Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Radiant > Evil (Doug Moses)

A topic by Christ Games created Jun 10, 2019 Views: 1,138 Replies: 29
Viewing posts 1 to 21
Submitted (1 edit) (+1)

Hi all, just posting some day 1 thoughts about a game based on the scripture Joel 2:7 "They shall run like mighty men; they shall climb the wall like men of war; and they shall march every one on his ways, and they shall not break their ranks:". This scripture is about the end times and explains some bad things which are going to happen then. One interpretation involves an army of locust. I am going to be a bit edgy this year and try to make a scary game. No NC17 rating, but suspenseful. I am calling this one Radiant > Evil, after the game Resident Evil. It is not going to be a clone of that game exactly, but similar  having a foreboding plot.  At the beginning, you will find yourself in total darkness, and have to find your way out to the light. Light will be a common theme in the game. That is where the word "Radiant" comes from. I also added the > symbol in the title. Light is greater (or better) than Evil, meaning to seek the light of Christ. The game will play some scary music, with locust and other bad things jumping out at you around corners or falling on you from above. You will defeat these monsters with light, maybe a light saber, or something like that., if I can get the mechanics down.  A few puzzles will also need to be solved along the way to progress in the game. It will be a first person shooter, and puzzle game. You will follow clues based on light references, and be presented with more scripture of the rapture, devil, light, etc. These will be at progress markers and save points. I will try to map out a more detailed game design document and post it here with my progress. Now I have to sleep on it, and let the Lord lead where I take this.

Submitted

I like that light idea, as in representing getting from darkness to light, and radiant is greater than evil. Although I dislike horror games and movies too, I think so far the idea of playing with darkness-light sounds like a good way to put the message and very fit for a dark  horror game.

Submitted

That sounds really neat! It sounds like it'd be great at keeping you on your toes as you're looking all around, keeping an eye out for enemies jumping on you from any direction.

I'm a fan of survival horror games, especially of the Resident Evil variety. Can't wait to see what you do, Doug!

Submitted (1 edit)

Day 2 - Game design document completed. Here is a very basic game design document to help visualize what the game will be like, and to keep me on track building it. I will use this post to update any corrections and new ideas to the game design. The game has 20 levels, which may or may not be possible to do in two weeks. I do not have much time to devote to it, but will give it a try to see where it lands. 

Radiant > Evil - (A game based on bible verse, for the 2019 CDN Speedgame)

Bible Verse

Joel 2:7 - “They shall run like mighty men; they shall climb the wall like men of war; and they shall march every one on his ways, and they shall not break their ranks:” Interpretation: This verse is part of a larger text talking about the end times. In general, it mentions that we will need to battle an army of locust, and repent of our sins. https://www.youtube.com/watch?v=zQLazbgz90c

GamePlay

This is a 1st person shooter with puzzles and mini games. You start out in total darkness. It is Sheol of the old testament. You have died and gone to your grave. You have a final choice to make, to follow the radiant light (God) and end up in Heaven, or you can follow evil (Devil) and go to Hell. You win if you reach Heaven. You loose if you reach Hell. The game has 20 levels. Each end with a sign post as a marker along your journey. On the sign post is a bible scripture that gives you general clues to how to beat the next level. Light plays an important part in winning the game. A wisp of light can be seen sometimes quickly traveling around. This light points you in the right direction to complete the level. However, that does not mean the light sends you on a safe path. More often than not, the path to victory is the path fraught with the most danger. Based on the bible scripture theme above, you will have to battle an army of locust. Other creatures and hurdles are also in your path.

Progressing - Sign Posts

The game is saved once you reach a sign post. You can think of them as waypoints. You can return to any sign post and replay the level once you have completed it once.

Splash Page

Standard 15 second splash page of title and any other important content.

Main Menu

Right after the splash page. Lets you select the level to play. All levels are grayed out until you get to them. You have to complete the lower level to get to the next higher one.

Ending Page/Credits

A standard “You Won!” or “You Lost!” message. Once you click on it, you are taking back to the main menu.

