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morozig

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A member registered Mar 21, 2022 · View creator page →

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Hi Rylyn!

I just recorded a playthrough of your game for my channel, and I really enjoyed the experience! I especially liked the visuals—they give great vibes and feel quite consistent. Even though you mentioned having a hard time with the walking animations, I actually found them to be one of the stronger parts of the game.

It does feel more like a tribute rather than a game, and the actual book quotes break immersion for some reason. The text appearing from the middle is also a bit difficult to read. But the biggest missed opportunity is the lack of TTS—it'd make the experience much better.

Overall, it's a great effort! I had a good hour playing it and wanted to reread the book afterward, which is probably the exact right mood for a game like this. I personally like There and Back Again more than LOTR. Imagine playing a full-blown point-and-click adventure inspired by it! In ten years or so, it should enter the public domain, so hopefully someone (or maybe me) will make it happen...

Hi! It's my pleasure, no problem! You know not long ago one youtuber played my point and click adventure game and recorded a video and I liked it so much, that I decided to do so myself for other fellow point and click adventure developers. Plus pacs cost a fortune on steam(except for classics which I mostly played already) that's why I hope that AI would demacrotise that and I prefer playing free demos. Turning on screen recording just seemed obvious.
And I wanted to mention one though I had after playing your demo. You know I've read Don Quixote in a school and there were those stories within a story (as well as self aware meta humour). And your story of general's statue reminded me of that. I think it is a big part of the game identity which I initially didn't quite appreciate but later felt like this was the most memorable part.

Hi Nicolás,

I just recorded a playthrough of your demo for my channel, and I really enjoyed the experience! The visuals look remarkably clean, consistent, and well-executed. I especially liked the backgrounds—they looked completely error-free, and I know how much work goes into getting them just right.

From a presentation standpoint, a couple of thoughts came up while playing:

  • Adding TTS voice lines for dialogue could elevate immersion and pacing even more, giving the characters and atmosphere a great boost.
  • The SFX loop in the archive area felt a bit repetitive/harsh over time, so smoothing that out or tweaking the volume/frequency might help player comfort.

Because my channel is dedicated to exploring AI workflows in point-and-click adventure games, I wanted to ask: are you openly embracing AI as part of the game's identity, or are these assets more of a prototype/placeholder phase that you plan to replace down the road? (I found your game through the AI graphics disclosure, but if you prefer not to have your project spotlighted on an AI-focused channel down the line, just let me know and I'll gladly take the video down—no problem at all!)

Either way, you're warmly invited to join our small Discord community of fellow indie developers who are actively using AI tools to build point-and-click adventures.

Great work on the project, and looking forward to seeing where you take it next!

(2 edits)

Hi! I see, I'm sorry for calling it AI game, I personally like AI but commercially it makes much more sence to ditch this before release. The way I found your game is on this search: /games/newest/ai-graphics/genre-adventure/tag-point-and-click
which is for games disclosing using AI graphics, not any other kind. Like for example the boy's animation on that exact page or the leather seller, I would be very surprised to know that they were hand drawn. If you intend to use AI only for coloring and upscaling I think it is safe to remove AI graphics from disclosure. But the thing I found on reddit is that trying to hide usage of  generative AI(even if it was 1%, I'm not talking about upscalers or coloring of hand drawn sketches) makes people extremely angry.
As an adventure game developer and player myself I believe that all crucial dialog lines should be persistent(meaning npc would repeat them as long as you need this information to progress) while all filler lines are safe to be accidentally skipped.

Hi Zachi,

I've played your demo and even recorded it! I loved the game so far, especially how you handled the camera transitions, the overall style, and the character consistency. I was also very excited reading your article because it reminded me of my own journey as well.

I'd like to share some of my thoughts on the game UI, even though it might be too early at this stage:

  • Inventory Counter: I got confused early on with the inventory counter. I'm too used to numbers meaning notification counts, so I thought it was showing the number of new/unexamined items and was trying to examine them at first.
  • Controls: If you are not targeting strictly touchscreen devices, why not use the right mouse button for "look/examine" and the scroll wheel for the inventory, like in Deponia?
  • Hotspot Popups: When hovering over a hotspot, the popup message stays in place directly under the cursor, which makes it hard to read. It would be better to make it follow above the cursor.
  • Skipping Dialogue: I'm also very used to being able to skip the current voice line in other point-and-click adventures by simply clicking anywhere, not just on a specific skip button.

Those are pretty much it—just minor UI suggestions. I liked everything else! The puzzles I've seen are well-made, and I wish you the best in completing the whole story.

May I also invite you to a small Discord server for fellow AI point-and-click adventure developers?

A really nice game! I found controlling with mouse is the only valid method. Still passing in between 3 columns requires a log of precision. I liked the music a lot as well!

