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arukagiri

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A member registered 37 days ago · View creator page →

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So after being disqualified for using AI to generate a pixel-art image for a cut-scene, which was a totally fair decision and we should have read this page extensively before even thinking of doing it, I do have to say that I'm detecting some double standards in rule enforcing. 

An excerpt of the rule for relevance:

17. No use of AI-generated content. Only licensed material is allowed in this jam.

Apparently the spirit of the rule is to "encourage the non-replacement of roles":

We don't encourage replacing roles or people with AI though so if it's clear it is AI replacing a role it's against the spirit of the rule.

This was in response to someone asking about web art (css, html and js) generated through code above, which was one of the examples of the grey area that is allowing copilot and AI code.

Again, I agree with not allowing AI assets, but if the spirit of the rule is to not replace a role, then what about replacing a developer? I'm pretty sure there are some models capable of producing the whole code for a decent game just tweaking it enough to adapt it to the theme. And let's not forget that license infringements by AI is done outside art and music too, code being public doesn't mean it can be trained with as it might infringe open source licenses, a long-standing debate by now. May be that license infringement is just another excuse for this rule, as AI fed with owned materials seem to not be allowed as well. Never mind the fact that CSS AI art being allowed in theory just because it is code-generated, which is quite the stretch when one can very easily translate a pixel-art image to CSS.

I hope this can be taken into consideration for future jams and don't allow such gray areas and fully enforce the non use of AI as a whole, I know is harder to detect in code and would mean taking code submissions alongside the distributables, but I think it's only fair. More so this being a trigger-happy disqualification rule, our game was almost immediately disqualified (meaning no user ratings at all,) whereas I have been reporting games for clearly going against rules 1 and 4 and not seeing much action taken. And again, I agree with the rule and I think the enforcement is fair, just a little disappointed that coding is not seen in the same light as art and there is clear bias in rule enforcement.

Thanks for reading and the best of luck with the rest of the jam.

Yess, that was exactly the idea behind it, and we left it to the player to find out! Cutting the trees will also fill your damage gauge (below player health) and it will have a chance of having buff drops, one being a cooldown down, but the cooldown might have been a little high from the start.
Thanks for playing!

Thanks for playing! Your game looks really good too, I'll get a windows machine just to try it out and rate it!

Fair enough, we somehow missed that rule, I know it's late to update the submission for the jam but we will be removing those assets to honor out the decision. Thank you.

Thanks for playing! That's fair, there is an extra mechanic to encourage the player to spend time on air with the axe, cutting down trees to charge the bar below the player health, thus compensating, but it might have been a bit too obscure for a jam without a proper detailed explanation and probably we should have added damage numbers to make this more obvious!

Thanks for playing! Curious to known in which way you felt the controls were too much, it requires a bit of practice but we felt the player could get used to it quickly, but it might be our based opinion spending so much time with it so I'm interested in your answer!

Thanks for playing and the feedback! I agree, we were struggling a bit for time and sfx suffered the a bit lol

I really liked the art style and the mechanics! But I feel it might have been a stretch rotating the room as the theme implementation as then the boss  struggles to move and is left an easy target, besides the fact that it happens sparingly.

Really interesting concept! I do think the theme was a bit misrepresented but good game regardless, seems polished and the typing mechanic well thought through.

Super creative entry, I loved the cinematics and how different each boss was! I do agree with others on the colored bullets mechanic, they feel a bit underwhelming, but really good entry otherwise,

Excellent take on the theme! I feel like the fact that the rotation speed depends on the radius where you are moving (encouraging you to get closer in order to rotate faster, while at the same time putting  you in greater danger being closer to the boss) is a great mechanic. I do think the visuals a bit jarring though, but really good regardless!

Nice style, well put together! But maybe a bit hard, given that the bosses have quite a bit of health and attacks are not that varied, but might be my noob pov given that I wasn't able to get too far as to see a possible phase change. 

Thanks for playing! Main idea was to remain with the axe on air to max out the damage modifier, but given this is the second comment regarding cooldown it clearly was too unintuitive, we will have it in mind, thanks for the feedback!

Played on web, which might be a stretch, the game not playing that smoothly. The defense up and attack up mechanic was interesting but the boss in itself a bit underwhelming.

Love the art and the whole vibe, super high quality! The controls are quite interesting, a bit clunky perhaps but a great take on the theme regardless!

Thanks for playing and for the feedback! Yeah it might be a bit too punishing, to counterbalance it there are 2 core concepts we implemented, one is the cooldown down buff you can pick up by cutting down trees and the other is the damage multiplier you get by cutting down trees and staying on air, thus most of the play time should be done with the axe moving, or at least that was the idea!

Thanks for playing!