*** SPOILER ALERT *** The solutions to the puzzles are given next. Please stop here if you do not want to know how to solve them.

Level 1

Psalm 139:8 - If I ascend into heaven, You are there; If I make my bed in hell, behold, You are there.

You are in total darkness. You have to navigate around until you find a light saber laying on the ground. Turning it on gives you a little bit of light to see. This is our lamp and weapon. You notice that you are in a small room with a door. You travel through the door into a larger room. Just outside the door is this sign post. This is the first waypoint. You can now visit level 1 or level 2.

Level 2

2 Corinthians 5:7 - For we walk by faith, not by sight

There are two paths. One is clear. You can see an open door at the end of it. The other is full of rocks and debris. You cannot see past to the other side. Taking the clear path you fall into a hidden pit and loose the game. Taking the rocky path, you learn that that there is another door on the other side of the debris. You open it and see a sign post outside of the door. You can now visit level 3.

Level 3

Acts 26:18 -  turn them from darkness to light, and from the power of Satan unto God

You see a chest of gold. Around it are unlit candles. If you open the chest first, a monster jumps out and you loose. If you light the candles first, then open the chest, a light shines brightly to reveal a door. You open it and see a sign post. You can now visit level 4.

Level 4

1 John 3:8 - He that committeth sin is of the devil

You see an apple tree. A sign with a snake on it says “Free apples, please take.”. On the ground is some money. If you take the apple, the trunk of the tree opens up and a doorway appears. You walk through the door and see a sign post. You can now visit level 5. If you take the money, then a big snake appears and eats you. You loose.

Level 5

Psalms 27:1 - The Lord is my light and my salvation; whom shall I fear? 

You see two paths, one is full of locust. The other path leads up and over them. If you take the path of locust, they will attack you. However, they do not injure you. You use your light saber to defeat them. You see a doorway behind them. Once through the door you can visit level 6. If you take the path up and over the locust, then flying locust drop down on you and you loose the game.

Level 6

1 Peter 5:8 - Be sober, be vigilant; because your adversary the devil, as a roaring lion, walketh about, seeking whom he may devour

You see a cage. You cannot tell what is in it, but you hear the deep roar of a lion coming from inside. You can open the cage, or give the lion some food. If you open the cage first, you loose. If you give the food to the lion, then you will see it is only a small cat. It purrs softly. You can now open the cage. One the other side is a door that leads out. You walk through the door and see a sign post. You can now visit level 7.

Level 7

James 4:7 - Submit yourselves therefore to God. Resist the devil, and he will flee from you.

You are in total darkness. You can hear two voices. They are both speaking in tongues. One voice is good. The other voice is evil. You can hear them get closer to you, then farther away. You need to listen to the voices and go to the one of your choice. If you get too close to either one, an action will trigger. If you are close to the good voice, a door will open with a light shining in. You exit, see the next sign post, and can now visit level 8. If you get too close to the evil voice, then a door opens up, with several locust that attack you. You loose.

Level 8

2 Corinthians 11:14 - And no marvel; for Satan himself is transformed into an angel of light.

You see a floating golden halo. There is a high pitched ringing coming from it. It gets louder the closer you approach. If you get too close, it is like a magnet and you get stuck to it. Then an evil laugh sounds, and a bright light fills your eyes. Then you lose. If you stand back and observe from a distance, the same thing happens, but you are not drawn to it like a magnet. Then a door opens. You travel through to see the next sign post. You can now visit level 9.

Level 9

Mathew 25:41 - Depart from me, ye cursed, into everlasting fire, prepared for the devil 

You see fire. You hear an evil voice talking in tongues, but cannot tell where it is coming from. If you get close to the fire, a scream yells out and light comes from your body and extinguishes the fire. A door opens. You can now visit level 10. If you do not get close to the fire, after some time, then you catch on fire yourself and loose.

Level 10

Ephesians 6:11 - Put on the whole armour of God, that ye may be able to stand against the wiles of the devil.

You see a helmet in your path. If you pick it up, locust attack you. However, you are not harmed. You use your light saber to defeat them. A door opens up with a sigh post. You can now visit level 11. If you do not pick up the helmet, after some time the locust attack, but this time they do harm you. You then loose.

