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Sean McLeod's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Intention | #18 | 3.500 | 3.500 |
Presentation | #19 | 3.000 | 3.000 |
Completeness | #25 | 2.833 | 2.833 |
Linux compatibility | #26 | 3.333 | 3.333 |
Overall | #27 | 3.067 | 3.067 |
Implementation | #28 | 2.667 | 2.667 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I chose to not play this one, so I can't offer any feedback.
Regarding attribution/giving credit, given the rules of this jam and the intent behind it, there is a reason that we require participants to make all assets/content themselves unless it is existing Free/Open Culture licenced works. Signal boosting and celebrating the creations of people who have chosen to participate in the Free Software and Open Culture movements is important and valuable. We have disqualified submissions for making use of content that doesn't fit those requirements and/or for not providing proper credit/attribution.
With that in mind, I think it's reasonable to require that the authors and licences of all content that the machine learning synthesis platform you have used be credited as well. I understand that you may not be in a position to do this if you didn't train it yourself, and given that we didn't have explicit rules about AI/machine learning synthesised content, I'm not going to disqualify you here.
thank you for not boot booting me. I'll check my history and look what AI I used. It was something really random. Not even trained.
Are you certain it wasn't trained? I feel like you don't get the kind of almost-Sean-Connery or almost-handwriting in your cover image without using something that's been trained on Sean Connery and handwriting.
Oh, I completely forgot to touch on You also mentioned photobashing - if you weren't using stuff you created yourself, it's important to credit sources there as well.
is this considered training AI? "Ramirez from highlander looking detective portrait" that was it.
I'll reconsider photobashing in the future then. Too much hassle.
No, the training all the images and metadata that the system has processed in order to build its models. It's how the system "knows" what "Ramirez from Highlander" means.
...so, unfortunately, this game manages to hit two different pet peeves of mine: first, when making an archive (like a zip file), as a courtesy to your users, make sure that it creates its own directory (with all of its files) upon unpacking, as otherwise blindly unpacking will fill up your current working directory with files that are then annoying to sort out. Second, a lot of modern RPGMaker games do this, but invisible barriers at the edge of the map are pretty annoying. Being able to see the directions from which one can exit a room is very important, although in this game there are not enough areas that it was very frustrating.
In any case, I feel like making this type of mystery game in a game jam is pretty ambitious, and I feel that it could have benefited from more time: more puzzles, a more intricate plot, etc. I think it does get across the idea of what it was going for. While the focus mode was a bit frustrating to use, I think most of the issue was from technical limitations: a way to turn it on without going into the menu and an indication that it was on (instead of a message when it turned off) would have gone a long way.
ah sorry for not checking the zip file. Noted this for the future.
And about the second one. Yeah. I finished the game way too fast. Plus I had issues with the maker that really discouraged me for the future. Currently I'm learning gdscript. In the future, you'll see things from me in Godot 😉