QweenBound

Cute fighters. Catastrophic magic. Questionable amounts of wind.

QweenBound is a turn-based 2.5D artillery game inspired by classics such as Gunbound and Worms, rebuilt around anime fighters, spellcasting, destructible floating islands, and attacks with distinct physical behavior.

Read the wind, select a skill, adjust your angle, and hold Space to charge. Every missed shot becomes information for the next one—unless somebody removes the ground beneath your feet first.

Features

• Online rooms for matches with up to six players in 3v3 teams• Solo play against a wind-learning CPU

• Destructible terrain and falling eliminations

• Distinct attacks with individual trajectories, damage, and terrain effects

• Wind direction and strength that influence every projectile

• Separate movement energy and attack mana

• Damage rankings and match-result screens

• Extremely cute anime fighters enduring extremely uncute explosions

Controls

• A / D: Move

• Mouse: Zoom / pan / move map

• Hold Space: Charge

• Release Space: Fire

• 1–4: Select skill

• Enter: Open chat on lobby

• Tab: View damage rankings

Technology

QweenBound was built during the jam using:

• Unity 6

• C# and the Universal Render Pipeline

• WebGL

• Unity Particle Systems and licensed Unity Asset Store assets

• Cloudflare Pages

• Cloudflare Workers and Durable Objects

• WebSockets with host-authoritative match decisions

• Brotli-compressed browser delivery

AI Tools Used

Qwen was used throughout the jam as a creative and technical collaborator, helping explore artillery mechanics, attack identities, game feel, UI direction, and rapid gameplay iteration.

Qween, running through a custom Codex harness endpoint and paired with a customized version of OpenGSD for project management, was the primary implementation agent. It translated those decisions into Unity systems, debugged WebGL builds, integrated the online room relay, and helped polish the playable submission using the Unity CLI.

The human remained the designer, director, and final judge of every decision. The AI did not merely generate an isolated asset: it participated in the full iterative loop of designing, implementing, testing, breaking, and refining the game.

Built with very little time, entirely too much wind, and a great deal of love.

Published 23 hours ago
StatusIn development
PlatformsHTML5
Authorlynxnathan
GenreStrategy, Platformer
TagsMultiplayer, Turn-Based Combat
AI DisclosureAI Assisted, Code

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