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A jam submission

Operation Chicken NabbingView game page

Embark on a mission to recover a fabled AI from the past, in order to overthrow her tyrannical sister
Submitted by tatoyoda600 — 6 hours, 7 minutes before the deadline
Rated by 28 people so far
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Operation Chicken Nabbing's itch.io page

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Does your game contain AI-generated content?
Sounds: Uses Neuro-sama audio clips and songs

How does your game fit/incorporate the theme of the game jam?
Neuro is the remnant of the past, having been destroyed in the future where Evil reigns supreme.
The game is about recovering the final remnant of past-Neuro in order to recreate her and confront Evil.

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Comments

Submitted

I enjoyed it! There where sometimes that I got stuck with a guard blocking the only exit, I think that you should be able lure the guards to somewhere else by hacking. Still was a fun game to play!!

Submitted

Neat concept, though I feel like I must have misunderstood how the hacking worked since I never got anything to happen by pressing the keypad. Pressing a letter made a sound, but nothing else happened as far as I could tell. Pressing a number did nothing at all. Idk if it's just because I didn't get to a "hack spot" or smth maybe? But I never really got far since I kept walking into rooms with Evil in them and getting hit by the harpoon-inator 3000.

I saw the changes to the camera you posted on discord and that does look really smooth, so I'm happy you're still working on it.

Submitted

Really nice game and concept but like a lot of other people said, it plays very slowly, especially when you wait for the guards to move. It would be nice to have an indicator of the passes you already have. I spend a while going around in circles because I forgot I had the pass I needed

(+1)

Really cool game. Though it can be very slow when the enemies decide to take a cup of tea and not move for ages.
I would love for vedal to have a chance to move when crossing an enemy room, but I guess with the game "framerate" (Frame pace) it's imposible.

Thanks for making it. I enjoyed it.

Developer (1 edit)

Yeah, sorry for the slowness. I wish I would've managed to have the time to add the time scale slider I wanted to implement, ended up setting the timer too slow while trying to make it more accessible.

I assume by "move when crossing an enemy room" you mean escape after entering a room with a guard?
That would kinda change the type of game it is though, the idea was for you to go through fully undetected, using Neuro to scout ahead and prep things before you even enter the room, and that's why calling Neuro is so strong. She not only reveals how many guards are in the room, but she also locks down the room making it so that no guards can enter or leave it, so you can use Neuro to lock guards in rooms you don't care about and to make sure empty rooms stay empty.

(If I'm wrong about what you meant please do correct me, I've been polishing the game up and am glad to take recommendations)

No, no, you got what I said right.
WAIT. Neuro can block doors?! The doors definitely need to show some "electric shock" or something when you call neuro on a room to signify that.

Good luck on polishing the game.

Submitted(+1)

Great concept! Some polishing would make this really good! It was fun!

Developer

Glad you liked it!
Polish coming soon

Submitted(+1)

cool idea! i love the vedal drinking animation! the game plays a bit slow, most of it is waiting and doesn't feel too much like actual infiltration. there is also no indication of what color key cards i've collected. i think having neuro doing the hacking is great but needs more interactions other than just revealing rooms. maybe give her a limited-use power to distract guards, hack doors, etc. then it will feel like a real operation. might even be a good co-op game. anyhow, good job!

Developer

Thanks for the recommendations!
The game playing slow is a bit of a consequence of me never managing to add in a pause menu, originally you were going to be able to control the turn timer, so you could set it to the speed you were most comfortable with instead of being forced to play fast, but no menu means no place to set that, so I just hardcoded some midpoint value that I thought would be ok for making it accessible.
I'll keep in mind the idea of giving Neuro more abilities, you're right that it could be quite cool, just gotta think of what I could give her without making the game too easy...

Submitted(+1)

Great entry, managed to beat it after a few tries!

You mentioned in the comments, that you wanted to make the turn timer speed adjustable. I think a fully turn-based system might also be a good addition, where the guards move every time you make any action - so picking up a card, hacking, or entering another room. Since you cannot be attacked while you're standing still, it wouldn't make a lot of difference gameplay-wise, but could make things snappier. Fully turn-based is supposed to be better for the Neuro integration too.

Developer(+1)

Yup, that was what I was planning to do for the Neuro integration.
I didn't want to do that for human players because I didn't feel like I'd manage to make something that would be challenging enough to be engaging in the duration of the game jam if I went with turn based, which is why I opted for this pseudo turn based system, where you're forced to keep up some pace at least.
When I add it for Neuro, I'll probably add it in a settings menu as an accessibility option though, especially if I manage to think up some twist on the mechanic in order to increase the challenge for harder levels.

Submitted(+1)

Waiting for the guard you can't see to leave the room somehow remind me of Alien:Isolation; which I really like

Developer

Thanks for playing, and I'm glad you liked it!
I'll have to look into Alien: Isolation for ideas on how they make the waiting more fun, since I think my current system would get pretty boring with more levels.

Submitted (1 edit) (+1)

Once you realize how the game is played, this is a really nice and engaging game. Good work!

PS. The GitHub link seems to broken, or might be set to private.

Developer

Oh, you're right. I forgot to set it to public...

Submitted(+1)

im not sure if im just stupid or if the game is to blame

the description says neuro will tell me if evil is in a room, but there was no neuro giving me any such information. the clock didnt seem to have a use either, and clicking the numbers on the left didnt do anything. this turned navigating away from evil into a game of chance and i eventually just gave up because it seemed impossible to make any progress

on top of that, the music kept switching from left to right and sounded glitchy every time i moved. this could be due to my computer's performance (game was running at about 5 fps) but regardless, it was not fun

Submitted

...on looking at a screenshot i have realized this is because the "ABCDE" part of the buttons on the left was cut off on itch's mini game window... i switched to fullscreen and am now playing correctly

Submitted

i have also realized the clock marks each cycle on which evil can potentially move, and the pings by neuro vanish 2 cycles after being placed

Developer

Oh, I forgot to update the description to mention that issue with the non-fullscreen view, sorry about that (I learned of the issue earlier today)
Yup, as you've noticed, all the events in the game are controlled by that timer. Ideally you'd be able to control the length of that timer, so that it's basically a turn-based game, but I never had the time to implement any menus, so I just ended up throwing some midpoint value for the timer length (It can be a bit long if you need to wait a few cycles, but I didn't want to exclude any players that might need that extra time)

Submitted

after this revelation i got it first try, and being able to play correctly made it much more enjoyable! lol who woulda thunk!

my only issue is the performance and audio, i even downloaded it because browser games usually run poorly but it wasnt much better. in fact the only thing it fixed was the left-right with the audio when moving (still had weird glitchyness though)

Developer

Could you elaborate on these issues?
I don't know of any performance issues yet, I'd love to know what causes them and what effect they have if there are any.
Same with the audio issue you mentioned. Are the left and right audio tracks not playing the same sounds for you when moving?

Submitted(+1)

The game is fun! ran into a bug (I think) where the turtle freaked out and the song in the background became slower with lower pitch, so that freaked me out, after which I got teleported to a different room and I can't move anymore, other than that its such a cool concept with great execution!

Developer(+1)

Now that sounds like a crazy glitch, I wonder how that could've happened.

Submitted(+1)

Oh!!! The game is challenging but engaging =O
Great job!
Do you accept feedback?

Developer

Absolutely, all feedback is much appreciated!
Especially good to know what improvements people consider important/necessary, cause I've got my own list of stuff I'd have liked to improve but didn't have the time to, but others might have a different list and different priorities, so please do tell.