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A jam submission

Deadeye Deepfake SimulacrumView game page

Unimmersive Sim
Submitted by nodayshalleraseyou (@deaddeepsim) — 3 days, 5 hours before the deadline
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Deadeye Deepfake Simulacrum's itch.io page

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Comments

Submitted

Hey. I played your game as part of a Demo Day stream. If you didn't catch the stream live, here's a link to the video:

You can see my other demo day 46 streams as well on my channel.

Submitted

This is my second time playing this game, and I actually didn't get as far as I had last time. Once hacking was introduced I figured out how to hack into the turret lil_creamer but I was unable to disconnect from it and continue on playing. I was never able to move again.

Developer

Hey thanks for giving it another shot! Once you pilot something you gotta type pilot again to get control of your guy back. I'll put another reminder message in the terminal so this is less likely to happen.

Submitted

This game reminds me of Quadrilateral Cowboy (Which I need to play), and I like the aesthetic although I do disable the scanlines and chromatic aberration. I would appreciate a quick menu of commands and places to connect instead of having to write them every single time, especially for things I've previously connected to.

I'm not a fan of the cutesy/meme "flavour text". The emotes are fine, but deliberate misspelling of words annoys me. I would appreciate a more normal text option.

I've got this wishlisted on Steam, and I look forward to the full release.

Submitted

I've played this demo many times, one of my favourite games here. That said, I really think the game would sing if you overhauled the level scale and movement speed; it's extremely slow to walk anywhere, lots of dead air. Rooms are chunky and empty and often take up the entire screen, feels weird and like I'd never need to look over into other rooms to plan.

I'd also like terminal shortcuts, maybe binding commands to function keys like an MMO could be useful. Or writing your own batch scripts.

It's kind of between the accessibility of Quadrilateral Cowboy and Hotline Miami, but trying to have the depth of Cogmind and NetHack. But the gameloop is always the same in every level; hack stuff, get thing, go back. Hacking stuff has a cost sure, but if you do it wrong then you basically soft fail the level until you're dead and start over. I don't feel like I can find any crazy roguelike/simulation exploits.

I think you have a ton of potential for more because the aesthetic and ideas are genius, it just shouldn't take 6-10 seconds to walk across a room.

Developer

Hey thanks for all the feedback. 

Movement speed is something I've been really struggling with. A lot of people have come to me with similar pieces of feedback. The issue is that when I jack up movement speed it becomes really easy to run past everything given enemy reaction time. The obvious solution is to lower reaction time and raise movement speed along with the player, but doing stuff like this makes the game way more demanding with everyone blazing across the screen. 

I added the ability to sprint (with spacebar in case you missed it) to help with this issue but its not a perfect solution. I'll keep experimenting with numbers between now and release. 

Lemme know if any other solutions come to mind. I'm gonna cart this thing out in about a month and I'm using the rest of my time to adjust things like this. 

Submitted

tutorial is super nice, really good way to guide a user through some complex gameplay. Not exactly my type of game but you have a lot of polish and it seems like you've put a lot of work into it, well done!
Submitted

Aesthetic is solid and the hacking is quite fun. Stealth can feel a tad jank when enemies are in the small zone between your detection and their detection, but trying to disengage from combat can be a really good time. Would be a nice QoL to just open the node graph the first time the laptop is open to save that little tedium at the start of a run.