Level 11

1 Peter 2:9 - ye should shew forth the praises of him who hath called you out of darkness into his marvellous light;

You see a large glow. In front of it is a prayer bench. If you pray, then the light dims, and a door opens. You can now visit level 12. If you do not pray, after some time the light goes out. You are in total darkness, An evil voice sounds in your ear, then you loose.

Level 12

John 3:20 - For every one that doeth evil hateth the light, neither cometh to the light, lest his deeds should be reproved.

You see a large glow down a hallway. As you approach it you hear a loud click, followed by an evil giggle and the voice saying “don’t move” If you move forward,, you blow up and loose. If you sand still after some time you blow up and lose. If you move back, a door opens. You can then visit level 13.

Level 13

Ephesians 5:13 - But all things that are reproved are made manifest by the light: for whatsoever doth make manifest is light.

You see an unlit candle and a door. If you light the candle, the door opens. You walk through and see a sign post. You can then visit level 14. If you go to the door first, a click sounds followed by locust attacking you. You loose.

Level 14

Genesis 1. 3-4 - And God said, Let there be light: and there was light, And God saw the light, that it was good

You see down a hallway, at the end the paths go right and left. A voice booms “Let here be light”. A door opens to the hallway at the right. You hear water and see darkness to the left of the hallway. Glowing eyes can be seen. You walk through the door and see a sign post. You can now visit level 15. You go through the left hallway toward the eyes and a locust jumps out and defeats you. You lose.

Level 15

John 9:5 - As long as I am in the world, I am the light of the world.

You see a large globe on the floor. Four round targets also appear on the floor. You have to roll the globe around until it hits the targets. Once all four are hit, a door opens. You walk through it and see a sight post. You can now go to level 16. Placed around the map are several locust walking back and fourth to block your way. If any touch you, then you loose.

Level 16

John 8:12 - I am the light of the world: he that followeth me shall not walk in darkness, but shall have the light of life.

You see a large globe on the floor. There is a path of lights between two targets on the floor. You have to roll the globe to touch both targets, but stay out of the dark areas. If you touch a dark area with the globe, you lose. If you move the globe to touch both targets, a door opens. You walk through and see a sign post. You can now visit level 17.

Level 17

Psalms 18:28 - For thou wilt light my candle: the Lord my God will enlighten my darkness.

You see a locust looking directly at you. Between you and him is a candle. It is unlit. Other locust are going back and forth from left to right across you path. You have to avoid getting touched with them and light each candle. There are 12 candles in a large board. If you get touched by a locust, you loose. If you light all 12 candles, a door appears. You walk through and see a sign post. You can now visit level 18.

Level 18

Psalms 119:105 - Thy word is a lamp unto my feet, and a light unto my path.

You see a path of light going in one direction. A bible is laying on a table on the opposite side. If you touch the bible, a door opens. You go through it to see the sign post. You can now travel to level 19. If you follow the lit path, it circles back around and leads nowhere. Scary sounds surround the lit path.

Level 19

Micah 7:8 - I shall arise; when I sit in darkness, the Lord shall be a light unto me.

You see several spot lights with gaps of darkness. It is a maze of light and dark. You have to follow the path of light. If you get off the path, you lose. At the end of the maze is a door out with a sign post. You can now visit level 20.

Level 20

John 12:46 - I am come a light into the world, that whosoever believeth on me should not abide in darkness.

You see two doors. A note on a table says “One door leads to heaven.” The left one says Lies. The right one says Truth. If you open the door on the left, you loose the game. If you open the door on the right, you win the game.

Submitted

ah blasted. Didnt get to read most of your document, as I dont want to know the solutions in advance.

Spoiler alert! Haha. You've got some good planning there, Doug. Can't wait to see it all in action!

Submitted

Day 3 - I poked around looking for game assets that I could borrow (CC0 licensed), like sounds, models, textures, etc. Just more research in-line with the game design document. 

