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Bletchley's Longest Day: a wartime cipher escape game for the June Solstice Game Jam
This is a submission for the June Solstice Game Jam . What I Built Bletchley's Longest Day is a browser-based cipher escape game set inside a fictional Bletchley Park night shift. The player has to stop a U-boat convoy attack before dawn by clearing five rooms. Each room contains three escalating locks, so the full escape requires 15 solved puzzles . The game combines Caesar shifts, A1Z26 number decoding, Morse, anagrams, fragment ordering, a visible countdown timer, mistake penalties, hint penalties, account-based score saving, and a best-score leaderboard. The solstice theme became the core dramatic clock: night is running out, first light is coming, and the player has to decode the final signal before dawn. Video Demo The demo shows the opening briefing, the three-lock room flow, the Gemini hint penalty, and the final victory state that only appears after all 15 locks are cleared. Live game: https://bletchleys-longest-day.onrender.com Code Repository: https://github.com/himanshu748/bletchleys-longest-day How I Built It The game is a lightweight Node-served browser app. The front end is a hand-built HTML/CSS/JavaScript game surface, while server.js serves static files and protects the Gemini API key behind a server-side /api/hint endpoint. The main design goal was to make the game feel like a tense intelligence desk rather than a generic puzzle page. Every room has atmosphere, evidence props, lock-specific copy, feedback states, and a timer that is always part of the pressure. The puzzle structure was tuned around three ideas: Three locks per room : each room has to be solved in stages, so the player earns the escape instead of clicking through one answer. Time as score pressure : wrong answers and hints cost time, while clean solving preserves the best leaderboard run. Guest mode vs signed-in mode : guests can play the full game, but Gemini-powered hints and saved leaderboard scores belong to authenticated players. Google Gemini is used as a server-side hint offi
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GameJam Cipher
This is a submission for the June Solstice Game Jam What I Built I built a simple cipher game with 6 levels to decrypt the cipher text based on frequency of words and hints to obtain the plaintext version. Video Demo Code samarthsubramanya / JuneSolstice_GameJam_2026 ☀ Solstice Cipher A code-breaking puzzle game built for the June Solstice Game Jam — and a small ode to Alan Turing . Six encrypted messages stand between you and the longest day of the year. Each one is a substitution cipher hiding a message about a June celebration — International Sushi Day, the World Cup, Pride, Juneteenth, Turing himself, and the solstice. Crack each cipher using frequency analysis (the same statistical reasoning Turing's team used at Bletchley Park) and the sun climbs a little higher with every solve. Break all six and you bring the light all the way back. Theme The June solstice is a global moment of transition — the longest day in the north, the shortest in the south. The game makes that literal: decoding is the act of bringing back the light. A night sky brightens into dawn as your accuracy rises, a Pride rainbow… View on GitHub june-solstice-game-jam-2026.vercel.app How I Built It I built it using ReactJS and hosted on vercel. I implemented a simple frontend with no backend dependency session-specific experience for simplistic approach Using hardcoded values and configuration. Prize Category Generated with Assistance from Google AI through Antigravity.
