Divine Intervention
Defend your castle. Face their judgment.
Four assaults until dawn. Three districts to defend. Two gods watching every decision.
Made for Slapjam AI (https://itch.io/jam/slapjam-ai-1), September 28–30, 2026. Theme: Castles. A portrait HTML5 game with touch controls, playable directly in your phone's browser.
Divine Intervention is a compact castle-defense autobattler where ruling the castle matters as much as arranging its defenders. Resolve difficult petitions, spend scarce supplies, position your troops, and discover what will move your patron—and provoke your adversary.
The gods are powered by Convai - AI characters!
In Live Convai mode, the deities generate their reactions and choose actual gameplay interventions. Their dialogue isn't just decoration: Convai's native character actions connect their judgment to a validated set of powers.
• Earn a blessing—or nothing. Your patron can offer ordinary boons, a powerful two-effect gift, or deliberately withhold help. Choose from the blessings they offer.
• Face an adversary with opinions. They can upgrade invaders, swell an assault, blight a district, kill a defender, demote a unit class, or show restraint. Respect may temper their interference; it won't change their allegiance.
• Speak to your patron. After a ruling, write an optional short prayer: justify your sacrifice, ask for stronger troops, plead, joke, or taunt. Your words enter the live character's context alongside the ruling and battle results. A request is never a guarantee.
• Learn what moves them. Each siege draws two distinct gods from a four-deity pantheon, assigns their roles, and gives each hidden likes, dislikes, and a favored district. Follow their reactions and the hints of sentiment; their secret tastes are revealed when the siege ends.
• Hear both sides. The gods react to losses and damage as well as court decisions, may offer bargains, and can respond to each other's interventions. The final assault brings the adversary's champion, whose strength reflects their last declared sentiment.
Rule, deploy, survive
Every soldier is a token on your castle's war table. Drag Wardens, Archers, and Mages into any of three lanes; recruit reinforcements or repair the keep and districts. Unit-class upgrades strengthen current troops and future recruits. Watch the battle unfold, review the cost, then face the divine audience.
Lost districts stay lost. Fallen soldiers stay dead. The siege ends when your keep falls—or you survive the fourth assault.
Play in your browser or on your phone
Mouse or touch. Drag defenders onto a lane, or tap a token and then its destination. Portrait play works on mobile. Music and combat effects have separate controls in Settings.
Choose your mode in Settings: Live Convai uses the game's shared allowance and needs an internet connection. Scripted mode plays without AI access. You can also use your own Convai account; access to the game's characters depends on your account permissions. Live responses may take a moment and availability is limited.
A game-jam experiment in giving AI characters meaningful power over a tactical game. Deity dialogue is currently text-only; combat effects were created with ElevenLabs.
Jam credits
Human team: seshu — solo creator, game direction, design and playtesting.
• Convai: live deity characters, generated dialogue and native character actions that select validated gameplay interventions.
• OpenAI Codex: AI-assisted programming, design iteration and testing.
• OpenAI image generation: painted deity portraits, statues, castle scenes and promotional artwork.
• ElevenLabs: generated combat sound effects.
• Suno: background, victory and defeat music.
Content note: fantasy combat, death and difficult choices involving sacrifice. Live AI dialogue can vary between plays.
NOTE: if you run into issues with convai rate limiting please let me know as I have no idea what to set these caps at right now.
| Published | 1 day ago |
| Status | In development |
| Platforms | HTML5 |
| Author | seshu |
| Genre | Strategy |
| Tags | artificial-intelligence, Auto Battler, choices-matter, Fantasy, god-game, Narrative, replay-value, resource-management, Singleplayer, Tactical |
| Average session | A few minutes |
| AI Disclosure | AI Assisted, Code, Graphics, Sounds, Text |





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