Day 4 - If I understand it correctly, the Jam is on now. Coding and building the game has begun. I started putting together the first level of the game. I created some basic walls with textures, added some first person mechanics for walking, jumping, and shooting. The weapon is going to be a lightsaber, but it shoots red hot balls of light out of the tip. If I get time, I will attempt to add more complex combat sword style mechanics. I still need to add the some triggers to the scene for turning lights on/off, exiting the level, and the sign post for scriptures. Hopefully, I will wrap that up on Day 5. Here is an example screen shot of what I have so far.

Host

Very interesting. I think this game has a lot of potential.  My guess is that you may need to reduce the number of levels to fit within the limited timeframe.

Submitted

You are probably correct. I thought I had more spare time to give on this project, but some emergency work came up, and I have been battling that. I have only been able to give a few hours per day since I started. Hopefully this should ease up in a few days, then I can put more effort into it. I might only get five done at the rate I am going now. :) We will see how far I get. 

Submitted

Day 5 - Had to work.

Day 6 - Had to work again.

Day 7 - Created the sign post routines for all 20 levels. This is the mechanic that will give you a clue how to solve each level with a scripture. Here is a sample screen shot of the scripture for level 1. 



Day 8 - Created the open door animation for the exit level routine, and the opening splash screen template. I still need to create the artwork for the splash screen. 



Day 9 - Added the exit and save game routines. 


Day 10 /11- ToDos - Finish the save game routines, and level 1 mechanics. Add the end game splash page. Finish the artwork for the opening splash page. At this point the game would be complete and functional with just one level. 

Submitted

I cant help but think that you are playing as a Jedi.

Submitted

Yes you can imagine you are  a Jedi playing the game.  The light saber is really more like a wand for now. It shoots balls of light out of the tip.

Submitted

Day 10 - I got the splash screen image created now. I used the same gothic font from Resident Evil 2 and 7. Here is what it looks like. BioShock was always clever and added the version number to the logo too, so I did the same thing. The light saber represents version 1. 


Level 1 is finished. I have started on the second level now. I will post some pictures once I get it somewhat looking polished. I still have a few game mechanics to finish, and will try to do that in between level building. I had said I would do 20 levels, some with different game mechanics. I am not sure how many I will be able to finish on time. If I get 5 or more, I will be happy with the game.

Looking awesome, Doug! Can't wait to try this out!

Curious, do you think you could add the saber/light sword into the logotype itself? Maybe in one of the "I"s? Give it that Yellow color. Or you could place it right under the typeface in full length. Just some ideas. I really like what you're doing!

Submitted

Good idea. Resident Evil 7 used the VIL to make VII or seven in roman numerals.  A puzzle to solve in their name. Along that line, i did the same thing with just the I for 1.

Submitted (1 edit)

Day 11 - I had to work, bummer

Day 12 -  I got some traction on several functions. Just a few more minor tweaks and the game is finished. Well, mechanically it is sound, but  I only have two levels. Now I need to bust a move and get the other 18 done. by the cutoff. :) When you fail solving a puzzle, I thought about having a scary monster animation jump out at you, but that might be over the top for some, and make it NC-17 rated if it was very disturbing. So I oped for the dramatic surprise. You get the classic Dun Dun Dunnn music and the famous chipmunk stare on a splash page that startles you, but also makes you laugh. Here is an example. 

Here are several random screen shots from level 2.  It is done now. Level 3 is on its way.





Submitted

I forgot to add the ending game splash page. It is just some stock CC0 image, with the contest scripture.


Submitted (1 edit)

Day 13 - Well I got a few hours after church today to test the game, tweak a few things so it works on a Mac and PC, fix a few bugs, and mechanic problems. I think the framework is solid now to move forward with more levels. I started on level three, and hope to publish the game with at least five levels by the end of the week. Here is a quick screen capture demo of what the first two levels look like.

Submitted

Day 14 - I am almost done with level 3 now.  Hopefully, I will finish it up tomorrow and get level 4 done too. Here is an example screen shot.


Submitted

Day 15 - I completed level 3 and almost 4 too. I just have a few more loose ends to tie up. Then it is on to level 5. That is my goal for the contest as a minimum now. Here is a screen shot of level 4 for review. 