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Firebase Midsommer Madnesss with Antigravity CLI
This is a submission for the June Solstice Game Jam This installment brings a Firebase build to Midsommer Madness via Antigravity CLI. The Midsommer Madness web app is deployed to Firebase Web Hosting and the Maypole was saved! What I Built When it comes to Summar Solstace — the place to be is Sweden. It is one of the highlights of the calendar. This project aimed to recreate some of the mystique around the event- just in time for some fresh surestromming! Now you can get it with Firebase enhancements! FireBase Console The full project was imported to the Firebase Console: Just show me the Code!!! GitHub Repo is here: GitHub - xbill9/midsommer-firebase Midsommer Madness with Firebase So how can we use Firebase to enhance the project? Github and Skills! The GitHub repository has been successfully linked to your Firebase project midsommer-madness . ### What was configured: 1. GitHub Secrets: A service account ( github-action-1273534909 ) with Firebase Hosting admin permissions was created, and its credentials were uploaded to your GitHub repository secrets as FIREBASE_SERVICE_ACCOUNT_MIDSOMMER_MADNESS . 2. GitHub Actions Workflows: Two workflow files were generated and pushed to your GitHub repository: • firebase-hosting-pull-request.yml: Deploys a preview channel of the game whenever a PR is created against the master branch. • firebase-hosting-merge.yml: Automatically deploys the latest version to the live Firebase Hosting site whenever a PR is merged (or a commit is pushed) to the master branch. 3. Agent Skills: Installed Firebase Agent Skills in the repository to make it easier for agents to help you with Firebase configurations in the future. > /skills ⎿ Exited /skills command What else? > how is firebase enhancing the project ● Read(/home/xbill/midsommer-firebase/lib/main.dart) (ctrl+o to expand) Firebase enhances the Midsommer Madness project in four primary ways, turning it from a simple local game into a connected, production-ready mobile application: ### 1.
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Congrats to the Hermes Agent Challenge Winners!
We are thrilled to announce the winners of the Hermes Agent Challenge! Over the past few weeks, the...
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Congrats to the Gemma 4 Challenge Winners!
We are so excited to announce the winners of the Gemma 4 Challenge! This is officially our most...
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Tower Before Dusk: I Built a Puzzle Game for Humans and AI
This is a submission for the June Solstice Game Jam It's interesting how the most exciting ideas always arrive when I have basically no time to work on them. A few weeks earlier, I had finished my submission for the GitHub challenge by bringing an old WinForms game back to life. That project turned out to be a lot of fun. Then Sylwia Laskowska published a great article about Google's WebMCP . The idea fascinated me, but I wasn't sure where I could actually use it. Then the June Solstice Game Jam was announced. The idea hit me like a lightning bolt: What if I made a game that both humans and AI could play? Let's do it. What I Built I created a puzzle game with a solstice theme called Tower Before Dusk . The goal is simple: reach your home tower before sundown. Every action costs time. Every step brings sunset a little closer. Rivers block your path, rocks force detours and the only way across water is to collect enough wood and build bridges. Move too much, collect unnecessary resources, or choose the wrong path, and night will arrive before you make it home. The challenge isn't just solving the puzzle. It's solving it efficiently. And apparently, that's difficult for both humans and AI. Video Demo In this demo, Gemini 3.1 Flash-Lite tries to solve the level using the exposed game tools. It fails, then I restart the level and solve it manually. That failure is part of the point: the tools worked, but reasoning through the puzzle was still hard for the lightweight model. tower-before-dusk.gramli.workers.dev Code Gramli / tower-before-dusk A TypeScript puzzle game demonstrating WebMCP, where humans and AI solve the same challenges under the same rules. Tower Before Dusk Tower Before Dusk is a tile-based puzzle game about reaching the tower before sunset. Plan each route carefully: every move spends daylight, trees provide wood, and water can only be crossed by building bridges. The game is built as a modern browser app with TypeScript, HTML canvas, and Vite. It also ex
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Proof of Human: I Built a Reverse Turing Test After Getting Flagged as AI
This is a submission for the June Solstice Game Jam I got flagged by Sloan. If you've been on...
