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Mind Control Slug's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #17 | 3.091 | 3.091 |
Presentation | #20 | 2.909 | 2.909 |
Overall | #24 | 2.636 | 2.636 |
Fun | #34 | 1.909 | 1.909 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How did you implement AI in your game?
I have several components. I used strips/goap planning for entities to reason about how to acchieve goals. The goals were picked and ranked using a utility implementation. The pathfinding uses flow fields. And the actions themselves are a bunch of hard to wrangle complex yet somehow small finite state machines.
If Generative AI tools were employed, how did you use them in your game?
I didnt use anything like that
What game engine is your game built in?
Unity
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Comments
Cool concept, I’d imagine you could build this out with some kind of objective like getting the snail from point A to B, or something like that :)
Cool thing. Would make the controls a bit more responsive and give it some sound / goals to do (throw apples at the basket somewhere?..), but it's an interesting idea. Reminded me of first person view spells back in Dungeon Keeper.
It kind of reminded me of the garden of Eden. All the apples falling from the tree and you aimlessly slugging around on the floor. Cool prototype for sure! I dont know if I would make it so that the distance away from the slug causes the takeover to cancel as that was getting really frustrating trying to take over a character and pick up an apple only to get disconnected because the apple was a step or two, two far away from the mental connection.
Thank you, I agree the proximity requirement for the mind control is quite annoying, I wish I cut that from the submission. There was supposed to be more around that in terms of gameplay and visuals to indicate where the boundary was. One of the functions I wanted to include, but couldn't, involved picking up and throwing the slug and the proximity thing was supposed to snap you back to the slugs perspective when you flew too far and that was going to be a puzzle solution. I had a few puzzle ideas involving the proximity mechanic/constraint and that's why its in the game but I neglected to take it out. I probably could have enhanced the experience much more if I had removed it especially since its one of the easier things to cut and not break everything else lol.
Definitely an interesting premise, would be cool if there was an objective of any form but the game is very pretty.
Thanks, originally there was but it was too much for myself to handle to implement the original premise in the time I had and I gave pretty much everything I had to get it out in this state. I had to make some hard decisions about what the bare minimum submission would be. Originally, there was the idea that you would try to achieve an objective and there would be obstacles that required you to think about what actions and context could get you past a barrier, the first would be the player controlling an NPC and throwing the player slug over a wall which was nearly in the submission but I had to cut it due to instability and being unable to resolve that instability in the time I had. The major lesson I learned in that respect was that I need to implement a good finite state machine to handle action behaviour. It was essential and something I should have properly implemented instead of trying to cut corners to save time because the instability from that decision caused a large chunk of my time to go to debugging those problems that arised from that, particularly as the number of NPCs rose and those problems became unavoidable.