I think it was pretty easy to understand in it's current state honestly! The only thing that I had to have explained to me was that I could use the gestures to find the delayed robots, but other than that, it was pretty comprehensible as is :)
Eric Mazza
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The fun with escape rooms comes from having to figure out how to escape, so explaining both steps necessary to escape kinda removed the fun from it for me.
The presentation is excellent in my opinion, you have a great vibe here, but unfortunately it loses a point from the presentation for the really loud audio that can't be adjusted within the game.
I think if you were to continue trying to improve it, I would recommend:
- Add audio settings
- Include more interactable things in the environment
- Don't explain how to escape in the same spot where you explain the controls(Don't explain how to escape anywhere, maybe small hints would be good but not in the starting room)
- Add more steps to acquire the necessary items needed to escape, it's not a lot of fun to just wander around with a key until I find a room with a hammer
- Remove the big glowing neon sign that tells me where the exit is
All in all, I think this is a great base for an escape room game that could be a lot of fun!
If I had a recommendation for you, I would say to allow rotation to go further on it's axis. In a space game like this it feels weird to hit a hard axis lock when trying to reach things. Otherwise the controls are pretty interesting, it's not common I see a game that exclusively uses keyboard controls. Another issue I had was that using multiple rotation controls at once (like up and left for example), it wouldn't actually do it. It would just choose one of the directions, or do neither.
This is a very interesting premise. The first boss is definitely a little too overpowered with his first phase. It was pretty challenging to get past that, but once I got past it the second phase was a lot more interesting.
Waterbot appeared to be completely broken though. He didn't move at all, I just shot fireballs at him until he died and occasionally he would deflect one of the fireballs back at me.
Would be cool to see some more polishing and a more bosses
This is a really neat concept. From my understanding you made this in 3 days instead of the entire length of the AI and Games Jam and I think this is a pretty neat proof of concept! Would be cool if the player was able to die and if we had some form of UI indicating maybe how long the player's absorbed ability will last. All in all, pretty good!
The fun part of this was just generating a bunch of really cursed images. I tried playing with 3 friends and 2 AI and we had no idea what was going on the whole time. It felt kinda broken unfortunately and we weren't really even able to complete a single round. I hope this is only our experience and others are able to play it fine, but I would love to see this in a more functional state.
Wow this is surprisingly fun for just being a quiz game. I'd prefer if it didn't make me lose automatically after guessing one thing wrong, I'd rather that just be a point debuff but maybe that's just personal preference. The visuals for this are astounding and overall, this was just a really great time to play. Very well polished as well. Great job :D
This is a really cool approach to a machine learning based game. It was very fun to play for a few minutes. The presentation leaves a bit to be desired but overall it was super neat. I had a moment of "OH WOW, it's learning based on what I do". Really cool concept, would love to see something like this more fleshed out!
Hey there! The game is kinda inspired by blackjack. The goal of the game is to get the "Plate Total" to perfectly match the "Goal" without exceeding your "Budget". The hunger determines how many sushi you can eat to reduce your "Plate Total".
The sushi showing up blank isn't a bug, it'll only show the outer most sushi so that you have to make your decisions based on that! Hope this helps :)