I call it Tribe Coded, not vibe coded. The difference is the human. I made every design call. I did the balance, the cuts, nine audit passes, a regression review, the hands-on testing — the unglamorous care work you can feel when you play it. The AI was a real collaborator on the code and the writing. The bar didn't move. The speed did.

So here's exactly where the line falls — because hiding it would make me one of the people I just complained about:

Design, balance, QA, the final say — me. Every one of them.

Code & writing — me and the AI, in partnership. I reviewed and approved what shipped. (The GM's best lines come straight from my real tabletop group.)

Card art — AI-generated, through OpenArt on the NanoBanana model. A deliberate, one-time exception for this project, told to you plainly instead of left for you to find out.

Sound — synthesized in code at runtime. Music — a licensed chiptune pack from my own library.

And the one promise that doesn't bend: my main game, Cosmic Scale, is hand-drawn down to the last pixel in Aseprite, and it always will be. Two projects, two pipelines, one rule — tell the truth about both.

So which is it? I think the question is slightly wrong, and that's the real answer. Tribe Coding isn't a tragedy or a triumph on its own. It's a triumph when a person who cares uses these tools to reach further than they could alone — and a tragedy when a person who doesn't uses them as an excuse to skip the caring entirely. The tool isn't the variable. The care is.

A person who cared, using AI as a partner — not a person who didn't, using AI as an excuse.

That's the bet OakTree is making, out in the open. I'd rather be judged on it than dodge it.

So judge it. Play Infinite Initiative — free, right here. Break it. Tell me what feels great and what feels cheap; I want the hard takes too, not just the kind ones. The whole reason a prototype goes out into the world is to find out where it actually stands.

Tragedy or triumph? You've got the controller. You tell me.

— OakTree Games

really fun and creative game! played it all the way to the end and loved how it ended with the final boss being a "familiar character" to not give away any spoilers haha. felt really polished and was well done! wish there was some sort of endless mode where you can revisit bosses and get more power ups. great job!

holy cow is there a lot of content. fantastic work and really well polished for a game jam for sure! challenging gameplay and fun boss fights to boot. great work!

had fun playing this one! i do wish there was a fullscreen option for convenience but otherwise enjoyed the gameplay, upgrade system, and visuals/sound you put into this. really well polished! could definitely see myself playing this one for a while.

really enjoyed this one! wish there were more bosses to keep going! really liked your upgrade system after defeating bosses to feel like you're powering up as you go on. really enjoyed the artwork and sound felt well polished all around!

had fun with this one! not sure how far you can actually go but imagine it's infinite lol. I got to level 50 before stopping. art and visuals are all really cool, would love to see this expanded upon to maybe switch up the gameplay, or if you were going for more of an idle style then maybe getting rewards and then upgrading to get automatic spins over time would be interesting! great use of theme though and would love to see this expanded upon!

really cool game! wish there were more bosses to explore and discover! enjoyed the mechanic you implemented with lining up the planet orbits to deal damage. could see this begin expanded upon by adding more planets and enemies! great work!

i've seen a few casino themed games in this jam but this is the only first person shooter I have come across! gameplay was really enjoyable and overall this game is really well polished. fantastic work!

really cool art style on this one and a great take on the them for the jam! this one is definitely worth giving a play through!

fun game! enjoyed each of the boss fights and was definitely a step up in difficulty on the last guy who chases you! did wish at times i could shoot in whatever direction my mouse was pointing for some better combat but you scaled it well for the mechanics that were in the game! well done!

haha I appreciate it! Have some better scaling for the levels and abilities as well as a prestige system and timers showing how fast you cleared each zone and at what prestige level you cleared at planned to implement once I can update it again! Thanks for playing!

this is well polished all around. Loved the gameplay and wish there was more to explore! Hope you plan on expanding it in the future!

very cool concept and loved the gameplay. Wish there was more to explore for this one! Fantastic work!