Submitted

Day 16 - I have almost completed level 5 now. This will be my final level for the game demo. I plan to finish lit tomorrow and tweak a few things to polish it up for packaging, and distribution. That gives me a day to publish it and fix any bugs or other things I find that need to be added or modified. Here is a screen shot of level 5. 

Submitted

Day 17 - All done! I have compiled the game for PC and Mac and published it ion itch.io. Thanks for another fun competition.

Submitted

Is there anything to do to make this work? Check the video: 

Submitted

Found the problem. Seems it is my screenrecording software that somehow interferes with your game. For some strange reason it doesnt slow the game down, but it makes it so that things happen only when i click a mouse button. Like pressing "ESC" doesnt do anything, unless I press it at same time with left mouse.

Unfortunately wont be able to make a gameplay video for you.

Submitted

Thanks for trying it. This is a standard Unreal Engine game. It might need some power since it is 3D. I use XSplit Broadcaster to make the video above. When I use OBS it slowed down my PC to a crawl. The first level is kind of hard at first. It uses standard WASD keys for movement, and mouse for rotation. The clue for the first level is to find the light saber. Then you can see things better. It is in the corner opposite of the door.

Submitted

Putting this message in case you missed I also posted review right after this one. It is message number 21, so it went to next page, so you might have missed it.

Submitted

Review time. It is a real shame I couldnt make the video this time, since I think you would have benefited greatly from it, especially on level 3 which was extremely frustrating to me.

So, you set to make the winning game this year, and you almost did it, or maybe you even did do so, since this years entries are in my opinion not as strong as usual. That It seems there was not a single complete game, but all ran out of time. Your game was actually only one I at least thought was about complete, although shorter than it was originally supposed to be, but based upon the bugs and problems i encountered, I guess you ran out of time too. Well, this might still end up being the winner. Or actually, right now any game can end up being a winner since it seems to me that You and Me are only ones voting, so if one of us happened to like some obscure game a lot, it might end up winning the whole thing, unless more votes start coming in.

But to game itself. Fame itself, the idea etc. was very good. I liked the puzzle nature, mood etc. in this game a lot. However, some bugs and flaws however downplayed this game surprisingly much actually.

One issue was about how to play the game. I first test accidentally picked the light saber and didnt even realise I did so (when i tested if it works without video recroder) then next I played for real and started looking for that light thing, then saw stick on floor and figured i need to pick it, but how? Well eventually i went on top of it and got it. I however wasnt sure how i got it, but at later in game I realised that everything worked automatically just by going close to them, which was a good choice by the way.

However, this issue was quite minimal issue, since you had chosen to use very small sized levels, so sooner or later the player will accindentally figure out how to do things. A very good choice in my opinion.

This small sized levels helped in future levels too, since while there was somewhat lot of confusion on things, like in second level I didnt at first even know to what I died for when I went close to first door, and this was naturally confusing, it didnt really matter much, since level was anyway small enough. They were small enough that this kind of confusion was affordable and it actually helped with building the real puzzle nature of the game that you actually had to discover what to do in them, and they could basically be pretty much anything, making it a very fun discovery.

You could even say that what you lost in confusion, you won in making the puzzles more puzzle nature, instead of straightforward puzzles with rules. So in the end they balanced each other out.

But then there were some real issues that would sometimes make even despite the small level size, puzzles be hard to figure out.

In first level if you went first to door, you saw the message of not enough light. But if you didnt, and even worse, didnt even check the sign, you could pick up the lightsaber and then hear sound of locked door when you go to door. Now what is there to do after that anymore? Well, in first level you would probably sooner or later try the door again and get through, but in second level this was much worse.

I saw the sign, and then I looked at floor in front of that wrong door being different, so i figured maybe I am supposed to walk at some right spot to that door. So i tried and "you chose wrong way". Well okay, "try again" and a new plan. hmm. Perhaps not by sight means one if these rocks are a fake rock. So i started going through rocks until I got to that beginning opening that I hadnt noticed before. Ah, heres another door. Now I found another door, ha, this must be the right one, this was clever. Except... locked sound. Hu?, it wasnt the right door, then what am i supposed to do.

