Cute Menace: A Chibi Gojira Saga

Entry for the Toledo Codes July Game Jam: Cute Menace: A Chibi Gojira Saga.
You’re a secretary coordinating Tokyo’s evacuation while a baby Godzilla stomps through the city. It’s not a real-time panic button — it’s a planning game. Circle an evacuation route for every group, weigh exit capacity against travel time and congestion and how close each route runs to the danger zone, then hit go. Once the plan executes, you’re just watching it either work or collapse spectacularly beneath tiny stomping feet. Seven districts, in-browser, playable in a sitting.
I’ll be upfront: the gameplay doesn’t have a ton of replay value. That wasn’t really the point this time. I was going for style — the tone, the presentation, the “too cute for its own good” feel of watching a disaster movie play out in miniature.
Too cute for its own good. Tricky! Love the presentation.
That’s the jam host’s comment on it, and honestly the reaction I was hoping for. Another entrant called it “fun genre bending madness” — there’s apparently some ambiguity about whether the menace eats or just defeats its targets, and even I’m not 100% sure. The vibe landed even if the puzzle itself is thin.
side note: the fonts on this very post — the heavy display type, the badge colors — are lifted straight from Cute Menace's own in-game style guide.
The more interesting part, for me, was how it got made: 100% coded and generated using ChatGPT/Codex, with the only manual work being some graphic touch-ups I did myself in Aseprite. I wrote basically none of the code by hand. My job was concept, direction, and feedback — describing what I wanted, looking at what came back, and re-prompting until it matched what was in my head. Turns out that’s its own skill, and a pretty different one from writing the code directly. Knowing how to break a vague idea into a spec an LLM can actually execute on, and how to diagnose why a generated result is wrong so the next prompt fixes it instead of flailing sideways, took more iteration than I expected.
The whole thing — concept to submission — was maybe a day or two of work. For a jam entry, that’s the real win: a finished, playable, cohesive-feeling game in that short a window, built almost entirely through prompting rather than typing out logic line by line.
Play it here: williampowell.itch.io/cute-menace.