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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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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...
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Flutter Midsommer Madnesss
This is a submission for the June Solstice Game Jam When you have a hammer- everything is a nail! This installment brings a Flutter build to Midsommer Madness via Antigravity. A complete Android APK is built with Flutter 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! Midsommer Madness now in as an Android APK! Code GitHub repo is here: https://github.com/xbill9/midsommer-flutter xbill9 / midsommer-flutter Midsommer Madness game in Flutter / Web view Midsommer Madness 🇸🇪 Midsommer Madness is a Swedish-themed action retro arcade game inspired by Redneck Rampage and the Swedish Midsummer holiday. Help Sven race against the solar timer to reach the Maypole ( midsommarstång ) before sundown! If you fail, the solstice is lost, you trigger a meltdown, and you are sacrificed to the Wicker Man. 📸 Screen Gallery Title Screen Game Over Screen Victory Screen 🎮 Level Sequence The game features ten distinct thematic levels: 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… View on GitHub My Lingonberries are ripening- get to work! Appreciating Procedural Creation Midsommer Madness is a Swedish-themed retro action-arcade game built as a hybrid mobile/web application. The codebase combines a Flutter wrapper (serving as the native shell) with a Vanilla Web App (implementing the core game loop, vis
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IMITATION: The Turing Test, From the Inside
This is a submission for the June Solstice Game Jam. What I Built IMITATION is a browser...
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☀ Solstice Cipher: Write Code, Break Ciphers, Restore Daylight
This is a submission for the June Solstice Game Jam Solstice Cipher is a browser puzzle game where...
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SOLSTICE — The Longest Day: a platformer where light is your only resource
This is a submission for the June Solstice Game Jam What I Built SOLSTICE — The Longest...
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Crack the Code Before the Sun Sets — My June Solstice Game Jam Entry
This is a submission for the June Solstice Game Jam What I Built Solstice Cipher: Enigma of the Longest Day is a browser-based puzzle game built around the Caesar cipher — the same substitution cipher technique used in ancient cryptography. On the theme of the June Solstice, I tied the longest day of the year to an Enigma Machine-inspired challenge: decode encrypted messages before time runs out, with the difficulty scaling as the sun climbs higher. The game features a real-time animated sky that shifts through dawn, noon, and dusk to reflect the solstice theme. Players are given a cipher shift key and must decode encrypted phrases by working through the Caesar cipher manually or by reasoning out the pattern — no brute-force tools allowed in-game. This connects to the June Solstice theme because the game is literally set on the longest day: the puzzles grow harder as the day progresses, and the sky animation mirrors real solstice light from sunrise to sunset. Video Demo Play it here: gtxpoffic-developer.github.io Code GTXPOFFIC-developer / Solstice-Chiper-Enigma-of-the-Longest-Day This is a Enigma based June Solstice game feel free to include your own code or tinker this project just mention the orignal developers name pls Solstice Cipher — Enigma of the Longest Day A browser-based Enigma machine puzzle game set on the June solstice. Decode (or encode) encrypted transmissions before the daylight runs out. Built By Sudipto — Original developer Feel free to fork, tinker, and include this in your own projects. Just mention the original developer's name. How to Play Objective Configure the Enigma machine correctly to decode each level's ciphertext (or encode the plaintext) before the sun sets. Each wrong guess costs 45 minutes of daylight; correct guesses pause the timer for 30 seconds. Controls Control What it does Rotor dropdowns Select which 3 rotors (I–V) are used ▲ / ▼ buttons Adjust each rotor's starting position Plugboard Drag from one letter to another to connec
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Chrono Shift: Time Weaver - A Time-Bending Platformer Built with AI
What I Built I'm thrilled to present Chrono Shift: Time Weaver – a time-bending puzzle platformer that challenges players to manipulate time itself to overcome obstacles and solve environmental puzzles. The Concept Imagine being able to see two versions of the same level simultaneously – the past and the present. In Chrono Shift, you don't just play through a level once; you play through it twice, switching between timelines to create pathways that wouldn't exist in either timeline alone. A bridge that collapsed in the present might be intact in the past. A door that's locked now might be open in the past. By strategically shifting between eras, you create a path forward that exists only through your mastery of time. What Makes It Special Dual-Timeline Mechanics : Switch between past and present with the press of a button, watching as the world transforms around you 10 Unique Levels : Each level introduces new mechanics and challenges, gradually building your time-weaving skills Pixel Art Beauty : Vibrant, hand-crafted pixel art with parallax scrolling backgrounds that bring each era to life Collectible Time Crystals : Find hidden crystals in each level to unlock challenges and achievements Responsive Controls : Smooth platforming with jump, dash, and time-shift abilities that feel tight and satisfying Ambient Soundtrack : Era-reactive music that shifts with your timeline changes, immersing you deeper in the experience Mobile-Friendly : Touch controls mean you can weave time on any device The Journey This game was born from a simple question: what if platformers could teach us about perspective? By forcing players to see the same space from two different temporal viewpoints, Chrono Shift becomes more than just a game – it's a meditation on how our choices in the past shape our present, and how understanding both can unlock possibilities we never saw before. Play it here: https://lovable.dev/projects/bcaa0de3-f14c-4bad-9616-405c896d19bc Video Demo While there's no vi