After some time I come to conclusion that perhaps there is bug in this game that I actually need to read the sign first. So i read the sign first, then go to door, and voila. Now I got through. But this isnt something player should need to figure out. All player should need to figure out is to find that second door. Not that you need to read a sign too first.

From second level, we get to the most frustrating level in the game, the level 3. Oh boy, this was so frustrating it probably took one star out in many categories.

First of all, Dont put that many candles. Part of the frustration came from FPS being maybe only 3 or something at times when there were so many candles, especially since there was no use for that many candles, they actually created some extra confusion there, for first I didnt realise I was dieing for the chest, but it seemed to me like I died trying to lit those two candles right beside the sign. Not even sure how I ended up touching the chest in that.

With this very slow speed, trying to lit the right candles was very difficult, since there were dozens of candles, and only one of them would lit. Especially at beginning when I thought most candles were there to kill me this was specially frustrating. On top of that, you had some really strange movement system I couldnt quite figure out even in the end. I guess idea was to prevent player from moving too far in to darkness, that you had to have light to get there. But at statrt this invisible wall was simply confusing, and on top of that, it seemed to move the player real strangely and I could never make sense to it. At some point it looked like it would automatically move me towards that chest, but that wasnt true. Then it seemed like there were some blocks. Like first candle need to be lit on left side of chest. then second and third on right side. THe fourth would be on left side, but you could get there from front of chest, but had to go from behind the chest, and all this starnge restriction.

When I finally got way to door open, I go open the door, and I am stuck behind the open door, on left side of it, and I simply cant move. At this time I quit and go check your playtrhough instructions, which says I can open the chest in the end, but actually I dont think I can, or at least I didnt, but got finally through the door after lot of struggle and frustration again, even I already knew what I had to do. This level really failed your game badly since I liked that levels idea, but its execution was simply single most terrible experience in all of these speedgames, and that is a real shame, since this level too was actually good in its design etc. just its execution was horribly frustrating experience.

4th level was somewhat funny idea. I also first missed that money graphcis, thought they were some bricks, so i figured, apples or bricks, well, i guess it is bricks. But cleverly it was actually the apples. I first thought you sort of made mistake there, until i realised the other one was money and this was a clever playing with our imagery, that basically we think apples as bad (although it was actually unmentioned fruit in reality), but here we see that here we have like God giving instruction on you can take these, so this direct command goes above the idea that something is bad. Like Dont kill, but when going to promised land, kill them all.

5th level didnt feel very natural. It was important from storywise point of view that you had to choose cross. But main problem was that you never really thought about them locusts as a bad thing. It also felt very much glued into game to get the Joel verse there to justify it as basis for the game. 5th level was definitely the least clever of all the levels and only one that didnt quite seem worthy of being in the game.

From this I get in to the christian message part. This was basically A great example on how to put christian message in game and mechanics. Great implementation basically, however, I am going to rate only 3 or 4 in this case, not because the message part wasnt grat, I actually think you made best implementation of christian teaching this year, but there is one problem competition wise. As we were supposed to use at least one of those given verses as basis of our game, then while I think you had great implementation of teaching, it was actually teaching something else than any of those verses, and for that I need to punish you a bit. If we had had one of those light verses that you are already using, I might have given you 5 stars actually. But understand, only reason you are not getting that many stars from me, is because you sort of didnt get it done in competition rules so to say.

I really liked how those levels played out, that there was mechanic and allegorical sense in them. You need more light (scripture) to see the door(way).

Second level you dont pick the obvious and easy road, but you have to search for the scriptures for the right road which might not seem natural to flesh and you might not see the goal until you reach it.

Third one you shouldnt go for earthly riches, but light your way with scruipture, and more light/scripture you have, further you can go and finally reach the door.

Then at fourth came the idea that apple which we generally thought bad was okay, since you are clearly said you are free to take it. On the other hand, money on the ground we were not told we can take.