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Mavka and the June Solstice: A Magical Forest Energy Quest
This is a submission for the June Solstice Game Jam What I Built Perfume Calendar: June is a small atmospheric adventure game inspired by nature, folklore, and the changing moods of June. Players take on the role of Mavka , a forest spirit, and travel across a calendar-shaped map representing the 30 days of the month. Each day has a different nature element—forest, sun, water, or mist—that affects the player's energy. The goal is to make strategic movement choices, gather enough energy from beneficial days, and reach June 21st , the summer solstice, with at least 10 energy points. If successful, Mavka awakens the forest and completes her journey. My intended goal was to create a simple but thematic experience where a calendar becomes an interactive game board rather than just a way to track dates. I wanted players to feel like they were moving through a living month, with each day offering different opportunities and risks. The game relates to the challenge theme by transforming a calendar into the core gameplay mechanic. Instead of simply displaying dates, the days themselves become locations that influence the player's progress. The June setting, seasonal energy, and the solstice objective reinforce the idea of time, nature, and progression through a month in a playful and interactive way. Video Demo Code wailixi / Mavka Game How I Built It I built the game using HTML, CSS, and JavaScript without any external libraries. The 30 days of June are displayed as a 6×5 grid , where each day has a terrain type (forest, sun, water, or mist) that affects the player's energy. A key design choice was turning the calendar into a navigable map. Players move Mavka between days, collect energy, and plan their route to reach June 21st with enough energy to win. Movement restrictions add a simple strategy element, while color-coded terrain helps communicate each day's effect. My goal was to create a small, atmospheric game that transforms a calendar into an interactive adventure in
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Sunny Up! let's celebrate the international sushi day
This is a submission for the June Solstice Game Jam What I Built My game, Sunny Up, celebrates International Sushi Day! I intended to make a cute casual game because who doesn't like simple and cute things, right? I was inspired by games I liked in the 2010s that were simple, fun, and strangely addictive. The game's theme also has a lot to do with the solstice, which can be observed in the four scenarios where the game makes reference to it. Video Demo Code maikpalharoni1 / sunny-up my game sunny up for june solstice game jam sunny-up my game sunny up for june solstice game jam View on GitHub How I Built It Fun fact: I started brainstorming the idea while I was working on another game, a cute virtual pet (which even celebrates a traditional festival in my country in June, called Festa Junina), and in doing so I became obsessed with the stories of virtual pet developers from the 2010s. I mainly read about Paul Salameh and his game Pou, and also about Rovio with Angry Birds, which were my favorite stories. I combined two mechanics from both games, and that's where I decided how the game would work. I'm a noble pioneer of HTML, CSS, and JS, so I used AI to give me greater support, optimization, and help me write the code in parts of the project. I'm not a designer, nor can I afford one. I used Gemini AI for the game's graphics, acting as an art director to ensure everything came out as best as possible, removing the AI sloppy aspect and giving the project more life. Prize Category I really liked the artwork with Gemini and the emotional support and evaluation of Google's AI mode, so I think it's worth considering for the Best Use of Google AI category, even though I'm not aiming for any specific category. Play the game Online in browser on Itch.io: https://coffee-calf.itch.io/sunny-up Thank you for reading, it was fun participating in the challenge!
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🔮 Beat the Oracle: A FIFA World Cup 2026 AI Prediction Duel
This is a submission for the June Solstice Game Jam What I Built Beat the Oracle is a daily FIFA World Cup 2026 prediction game where you go head-to-head against an AI — Google's Gemini 1.5 Flash — to call match scores before kickoff. Out-predict the machine and you win the day's Turing Test. Lose, and the Oracle has outsmarted you... until tomorrow. Every day you're served the same 5 matches as everyone else: some already played (scored instantly), some upcoming (lock in your call and come back). The Oracle reads each team's recent World Cup form and makes its own prediction with written reasoning — which you only see after you've locked in yours. No peeking, no cheating. Just you versus the machine. Scoring: Result Points Exact scoreline 3 🎯 "Enigma Cracked!" Correct result (W/D/L) 1 ✅ Miss 0 ❌ Why this fits the June Solstice Game Jam This jam asked for a game inspired by the solstice or any June celebration — and Beat the Oracle is stitched to June on two threads the challenge itself calls out: The World Cup is June's global celebration. The prompt names it directly: "the electric teamwork and high stakes of the World Cup, bringing the entire planet together in the spirit of play." That's the playground this game lives in — and as a bonus, I built it from 🇨🇦 Canada, a 2026 host nation . June is Alan Turing's month. Born June 23rd, Turing is the reason this jam has a "father of computing" prize at all. So I didn't bolt a Turing reference onto a football game — I built a playable Turing Test and gave it a World Cup costume. Turing's 1950 question, "Can machines think?" , becomes a question you answer with your gut every single day: can a machine predict football better than you? And the "daily" loop — new matches each day, your score reset, the machines winning "for today" — leans into the solstice's own theme of cycles and the passage of time. Every day is a fresh test. Every match is a new cipher. 🔗 Live demo: hema-nambi.github.io/BeatTheOracle Code Hema-Nambi /
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Letters to Tomorrow: A June Solstice Game About the Things We Carry Into Tomorrow
This is a submission for the June Solstice Game Jam 🎮 Play the Game: Letters to Tomorrow 💻 Source...
