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I love this game, it's really enjoyable to play, but I have noticed a couple minor issues

1) NPC AI

Mainly, there seems to be a slight disconnect where the the ai connects to the rest of the game. I had a message up when I was with Darian saying that we slept the night and the storm broke during the morning, but the storm was still there and we had slept about 3 hrs (from the start of the game which might've possibly been the problem or it might not)

2) The follow system

I had Darian follow me to the tavern, we spoke about our plans, ate lunch, and he was supposed to leave, but as I left the tavern myself, he was following me. Even when I went far from the village, he continued to follow me.

3) AI interaction

I've had Darian offer to bring me to Gareth to talk about the shack when we got there, Gareth wasn't even at the bar, but I was still able to continue with Darian as if he was speaking to Gareth. I've also had it where I should've been speaking to two people at once (The alchemist had caught Darian and I together) but I couldn't speak with him (maybe that feature isn't implemented yet or unable to be implimented)

Two final suggestions: You may want to put signs near the doors of the shops, taverns, and bathhouse so newer players could figure out what place they were at and possibly markers to point to spots on the map you use to go outside the village (I couldn't figure out for a while where the slimes were or the dungeon/cave system in the pics was)

And a way to pass longer stretches of time. The bed allows until rested or until morning, sleeping anywhere else allows until rested, but could there be a way to pass say an hour or four without repeatedly pressing the wait button?

Other than those, I love the game and can't wait to see where this goes.

(+1)

#1 Is a problem with the model itself. The AI gets passed information like when the character went to bed or got up, Nemo (the model) just doesn't have the brains to connect the dots sometimes. Nemo is a 12 billion parameter model so that's one factor, but even 70-400 billion parameter proprietary models by OpenAI or Anthropic blurt out nonsense sometimes.

What is needed is a proper reasoning model alla OpenAI's o1 or DeepSeek's r1 that thinks about the situation for a dynamic amount of time before talking. It will be a while before we see an open model like that in the same size class as Nemo though.

#2 I'm trying to find ways to curb this but again, Nemo is just very likely to nonsensically order the NPC to follow you. I've already limited certain function calls to certain keywords in the dialog, but once Nemo gets the opportunity to call the follow function, it will do so for reasons I don't understand. I should have the NPC eventually give up though.
The AI that does the function calling also only "exists" for the moment of the decision after the NPC says something (that's the little "thinking" label on the input box). Having the same AI do both the talking and the function calling is too confusing for Nemo. A reasoning model would be able to handle this in one go.



I've also had it where I should've been speaking to two people at once

This should be possible with Nemo, but it's not implemented yet.

And a way to pass longer stretches of time.

Check the abilities tab. I will make this more obvious though.

Ah, I thought the wait command in abilities and R shared the same amount of wait time. I'll have to use the ability more often. It's a little amusing to find out that the game just wants the NPCs to stalk you for no reason though (Darian, I'm not up to no good, I swear it!)