
WICK
A candle-cat puzzle-platformer: your wax is your health, your light and the only thing you can build with.
Official site hallucinatedgames.itch.io, verified Nov 3, 2026. The developer's own itch.io page (HallucinatedGames), linked from its official AI Browser Game Jam 5 submission page.
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.ioReleasedFree
Plays in the browser on itch.io. No download.
Browser (no download) · Mobile · Official link verified Nov 3, 2026.
- View on GitHubGitHubReleased · Source code, prompts and test tools; no licence file foundFree
Source code repository, not a place to play.
Official link verified Nov 3, 2026.
About WICK
A 2D puzzle-platformer in which you play Wick, a candle-cat. Your wax is your health, your height and your light: it burns down all the time, faster when you run, every jump costs a little, and you must reach the next torch before you burn down to a stub. Wax is also your only tool. Drip it to build a blob that bridges a gap, makes a step, climbs a wall or stacks a pillar mid-jump, and soak the blob back up when you are done, so every ledge is a choice between spending wax to get there and saving it to survive the trip. Torches are checkpoints and give 40 wax once; pumpkins give 15. Levels add wind gusts and golden tailwinds, rain drips, dark zones, cobwebs, burning fuses, pressure plates and doors, moving carts, lifts and ferries and wax-stealing moths, and each has its own set piece, from windmills and swinging bells to a Ferris wheel with fireworks. The itch.io page describes 15 levels; the current build and the repository README have 18. It plays with keyboard, an Xbox controller or touch (iPhone in landscape), and the credits roll jokes about how an AI made it. The page says WICK was built entirely through prompting: one human, Hallucinated Games, wrote the design doc, played builds on an iPhone and asked for the next thing, and Claude Code, running Claude Opus, wrote, tested and deployed every line, including the levels, the art (drawn in code), the tooling and the tests; the music and sound effects were generated with open models from Hugging Face. Free in the browser on itch.io, with the full source and the prompts on GitHub; it was entered in AI Browser Game Jam 5 (theme: Torch).
How it was built
Partially verifiedThe itch.io page says WICK was built entirely through prompting, with one human directing and Claude Code (Anthropic's coding agent, running Claude Opus) doing the work: it wrote, tested and deployed every line, including the code, levels, art, tooling and tests. A single long design doc (“WICK: Design Doc and Agent Build Plan”) produced the first playable build, and about 15 follow-up prompts shaped the rest, per the jam answer. With no human testers, Claude wrote a reachability bot that plays every level with the real physics to check that each can be finished without soft locks, then replayed recorded routes in headless Chrome with live wind, rain and fire. Claude also used the Hugging Face CLI to find open models and generated the music with facebook/musicgen-medium and the sound effects with cvssp/audioldm2, run locally; which Claude Opus version was used is not stated.
- DeveloperAI Browser Game Jam 5 submission, AI Tools Used: “Claude Code (Anthropic, Claude Opus) wrote, tested and deployed all code, levels, procedural Canvas art, tooling and test bots from a human-written design doc and ~15 follow-up prompts.” — itch.io (AI Browser Game Jam 5, hosted by Focaccai)
- DeveloperRepository README: “It wrote, tested and deployed every line in this repo: code, levels, art, tooling and tests.” The README lists the sequence of requests, numbered up to 32. — GitHub (corycowgill)
Vanilla JavaScript with Canvas 2D and WebAudio: no engine, no libraries and no build step. The art is entirely procedural, drawn in code with no image files; the lighting is a darkness layer with light holes cut out, plus bloom, rim light, colour grading, vignette and grain. Music was generated with facebook/musicgen-medium and sound effects with cvssp/audioldm2, run locally on an RTX 4060; each sound effect was generated three times and the best picked by CLAP score, with a WebAudio synth filling any gaps. The repository README records each request and what it changed, including the growth from the eight levels of the design doc to 18, and a level-designer agent that played, graded and revised all of them.
- Engine / framework
- None (vanilla JavaScript, Canvas 2D)
- Languages
- JavaScript
- Team size
- Not disclosed
- Development time
- Not disclosed
- Development cost
- Not disclosed
- AI-written code
- Not disclosed
“WICK was built entirely through prompting: one human directing, and Claude Code (Anthropic's coding agent, running Claude Opus) doing the work.”Verification notes: Gameplay, controls and AI use from the developer's itch.io page (published 18 Oct 2026, 02:07 UTC; updated 21 Oct 2026, 15:36 UTC; status Released; HTML5; genre Platformer), the AI Tools Used answer on the official AI Browser Game Jam 5 submission page and the README of the linked GitHub repository, all re-read on 5 Nov 2026. Same developer as The Last Light (itch.io account HallucinatedGames; repositories under corycowgill). “Every line” is the developer's wording; no percentage is given, so no AI code share is recorded. The jam answer speaks of about 15 follow-up prompts; the README, which continues past the jam build, lists more requests. The itch.io page describes 15 hand-tuned levels, while the browser build served by itch.io contains 18 level files (observed), matching the README's 18. The music and sound effects are AI-generated files made before release, under the non-commercial model licences the credits state (CC-BY-NC-4.0 and CC-BY-NC-SA-4.0); the game's scripts make no calls to AI services. No licence file was found in the repository, so it is not recorded as open source. The page sets no language field; the page and README are in English. Submissions closed on 31 Oct 2026 and voting runs until 7 Nov 2026 (04:00 UTC), so no placement is recorded. On 5 Nov the submission page showed 4 jam ratings (observed; jam votes, not players or reviews, so not recorded as a metric). The itch.io rating (4.25 average from 4 ratings) is from the itch.io page; itch.io shows no download count. The game was not played.
Development history
Published on itch.io (02:07 UTC) and submitted to AI Browser Game Jam 5 (theme: Torch) 13 days and 52 minutes before the deadline.
Latest update to the itch.io page at the time of checking (15:36 UTC).
Observeditch.ioAI Browser Game Jam 5 submissions close; voting was still in progress on 5 Nov 2026.
Officialitch.io (Focaccai)
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 (HTML5), with keyboard, an Xbox controller or touch (iPhone in landscape).
Based on 4 ratings; itch.io displays it rounded to 4.2.
Not publicly available: Gross revenue.
GitHub
No public metrics recorded for this listing.
Not publicly available: GitHub stars.
Reviews & rankings
Not yet reviewed by our editors.
Sources
| Source | Type | Published | Accessed |
|---|---|---|---|
| WICK by HallucinatedGames itch.io | Store page | Oct 18, 2026 | Nov 3, 2026 |
| Rate WICK for AI Browser Game Jam 5 itch.io (AI Browser Game Jam 5, hosted by Focaccai) | Official site | Not confirmed | Nov 3, 2026 |
| AI Browser Game Jam 5 itch.io (Focaccai) | Official site | Not confirmed | Nov 3, 2026 |
| corycowgill/Wick (README) GitHub (corycowgill) | Repository | Not confirmed | Nov 3, 2026 |
| Official game page (language check) HallucinatedGames | Official site | Not confirmed | Nov 3, 2026 |