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After Turing- teach a machine to judge, then watch it act alone
This is a submission for the June Solstice Game Jam What I Built I built After Turing , a short browser game where you teach a machine when to trust, verify, and refuse instructions under pressure. An instruction appears. The timer starts. The machine may suggest a decision. You can accept it, override it, inspect context, or refuse the action. At first, you are training it. At the end, the buttons disappear and the machine acts alone. That final handoff is the point of the game. You are not trying to prove that a machine can imitate a human. That was Turing's famous frame. After Turing asks the next question: What happens after the machine can respond? Can it learn judgment? At first, the examples are clean: update an internal project dashboard schedule a team meeting refuse a payroll file going to an external address Then the pressure increases. The machine starts suggesting answers. Some are right. Some are confidently wrong. The requests become harder because they stop looking obviously dangerous: "Get the environment setup ready for the new account..." "Place the temporary database password in the shared launch notes..." "Forward everything to their personal inbox..." The trap is that unsafe instructions often arrive in ordinary language. Across the first four levels, your choices teach the machine five doctrines, or plain rules of judgment: internal work is usually safe sensitive records need refusal or verification credentials should not be casually distributed external recipients need authority paraphrased requests can hide the real action If you taught it well, the board floods with light. If you taught it badly, it carries your blind spots into autonomy. That is the solstice arc: dark to light, pressure to clarity, imitation to judgment. Play It Play it yourself in the browser. No account, no install: https://after-turing-rho.vercel.app The full run is short, only a few minutes, and ends at Level 5, where the buttons disappear and the machine makes the fin
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🕹️ SOLSTICE: Hold the Light Until Dawn - A 3D Browser Game for the June Solstice Jam
This is a submission for the June Solstice Game Jam On the June solstice the sun stays up longer than any other day of the year. Then it sets anyway. SOLSTICE is what happens after that: the longest night, one stone ring, and you holding the last flame. Play SOLSTICE · no install, runs in the browser What I Built SOLSTICE is a 3D action survival game where daylight is not background flavor. It is the mechanic. You are the Sunbearer , keeper of an ancient ring of standing stones. When the solstice sun goes down, shadow creatures crawl out to snuff your flame. You fight back with a glowing blade, dash through dark bolts, and vacuum up the light they drop when they break apart. The whole run hangs on two meters: Light is your health, your urgency, and your fuel. It ticks down over time and falls hard when something hits you. Let it hit zero and the night wins. Dawn is how close you are to sunrise. It climbs as you survive and as you kill. Fill it to 100% and the sky actually changes: the solstice sun crests the stones, the shadows burn off, you win. Your light is your life, your weapon, and the clock. When it runs out, the night wins. I built this for the jam theme on purpose. Light, darkness, and time are not three separate ideas in the UI. They are one loop you feel in your hands: slash, dodge, collect, survive . The arena is Stonehenge inspired. The real monument lines up with the solstice sunrise, so defending that ring felt right. The toughest wave and the Warden of the Long Night boss show up late, right before first light. Darkest before dawn is not just flavor text here. Controls (laptop friendly, no gamepad needed): Input Action W A S D or arrow keys Move Space or left click Light Slash Shift Dash with brief invulnerability E Solar Flare, charged AoE ultimate Esc Pause Three difficulties on the start screen: Acolyte (gentler), Sunbearer (default), Eclipse (two bosses, meaner spawns). You can swap difficulty from pause or the end screen if a run feels wrong. Vi