In fifth you go to christ even when it is scary and you get there.

Great teaching in mechanics and game itself. Really great one, and bit of a shame having to punish you on that, since this was such a brilliant christian teaching implementation, just from wrong verses.

I almost forgot to mention one thing, there was some responsiveness issue with clicking "yes" or "no" after dieing, which also affected the fun a bit, especially after already being frustrated not figuring out what even killed you, then having to click several times or for long to make sure it reacts to it, makes you frustrated even more.


All in all, if this game had worked better, this had been a clear winner in my mind. Right now these bugs are actually affecting the game a lot. Thanks to this years entries all being very unfinished, you might still end up winning. But man, had this been bug free, I would have very much enjoyed playing this, such nice little puzzles that i enjoyed every single one (even the last one despite it not being that good compared to rest), only frustrating bugs destroying the fun, especially on level 3. Having this good puzzles alone is a rarity in games, especially with such a variety and in combination with supporting scriptures. Graphics, music all working well together. I do think this is worth fixing, since this will be nice little game for christians to play out as a snack even in future.

Submitted (1 edit)

Thank you very much for playing and reviewing this game. I can see you spent a lot of time on it. It is really very helpful to get honest feedback like this to help us improve going forward. You are doing a great service for our community. I wish more people had stepped up and tried. The dev Christian community is very small. We need more people like yourself to be leaders and motivate us. I did review each game, but did not give any feedback. For that, I feel ashamed that I did just like the others. Having said that, I think your AI game has some great potential. It reminded me of Red Alert and Command and Conquer style games where you send soldiers out to battle, and they follow specific rules an NPCs to battle each other. You win by building smarter than your opponent. AI is not easy to code. You did a great job of it in a short time. It took me some time to figure out how to play, but once you catch on, it plays well. I gave you high marks of originality. I think you are the clear winner in that category for sure, if not best overall. I wish I had more time to spend on mine. I only got a few hours here and there after long days at work. I am thinking about possibly expanding this game to a new title, and better puzzles. They key to making them fun is finding that sweet spot where it is not too hard, or easy, not too long or short. You gave me some great ideas on that. Thanks for being the best reviewer.

Submitted (1 edit)

I think you pretty much hit the sweet spot there by making them not too big, not too small. As long as Problems are out, like unintentional confusion on what actually killed you, this game is great.

By the way, I forgot to mention about that blur effect (or whatever it was). Basically I liked that one, it came the game more dreamy feel which suited it well. However, There was downside to it too, which had to do with my machine being too slow. For at that candle place where I had maybe 3 FPS speed, it actually made things worse, especially when I was still thinking that I had died because of having lit the wrong candle, which belief by the way was forced even more by only one of many candles actually getting lit. But otherwise I liked that effect, it was good idea to try something like that, making it also set itself apart from the rest of first person perspective games.

Thanks for encouraging comments about writing reviews. Although, it is easy to be the best when you are only one, making me also the worst.

Regarding my game my biggest fear is that it might be confusing in its current state. Just like you said, it took you a while to figure it out. Afterwards, finally looking from outside without time pressure anymore, I really should have put more priority to having better instructions. On last day I should just have abandoned levels 3-5 completely and just make other things better, like instructions. Then if Had time left, start making them one level at a time. Now I made all the levels as first thing, and when i started testing them, they even failed in the end, creating actually extra confusion when they all open after completing level 2 without any explanation inside game as to why. Just two lines of text at start of game telling that, and push mousebutton to continue would have helped already, but didnt do even that.

Originally those command buttons were just for testing, meant to have picture or text or something there, but in the end decided to save time and leave them as they are, after all, color coding was actually somewhat telling already when you just figured their purpose out first.

This was my first try on AI, although in some sense I did do it last year too, but in different way. This was very good learning experience, and although I would now, knowing better, do things differently and better, I think it came out quite well in the end considering it was trying out for first time. There are naturally problems, like when you attack buildings, units actually move faster than when doing those other two things. This has to do with the pathfinding system I did (theres different method for buildings and the rest), but issue like that is a minor issue, and important part is that it anyway works.