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Amor Ex Machina's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Storytelling | #3 | 3.548 | 3.548 |
Presentation (on itch.io) | #9 | 3.667 | 3.667 |
Overall | #9 | 3.418 | 3.418 |
Audio | #10 | 3.405 | 3.405 |
Art Direction | #10 | 3.976 | 3.976 |
Level Design | #11 | 3.190 | 3.190 |
Game Play / Game Feel | #13 | 3.310 | 3.310 |
Innovation / Experimentation | #21 | 2.833 | 2.833 |
Ranked from 43 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Year of education
Credits (names and roles of entire team)
Erik Glastra: Project Management, Scrum Master, Level Design, Puzzle Design, VFX, Script & Narrative, Trailer, Design
Nathalie Prinzell: Project Management, Documentation, Sound Design, Voice Director, Playtesting Supervisor & QA, Webmaster, Design
Rasmus Westberg: Level Design, Puzzle Design, Mechanics Design, Lighting, Design
Miguel Redondo: Programming, Lead Puzzle Programmer, Lighting, Shaders, Design
Karam Hariri: Programming, Lead AI Programmer, Lighting, Shaders, Design
Anette Essel: Original Gameplay Concept, UI Design, Environment Artist, Rigging, Animation, Graphics Design, Cinematics, Web Design, Design
Annie Karlsson: Original Story Concept, Concept Art, Character Design & Modeling, Environment Artist, Texture Artist, Cinematics, Script & Narrative, Voice Director, Design
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Comments
Wow! Super nice! I really love how all the features in this game feel like they were tested and balanced well. The art is super nice and the "cutscenes" or whatever you call them were so nice! The constant story during gameplay was both engaging and interesting and I loved hearing it in the background as I was sneaking past the gaurds and hacking doors!
I think it was just my unpatient playstyle, but I definately didn't use the hacking of guards as much as I should have! I trusted mmy sneaky skills.
Sound design and art were very very nice. I couldn't have asked for more! Awesome job guys :)
Thank you very much! We’re glad you enjoyed it!
And there is definitely no such a thing as a wrong way to play our game! Seeing how differently each player plays our game has been fun for the team, too. :)
A very polished and balanced game. The story is a red thread throughout the whole game and makes it almost like a movie. The puzzles adds a nice dimension of solving to contrast to the stealth-gameplay, which keeps the game dynamic. The environment could have been more varied to help with navigation and interest and maybe for the future to combine with the story. The minimap makes the navigation so much easier and to being able to control the enemies was a really cool mechanic, and the particles floating in the air adds to the feeling of a finished game. For 8 weeks, this is a very polished game. Good job!
Thank you very much! We’re glad you enjoyed our game! :)
The door puzzles and the visuals are the strongest parts of this game. The models, textures and colors look nice together and the enviroment and colors fit perfectly together. I never reached the end of the game, because of confusion and frustration. Even with the signs on the walls, the level design felt confusing and I got lost a few times, and did not now where the end goal was.
I wish I could explain myself better, but the movement felt off. The movement was a bit too flowy and the camera was a bit too smooth. "Mind controling" the enemies was cool, but I was always worried that I might get "killed" if the other enemy managed to reactivate the other before I reached them.
Thank you for your feedback! We will take you feeback into account should we continue developing the game in the future. :)
Impressive visuals, satisfying feedback, and a ramping difficulty kept us hooked till the end. The door hacking puzzles was a nice change of pace without being too distracting, and the narrative left us wanting even more. Seeing the game improve in each update has been a fun experience, so great job!
Thank you for the lovely comment! We’re glad you enjoyed the game! :)
Love the voice acting and the puzzles! Good amount of challenge!
Thank you! We’re glad you enjoyed the game!
Love the voice acting, love the story, absolutely adore the hacking mechanic as well as the electrical locks. I felt frustrated several times over not finishing puzzles, but never in a way that made me want to quit the game. I think that the running animation looks a bit funky maybe, if I'm actively trying to nitpick. Otherwise fantastic job
Thank you for your feedback! We’re glad you enjoyed the game!
It looked amazing! The aesthetic was super good and really fit. The art and music was great and really fit too. I loved the addition of voice acting and the short story in the beginning!
The controls were.... quite clunky and hard to use. I'm more of a design and graphics person though.
This is super nit-picky, but I could hear the swedish accent lol
Thank you for your feedback! We’re happy to hear you enjoyed many parts of the game! :)
However, we’re sorry to hear you struggled with the controls. Was there anything specific that caused them to feel clunky?
As for the Swedish accent, maybe the factory builds their robots with Swedish settings? :D
Really nice art and aesthetic!
Thank you! :)
The assessment that my chance of success was 1.6% was indeed too high... sigh.
Thank you for the feedback! We’re sorry to hear you had struggles with the game. Is there a specific issue you would like help with?
Once I figured out which was the front and which was the back of the robot it became easier to whack them, which made the game easier. The part I had trouble with was where you had to take over a robot and get it to distract two other robots towards the end of the period of control, then get past the two distracted ones plus the one you'd just used to distract them. That's where I met my doom.
The game allows for many different solutions in such scenarios. In a situation where there are multiple guards in the area, there is multiple things you can try out by combining the different mechanics of the game.
It can sometimes be the best way to try and see if there is a possibility to take another route. Often the longer route is less risky. Don’t forget to take advantage of the extended minimap in the first-person mode (activated by pressing Q / R3) to observe the position of more guards!
For a more advanced tip, sometimes instead of distracting the guards during a guard take over by pressing E (Keyboard) / X (PS4 controller), which risks multiple guards being alerted, you can leave the guard that you have taken over to a spot where only one of the currently active guards in the area can see the guard that you’re currently in control of. Then instead of trying to alert the active guard, you can then return to the body of the player character. If you have positioned the player character in a good hiding spot you can wait until the active guard notices the disabled guard. When the active guard comes close enough you can then move from hiding to disable the active guard before it has a chance to reactivate the guard you previously disabled.
Hopefully, you find these tips useful! :)
Ah, I see, you use the controlled guard as bait to get one of the other guards to go over.
I did use the mini-map; I wouldn't have been able to get as far as I did without it!
You made gigantic improves since the prototype build (4 weeks, I guess)
The art is super clean, you have a shit loads of mechanics and it the levels are also very playable.
I am not a story person, so I can't judge much about that, but I really love your game! :)
Overall a very good looking stealth game, with lovely puzzles and a great set of mechanics!
Thank you very much! We’re happy you enjoyed it! :)