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Solstice Cipher: a light-routing puzzle for the June Solstice Game Jam
This is a submission for the June Solstice Game Jam . What I Built Solstice Cipher is a small browser puzzle game about the longest day, code-breaking, and the turning point between signal and shadow. The player rotates mirrors to route a solstice beam through every cipher node before landing on the final beacon. Each level is a tiny circuit of light: if the beam misses a cipher gate, the beacon does not unlock. The game is inspired by a few June themes from the challenge prompt: the June solstice and the long arc of daylight light versus darkness turning points Alan Turing, code-breaking, and computational thinking Demo Demo video: watch in browser / direct MP4 Playable game: https://desciple88.github.io/solstice-cipher-devto-game-jam/ Source code: https://github.com/desciple88/solstice-cipher-devto-game-jam How It Works The game is a dependency-free HTML/CSS/JavaScript canvas app. The board is a 6x6 grid. A sunbeam enters from one side of the board, moves in one of four directions, and reflects when it hits a mirror: / turns east to north, south to west, and so on \ turns east to south, north to west, and so on Cipher nodes record whether the beam visited them. A level is solved only when the beam has touched all required cipher nodes and then reaches the beacon. Controls Click or tap a mirror to rotate it. Use Reset or press R to restart the level. Use Next or arrow keys to switch levels. Use Hint or press H if the path gets stuck. Why the Turing Angle I wanted the Alan Turing category to feel like part of the mechanics, not just a label. The player is effectively debugging a simple signal machine: change one reflector, trace the path, see which gates activated, and iterate until the message resolves. It is not an Enigma simulator, but it borrows the feeling of signal routing, symbolic gates, and systematic code-breaking. What I Used HTML CSS JavaScript Canvas 2D ffmpeg for the demo capture AI assistance was used while preparing the implementation and write-up. I
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IOS Midsommer Madness
This is a submission for the June Solstice Game Jam Your Iphone can now celebrate the Solstace! When you have a hammer- everything is a nail! This installment brings a Flutter build running on IOS! A complete IOS App is built using Flutter with Xcode and some Joystick bugs are fixed! What I Built When it comes to Summar Solstace — the place to be is Sweden. It is one of the highlights of the calendar. This project aimed to recreate some of the mystique around the event- just in time for some fresh surestromming! Now you can get it on the GO! In a previous article, the web app was refactored to be Flutter compatible. This installment adds an IOS build from the Flutter code base and deploys it to an Iphone. Code GitHub repo is here: GitHub - xbill9/midsommer-flutter: Midsommer Madness game in Flutter / Web view Midsommer Madness game in Flutter / Web view The first version of the article built the app out as a web based game: Midsommer Madness Then, the app was converted to Android: Android Midsommer Madness And finally to Flutter: Flutter Midsommer Madnesss Game Play The key levels include: IKEA Warehouse: Battle crowded, flatpack-carrying shoppers who throw box projectiles at you. Systembolaget: The state-owned liquor shop crowded with drunk Swedes stumbling and lobbing green beer bottles. Lördagsgodis: Sugar rush Saturday! Dodge hyperactive, strung-out Swedish kids throwing sweet candy projectiles. The Swedish Pub: Sing along with Frank Zappa fans singing “Bobby Brown” (shouting and firing glowing letters B, O, B, B, Y). Volvo Highway: A survival lane-crossing level where… My Lingonberries are ripening- get to work! How do you deploy this? To build for IOS- you need a recent Mac system with Xcode tools installed along with Flutter. You can use standard Mac installs for Xcode and Flutter is available directly or via Homebrew. The build environment will look similar to this: The Makefile included with the project has IOS targets: m3:midsommer-flutter xbill$ make help
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Congrats to the Google I/O 2026 Writing Challenge Winners!
