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Autoficial Intelligence's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
On Topic | #279 | 3.529 | 3.529 |
Visuals | #441 | 3.000 | 3.000 |
Sound | #470 | 2.706 | 2.706 |
Creativity | #473 | 3.059 | 3.059 |
Fun | #620 | 2.353 | 2.353 |
Simplicity | #640 | 2.941 | 2.941 |
WOWIE! | #641 | 2.294 | 2.294 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Music Source
3xBlast on opengameart: https://opengameart.org/content/operator
Credits
WaveCollapse and blazecus
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Comments
Not quite sure if I played the game correctly - the camera moving around the palyer is trippy - I like that. The overhead view reminds me of the original GTA back in the day! Music is really good.
Interesting concept
The gameplay was good. But the camera could just follow the player, instead of rotating. Nice concept!
good art and gamplay. Cool game !
This game has some really funny moments great job.
Love the visuals
Amazing game love it no bugs so far
(some of this is review is a bit critical, don't take it personally, it's meant as ideas for what i think would be improvements)
- the first thing i did was trying to drive the car, not knowing that the arrow (i think?) shows where you have to do the delivery; instead of letting the cars do their thing and only intervene when things go wrong. overall, new player experience could be improved
- you get limited situational awareness since the camera has a fixed zoom, is bound to the player, and the player moves so slowly.
- the walking speed is waaay too low to keep up with more than 1-2 cars. increase it, or straight up get rid of the walking mechanic and "observe from above", controlling the cars would be remote control. That would be kind of an RTS where your units can do incorrect things...
- "you got pummeled" is very unforgiving especially since you have to get close to get in a car...
- i think the arrows are actually quite smart and show what you need to know depending on what you're doing, but that wasn't obvious. they would at least need to look different for each purpose.
And since most of what's happening is off screen, you rely on the arrows to tell you what is going on. So when you drive, you suddently become "blind". This has the side effect that "kidnapping" a car to get around the slow walk speed isn't viable
- the cars have different states they can be in: OK and delivering, OK and returning, corrupted, broken (is there hidden HP?), stuck (that one has great feedback with the horn sound)...
I think all of this is useful (essential) information that needs to be conveyed to the player somehow.
Right now you get a message saying something went wrong, then you have to go check out every car, guess which one has the issue based on its behaviour.
- the game mostly plays itself, usually, in general my effect on the game world feels very restricted...
corrupted cars, afaik you have to just wait it out for the antivirus to fix it,
broken cars, a similar situation, only it's a tow truck that comes to fix it, and i couldnt find a way to prevent the damage other than manually driving all the way (impossible because there are multiple cars) or randomly stumbling on one and managing to walk to it in time before it self destructs
The only cases where i almost always fix something by intervening is if the car is stuck / lost
- is there a win condition? if it's just a high score game, why doesn't the death screen show the score?
Other than that, this fits the jam theme incredibly well!
sheesh that's a wall of text
Nice world. Didn't really know what to do though :)
Nice game - great use of wave function collapse for the levels
Lol! My first idea was to take control of the car too!
The game worked well for me. The rotation of the camera was a bit confusing when i was chasing the cars but, after some time, i adapted to it.
Nice job!
I wish it was possible to actually keep up with the cars so that it could be fun
I wish I could zoom in :)