
Echo_Ramen
A cyberpunk ramen shop in the browser: balance richness, spice and sweetness to match each customer's order. Made for Gamedev.js Jam 2025 and, the developer says, written largely with Cursor.
Official site dlowl.itch.io, verified Nov 3, 2026. The developer's own itch.io page (D. Lowl), linked from its Gamedev.js Jam 2025 submission.
Where to play
Every platform this game is on. Links are checked against official sources; we never host or mirror games.
- Play free — itch.ioitch.ioReleased · Gamedev.js Jam 2025 entryFree
Plays in the browser on itch.io. No download.
Browser (no download) · Official link verified Nov 3, 2026.
- View on GitHubGitHubReleased · Full source code (MIT licence per the itch.io page and README)Free
Download from the GitHub releases page.
Desktop · Official link verified Nov 3, 2026.
About Echo_Ramen
Echo_Ramen (EchoRamen in the game's own text) is a short cooking game set in a futuristic ramen shop in a sprawling, neon-lit cyberpunk city. Each customer asks for a bowl to their taste, and you pick ingredients from a high-tech fridge to balance three pairs of attributes, rich against light, spicy against mild and sweet against savoury, then click Complete Order to serve it; between customers you manage your ingredient stock. It is played with the mouse, also lists touchscreen input, and the page puts a session at a few minutes. The developer, D. Lowl, made it for Gamedev.js Jam 2025, whose theme was Balance, and says the game was written largely with Cursor, vibe coding “all the way”, after going into the jam with no Phaser experience. The music is a CC-BY 4.0 synthwave pack by DavidKBD and the sound effects are credited to raylibtech's rfxgen. Free in the browser on itch.io, with the TypeScript source on GitHub under the MIT licence.
How it was built
VerifiedIn the jam challenge notes on the itch.io page the developer writes that the game “was written largely with the use of Cursor. Vibe coding (прости господи) all the way” (the Russian aside means roughly “God forgive me”). In a section titled Vibe Coding Experience the developer says they went into the jam with zero Phaser experience and threw a prototype together with Cursor much faster than expected; the key was writing tickets for features before implementation so the AI had clear directions. They add that the AI's ambitions sometimes had to be toned down because, left unchecked, it wanted to build very complex systems for simple features, and that the workflow was fine for a jam but too messy for a polished game. The page's AI disclosure ticks AI Assisted, Code and Text. No model is named.
- DeveloperThe README repeats the Vibe Coding Experience section: “Working with Cursor (AI-powered IDE), I was able to throw together a prototype way faster than I expected.” — GitHub (d-lowl)
A Phaser 3 game in TypeScript, bundled with Webpack per the README, prototyped in Cursor from feature tickets the developer wrote first. The jam notes say the developer implemented a custom component architecture that works with Phaser's rendering pipeline. Audio is third-party and credited: the Pink Bloom Synthwave Music Pack by DavidKBD (CC-BY 4.0) and sound effects credited to raylibtech's rfxgen.
- Engine / framework
- Phaser 3
- Languages
- TypeScript
- Team size
- 1 (solo)Developer Reporteditch.io
- Development time
- Not disclosed
- Development cost
- Not disclosed
- AI-written code
- Not disclosed
“This game was written largely with the use of Cursor. Vibe coding (прости господи) all the way.”Verification notes: AI use, gameplay, controls, credits and the MIT licence from the developer's itch.io page and the README of the linked repository. The jam (13–26 Apr 2025, 15:00 UTC, theme Balance, 408 entries), the submission time and the results come from itch.io's jam pages. The itch.io game page shows no publication date; the release date is taken from the submission, made 17 hours before the 26 Apr 2025, 15:00 UTC deadline, so on 25 Apr 2025 around 22:00 UTC. Results as shown on 4 Nov 2026 (UTC): #315 overall (adjusted score 2.472, raw 2.643) from 14 ratings, with Audio (#214) the best placing; voting closed on 9 May 2025. Team size 1 rests on the credits, which name only D. Lowl as developer; the music and sound effects come from third-party packs and tools. “Written largely” is not a number, so no AI code share is recorded. The game's code makes no calls to AI services (checked). Location is not stated. The game was not played through.
Development history
Submitted to Gamedev.js Jam 2025 (theme: Balance) 17 hours before the deadline, and entered in the Open Source, Build it with Phaser and $NOODS challenges.
Jam voting closes. Final result: #315 overall in a jam of 408 entries (adjusted score 2.472) from 14 ratings; best placing #214 for Audio.
Game performance
Each figure measures something different — concurrent players, owners, downloads and sales are never interchangeable and are never added together. Labels show where each number comes from.
itch.io
Free in the browser; the page offers optional support with a suggested $2.00.
No public metrics recorded for this listing.
Not publicly available: itch.io rating, Gross revenue.
GitHub
No public metrics recorded for this listing.
Not publicly available: GitHub stars.
Sales & revenue (all platforms)
Browser game — there are no downloads to count.
Reviews & rankings
Not yet reviewed by our editors.
Not currently ranked.
Sources
| Source | Type | Published | Accessed |
|---|---|---|---|
| Echo_Ramen by D. Lowl itch.io | Store page | Apr 25, 2025 | Nov 3, 2026 |
| d-lowl/echo_ramen — README GitHub (d-lowl) | Repository | Not confirmed | Nov 3, 2026 |
| Echo_Ramen by D. Lowl for Gamedev.js Jam 2025 itch.io (Gamedev.js Jam 2025, hosted by End3r and Enclave Games) | Official site | Not confirmed | Nov 3, 2026 |
| Gamedev.js Jam 2025 itch.io (End3r, Enclave Games) | Official site | Not confirmed | Nov 3, 2026 |