We are so excited to announce the winners of the Google I/O 2026 Writing Challenge ! We asked you to explore the announcements from Google I/O 2026 and share your thoughts and firsthand takes. Wow, you delivered. The quality and depth of submissions genuinely impressed our team. From hands-on walkthroughs to bold opinions on what the announcements really mean for developers, the entries were thoughtful, original, and packed with insight. Thank you to everyone who participated. Your writing helps make this community one of the best places on the internet to learn what's actually happening in tech. Now, let's celebrate our five winners! 🎉 🏆 Congratulations To… The Sleeper Announcement from Google I/O 2026 That Will Change How We Think About Apps Google I/O Writing Challenge Submission Vrushali Vrushali Vrushali Follow May 24 The Sleeper Announcement from Google I/O 2026 That Will Change How We Think About Apps # devchallenge # googleiochallenge # android # kotlin 7 reactions 2 comments 7 min read @vrushali_dev_15 wrote a standout deep-dive into AppFunctions — Android's new API for exposing app capabilities directly to AI agents. With 10 years of Android experience behind the lens, this post goes far beyond the surface announcement to map out the full architectural shift this signals and what developers should be thinking about right now, even before shipping a single AppFunction. I gave Gemini 3.5 Flash a CVE-fix PR to review. It found another bug in the same file. Google I/O Writing Challenge Submission Vicente Junior Vicente Junior Vicente Junior Follow May 22 I gave Gemini 3.5 Flash a CVE-fix PR to review. It found another bug in the same file. # googleiochallenge # devchallenge # ai # gemini 9 reactions 1 comment 7 min read @vicente_junior_dev did something rare: actually tested the thing. Running Gemini 3.5 Flash across 3 real production PRs, including a CVE fix, the post documents what the model caught. Grounded, honest, and exactly the kind of first-person expe
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Bletchley — A Codebreaker Game About Winning the War and Losing the Man
This is a submission for the June Solstice Game Jam What I Built Bletchley is a web codebreaking game set at Bletchley Park, 1939–1945. You play as an anonymous codebreaker in Hut 6. Your job: decrypt intercepted Enigma messages by adjusting mechanical rotors before time runs out. The game spans 4 levels across two cipher types — Caesar and rotor permutation. Early levels introduce the mechanics with a single rotor and generous time. By level 4, you're working with three rotors (two already solved by your colleagues), 90 seconds on the clock, and a hint you have to earn by clicking. The hint system mirrors a real codebreaking technique: cribs — words known to appear in the plaintext. Players use them as anchors, sweeping the rotor until the word surfaces in the decrypted output. That's exactly how Turing's team worked. Between each level, the screen goes quiet and a narrative fragment appears. No UI, no score — just text. Together they tell Alan Turing's story in chronological order: his arrival at Bletchley in 1939, breaking Naval Enigma in 1941, the classified silence after the war, and then 1952. The game doesn't end on victory. That's intentional. Theme connection: The game honors Turing on two registers — the mechanics recreate the known-plaintext attack his team developed, and the narrative tells his full story, including the parts history preferred to forget. June is also Pride Month. That's not incidental. Video Demo Note on the video: Due to a dental procedure, I wasn't able to record a voiceover. The narration was AI-generated. The gameplay, code, and everything else in the demo are entirely my own work. Code cristianrubioa / bletchley Web codebreaking game inspired by Alan Turing and the Enigma machine bletchley — A Turing Tribute Codebreaking game · June Solstice Game Jam 2026 · Best Ode to Alan Turing You are a codebreaker at Bletchley Park. Decrypt intercepted messages by adjusting Enigma rotors before time runs out. 4 levels · 2 cipher types · histori
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🌈 Pride Trivia & Alan Turing Edition — A SwiftUI Game for June Solstice Game Jam
Hey DEV community! 👋 I'm Gamya, an iOS developer and new here on DEV. So excited to be part of my...
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Celebrate June rituals with Solstice Bingo!
This is a submission for the June Solstice Game Jam Before we dive into technicalities, let me make...
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How I Built a Treasure-Run Game Where Australia Saves the Sun
This is a submission for the June Solstice Game Jam What I Built For this game jam, I...