great work on this! Especially with it being your first game jam. As another first time game jammer myself I can respect all the work you put into the finished product to make this polished and really well done! Hope you plan on expanding it further!

appreciate your time playing! and yea I have heard a few times about the idle clicker not fitting into a boss rush exactly. tried to do my best and there are 3 bosses with differing abilities but the scaling in the game right now is off so it is pretty hard to progress past the city area at the moment. gave the hero health and implemented dying as part of that to bring the idle clicker genre closer to a boss rush but can definitely understand it has a different feel than your average boss rush game!

appreciate you playing! And yea it was hard to get an idle game close to a boss rush feel I wanted to implement a timer to show how fast you cleared each zone as well but just one of the features I didn’t quite get to. Did get 3 end zone bosses for forest, city, and the Demon King’s Castle implemented but scaling right now isn’t where I want it and it’s pretty difficult without an auto clicker or something to get past the city right now. 

funny game! I enjoyed my time playing!

fantastic job on this! game felt really polished and loved the different levels created made each boss feel unique and almost like a different game genre each time. had a lot of fun playing and wish there was more!

really loved the art style and music for this one! gameplay was a lot of fun and challenging to get used to which made for a fun experience learning the game! great work all around!

really cool game! favorite of the "beyblade" variety i have played so far lol. the mechanic between healing and melee'ing was really cool and made for fun gameplay to play around with the shooting to build up large combos. enjoyed it!

really cool take on the game jam theme! i had a lot of fun trying this out and wish there was more to explore and discover! hope you plan to keep expanding on this project great work!

i've played a few casino themed games so far but this one has been one of my favorites! a lot of fun and liked all the art and sound done for this as well!

really fun and polished game! loved the clockwork style you did for this and the gameplay and bosses were all well centered around that as well. enjoyed playing through it and wish there was more to explore!

got ya!

really cool art style, love the neon look on everything with the black backdrops. made it really clear what abilities were doing. cool boss fights and wish there was more to do! great work!

got you!

really appreciate it! thanks for playing!

loved this game! the mechanics were fun and all fit really well with the theme of the jam and the game overall. reloading mechanic was tricky to get used to but made for interesting gameplay which i haven't seen anything like before. great work!

really enjoyed this one! was simple but fun. i was kicking myself when i spun the slot machine again right as the boss was dying and got the swap health debuff lol. great work wish there was more!

fun little game! i played it for a while. would like to see more added on and maybe some power ups that drop to increase the effects of the bananas would be cool! great work though!

enjoyed playing! really great use of the theme and loved the art and abilities. i did have an issue with the sound settings not adjusting where I had them from the main menu but otherwise had a great time! good work!

really enjoyed playing this! each of the weapons felt unique and loved the boss fights and combat system. all around felt really well polished and enjoyed the upgrade system that was implemented! wish there was more!

this was a lot of fun and a fantastic polished game. had a lot of fun playing and enjoyed learning the ability zones and upgrades available. really enjoyed it great work all around!

really enjoyed the gameplay and wish there was more to explore with this one! really hope you plan on expanding it and definitely worth the download!

already rated you my friend! Forgot to leave a comment I think but great work!

fun bullet hell style of game and really liked how you made the game paused automatically when scrolling over to the upgrades section. wish i had more time to put into this so didn't quite make it to the end game but really solid mechanics and gameplay overall!

fun game and creative take on the theme! loved the spinning ability for the frog and how it coordinated with boss abilities. the cherries were particularly hard to dodge when i spun those for the boss abilities though not sure how you're supposed to dodge the damage from those so would be nice if you had i-frames like when charging through the music notes from the bell. overall had a lot of fun and wish there was more!

fun gameplay and was cool to feel like a beyblade fighting bosses. controls were a bit hard to get adjusted to with your rebound mechanic but once i got used to it the play felt a lot better!

really cool art style and fun take on the spin theme for the jam! wish i could've tried out the multiplayer functionality that you built in but enjoyed this one!