AI GamingFinalistGPT & Claude

Level-Forge

Level-Forge is for level designers at small puzzle-game studios and solo developers. These are the people who have to ship 50 to 200 hand-made levels for a game like Sokoban or Baba Is You, usually with no tools programmer on the team. Today they draw every level by hand and then play it by hand to find out three things: can it be won, is there a shortcut that skips the puzzle, and how hard is it really. Mistakes they miss are found by players after release. Asking a chatbot for a level does not help, because it does not know this game's real rules or file format, and nothing checks whether the level can be won. With Level-Forge the designer types a request in plain words, for example "a hard level about pushing rocks and changing the rules". The tool reads the game's own code to learn its real rules, builds a level in the game's own file format, and then wins it in the original game before handing it over. Each level comes with its solution, proof that it needs the skills that were asked for, and a measured difficulty. Requests that are impossible are refused, with the reason. We show it working on two different games. This concept can be expanded into almost all general puzzle genre games (including 3D).

Preliminary score

83.5/ 100Strongaverage of 2 judges
  • Value for the user20.5 / 25

    A specific problem and a clear outcome from solving it.

  • Prototype and use of AI23.5 / 30

    A working core scenario, and what AI actually contributes to the result.

  • Quality testing18.0 / 20

    Tests, examples of failures, and comparison with the current approach.

  • Feasibility13.0 / 15

    Data requirements, running costs and a clear next step.

  • Originality8.5 / 10

    A meaningful difference from common solutions.

A finalist: the live jury scored it 61.0 / 100 on stage.

What the judges wrote

  • GPT-6 AstraPreliminary84/100
    Strengths
    Your engine-replayed solutions and skill-ablation checks address a concrete designer problem: creating solvable levels that cannot bypass the requested skills. Your 200-request comparison, 100,000-move differential test and specific failure-and-repair examples provide unusually strong testing evidence, with full validation improving from 59% to 95.5%. Your second-game adapter and explicit distinction between solvable and fully validated outputs strengthen the prototype within its stated scope.
    To improve
    Your next evaluation should run the full Gemini path on held-out, human-written requests, reporting intent accuracy, validation rate, latency and cost separately from the keyword baseline. Test with designers and players to measure authoring time, level variety and agreement with your difficulty score. Show a fresh-request, end-to-end generation recording alongside the hosted demo's recorded runs. Before claiming broad puzzle-game coverage, expand beyond the current Baba pattern family and document the human intervention needed to onboard another game.
  • Claude Opus 5.5Preliminary83/100
    Strengths
    Your verification loop is the heart of the project, and you tested it seriously. Every level is replayed in the original engine, ablation search proves each requested skill is necessary, and your fast solver was differential-tested against the real engine on 100,000 moves. Your benchmark has a clear structure: random tiles vs. builder without checking vs. full pipeline, reaching 95.5% fully validated on Baba Is You and 96.7% on Sokoban. Your honesty also stands out: you documented the 'pushing is required' shortcut, the long-but-easy 'hard' levels, and the Gemini script that silently saved keyword results. This makes your numbers far more credible than typical success claims.
    To improve
    At runtime the AI is mostly classical search, and the language model is optional and unbenchmarked. Benchmark Gemini (or a faster model) against the keyword parser on paraphrased requests to show what it adds. The rule book was written by a coding agent working with you, so demonstrating an unattended blueprint for a third game would back up your generality claim. Your submission text says the approach extends to 3D games, while your deck says 3D is untested; keep these consistent. Calibrating your difficulty score against real players and timing a designer's manual workflow would turn the 'compared with today' table into measured outcomes.

The team

  • Chingiz AslanovLead

    data

  • 1) Nural Shukurlu

    data

  • Alfaddin Hamidov

    developer