Holy Stonkos, that’s a lot of legs!
turnercore
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It is totally AI generated, which does cause some wonkiness. Right now there is only one battle, it’s basically a battle system prototype. I’m hoping to add a couple of more enemies and smooth out the bugs (known game crashing ones) so you can basically do a kind of gauntlet.
There’s no overarching story so far, although it would be fun to try to incorporate one with the AI (and probably quite hard), probably a different project.
Thanks for playing and for the feedback! If I get the time during spring break I’ll add a couple more enemies and iron out the bugs. I also want to include a page so you can see other people’s combat logs after you finish.
There’s a bug right now on restarting the game. The reset battle function is missing. Sometimes the ChatGPT will bug out, I’ve been experimenting with making it a little more stable.
Can’t wait to put more enemies in though, I have a Terminataur that think’s he’s the Terminator. I convinced him not to fight by saying I knew where Sarah Conner was
Thanks for playing! Here’s some info to clear things up.
Yes, you’re talking to a ChatGPT that thinks he’s a goblin (for the first enemy). The AI only learns from your current conversation as of now.
Right now there is only one enemy (actually there are 2 coded but I didn’t have time to put in the reset battle script to let you fight the second one.
Login is just so you can save your conversation and battle log. I plan to eventually throw some achievements and make a front-end website so you can see data about the games and yourself. That said it’s just a side project and you are welcome to safely ignore the login.
The escape button literally just closes the program. It was more of a joke, but I didn’t know it would freeze the browser part.
The questions are super helpful, I’ll update the main page and game to make things more clear. All my games so far have been made in under a week, I plan to go back and do a small polish and bug fixing pass on all of them during spring break.
A great entry into the jam! UI and everything looked and felt great, the game was responsive as well. There was mainly just a lack of communication about how/why the heroes were leaving, I would have liked to know how long they were going to stick around, as well as enemy health. I think Arroslin is spot on in his critique! Fun game, well done!
This idea was really well executed, the sound effects were very satisfying, the music great, the humor and art were awesome. I honestly think with maybe another pass at the control scheme (maybe adding controller support), maybe adding an overarching story, and nailing the level design this could be a full release.
Thanks! It was very interesting to use a new tool to quickly prototype a game. I think the AI art has a pretty cool place for concepting and prototyping a project (although it can be very frustrating to make it give you a consistent style). I still think you'd either need to do a lot more work on top of the AI generated stuff, or just redo it completely for a finished game, but it's pretty fun to work with and can be great at helping generate ideas.
Haha yeah the physics needed another pass. I arrogantly thought I'd ignore the built-in physics engine and just make my own so I had more intuitive controls. Obviously my hubris was punished by the gods of vector math. If I had had more time I would have fixed the character controller and redone the planet gravity interworkings, esp. the mass increase on the planets. Although in the end it's kind of funny when you make every moon smash into a planet.
I'm going to try it again for sure, I want to see all the writing!
I thought about it a little more and the only design thing I'd say is to maybe let the player experiment a little more off rails. Sometimes it makes sense to block the player from doing one thing before another thing, but sometimes it doesn't (like having to try one item and then use the other so the in game character catches up to the real life player thoughts, it's nice to have them more in sync). It's better to block the ability to get the needed item entirely than say that they're wrong for using the item on the thing when they aren't. For instance, once I figured out the pattern it would have been nice (and I likely wouldn't have gotten stuck) if I would have been able to try something crazy and it just works (maybe have the character be surprised by it working).
It also has to do with the normal flow for adventure games and what people are expecting, for instance if your game requires trying Item A on Thing 1 and then trying Item B on Thing 1 it can make people stuck if they've already tried Item B on Thing 1 (why would it change). While it may totally make sense in your game, people may just never try Item B again because in most games it wouldn't change the outcome. It feels a little crazy and desperate to try something you've already tried and been told no. Technically your game is more clever than a lot of other adventure games, but because of the context it ends up being confusing.
I'm only giving this much feedback BECAUSE I think it's already great! Also, if you want to delve deeper into giving clear instructions/feedback, I'd highly recommend Don't Shoot The Dog, which is a book from an entirely different domain - animal training and operant conditioning - but I think a lot of the lessons can really apply to game design.
Thanks for the feedback! It was AI generated, but I did do a lot of refining of the prompts and then photoshop to get it a fairly consistent style. It was really fun using it for a game jam or concept art, although for a real game I'd need more bespoke assets for sure. I liked playing around with the new technology to see what it could do!
The writing was amazing, the sound effects and animation were amazing, and it was super funny! This is probably my favorite one I've played so far! Loved the red stapler and hilarious implementation of multi-use. This was super fun!
I got stuck at the beginning trying relentlessly to make spicy water, but went back and tried again and got it. For a bit. Then I got stuck again (need to print something, computer password just said need to look at the computer more, looking at the computer didn't change that)...T.T which is a shame because I mean this was just great! I would have liked the game to acknowledge that I got what was going on even though it didn't make sense near the end though, like with the printer ink and making me try it, I think at that point it would have been funnier to just have the game say "well, this doesn't make sense since I have the printer ink, but at this point why not?" By that point I was like, oh I know what to do, but it wouldn't let me do it.
Really way to go, 10/10
Sacrificed my loyal followers, got beaten up by a demon and lost in two turns. 10/10 would be demi-god again. I REALLY liked the implementation of this game on the concept, although the demon got 2x 2xdmg and one shot me, so I see he's not pulling any punches. Obviously it would have been great to see all the cards be unique followers with backstories and families and simulated trust in their god, but for game-jam game this was perfect.
Also, the sound effect and visuals for a sacrifice were timed perfectly to make me laugh every time.
Love to see other Godot devs! The music and the horrible, faceless creature attacking me were genuinely off-putting, love it. I had issues with lighting and shaders when I exported to the web from Godot as well.
"(PAY ATTENTION TO YOUR HEALTH + FREEZE level or you will die eventually)" - 🤷♂️ we all die, eventually
I'm in love with the character art/animation and the tutorial graphics/sound/presentation on how the buttons worked. I so wish that the button wasn't c, it's hard to push while you're moving! There was also issues with the collision shapes being visible, and the collisions had trouble with the sword sometimes because it was so big so it'd go through them. At one point the camera decided to leave me and my steam-powered sword and go on it's own adventure which ended mine. Game had super great vibes.
I really liked this! I LOVED the start menu being able to play with the controls, I totally knew how to move before the game even started. I was confused a bit about how to win the level at first, but the controls were fun so who cares. I almost want to see this with controls to be able to shoot a jet pack to counter the bullet force as I think that would be fun.