Thanks!

Oh, boy, thanks for that comment! Especially I liked that you mentioned music! All the credits go to @Loyzbeats, and I think it is a big part of this game.

Thank you for your comment and for trying the game! This is such a compliment! I've played too many old school pacs and the all were too hard!

Liked this game a lot! Gave all 5s! Especially I liked the story bit, super consistent character, great variety of poses and even clothes change! The fight was also very fun, I found spamming J to keep distance from the bear a way to beat him, plus don't miss those dodges. Well crafted game, deffinetely a top jam contender! Animations on AA level.

Wow, just played your game... I've tried many games of this jam and with this I can finally declare jam a "success". Altogether we covered pretty much eveything! Now about your game. I loved the vibe, I also read other comments and for me it is strange that noone mentioned Murakami, while for me it was the main reason that sold this game for me. I've read(listened) only two of his novels, just finished "Clockwork bird chronicles" not long ago, not sure if you've read it, but it totally fits this game and your writing, like the bit about being good at something small before big things. So for me writing was big part of this game. First person game is kinda traslates that experience of reading a book from first person perspective. And I just couldn't help wondering what that housewife though of at the end of the job when she had a nostalgia moment.

About actual mowing, never done it in my life, it is very uncommon in our country and I didn't get that lifting it helps to turn, I was playing on keyboard and did a huge circles to turn, like two-three meters in radius which was obviously unacceptable to clear a rectangular area, so what did I do? I mowed backwards! Yup you go forward to the wall, then change angle a bit and do next line backwords until opposite wall - it was a fast way, totally non realisic, but working method!

Thanks!

Thanks! I checked your game, it is also in godot, but it loads into browser page way faster than mine because of all those background and character art sprites.

A relly fun game but short as others pointed out. I'm bad at aiming, so it is a good thing that hit boxes are really big, several times I downed two zombies at the same time by shooting between them. Good sfx. Nice start, I'd say.

Yeah, its hard to beat you there! But some games might have a chance, like first-person jousting simulator "The List's Champion" or RTS "AI2U - Guns & Girlfriends",  after all, last jam was won also by RTS and the theme was not that important. There is also a dark horse "Last Charge" but it needs at least 7 votes or its average vote would be penalised.

Really great game! Ideal for the jam - short and to the point! Fits the theme and gives great vibes. A clean contender for the overall victory! Had most struggles with black knight for some reason.

Kinda reminds of your previous game, but with concrete walls. Design and sound are really good! Also banner image is spot on!

Thanks for trying out the game! Your game is also cool and clean click and play!

Cool idle game that feels right. But the crank sometimes just stuck. 

Really fun game as an idle clicker should be!

Reading your comment I can understand this game now! You know, looking at your banner art I just realised, I've played nearly half of this jam games and no one seems to thought of rail run mechanic, - charge one powerful rifle, then release a ray to slice through enemies. Was it your intention? I mean you have railroad.

What a unique idea! Design of the game is also very nice.

A really fun game! It lacks music, but winning against different kinds of opponets was very rewarding!

Rather classic and addictive billiard game with unique style. It is really hard to score here, luckily opponent is not that precise as well. Good game to spend time in!

I liked visuals and sounds! Very cool idea also. This ia a really neat game for a gamejam!

Nice game! I like how it has one mechanic and it is charge! Played it during development phase and now, it became better! Good job!

A clean game with straight forward mechanic!

Solid game with a little functioning world! Everything seems to fit one another, that's the best feature of this game!

That's the deal, I don't have a concept for a quantum video  game that I would like myself. The best example of quantum game I know is actually a sudoku - different cells extremely entangled and each number has a cloud of possibilities that would collapse into exactly one place.

A fun original game! It bets fishing in many AAA rpgs. Amazing work with using AI!

I like that on the one hand this game has a solid addictive progression, on the other a real story!

Feels a bit like Warcraft in that we have a hero and some buildings and resources. Nice game, a music is a bit too loud though.

Really nice character cards!

I remember a time were we didn't know about WASD, very authentic!

I also really liked the game! Game jams need more rhythm games! Core gameplay is there, add more vfx, more lines + spacebar for drum. I didn't really get how is it associated with the theme, though, in the lyrics?


That game looks really great! But it needs rally points for the buildings(or I wasn't able to locate them). Plus music would be nice as well, but the battle itself is well made!

Wow, a whole manager game! It is neat that AI helps us to make games of our youth, but with a twist like undead players!

That's very funny! Especially animal images. 100% on the theme.

A very neat investigation game! I liked how it gave hints and showed count of errors in statements. Maybe with a more exciting case it would be more exciting to play. But at least it had some real scenario unlike many other entries in this jam.