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Where's <Redacted>'s itch.io pageLink to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1no-7NziiHN3FpL-mM30l8R2UvHajnvAKa2uA7zQ5U9o/edit?usp=sharing
Have you checked that your GDD is publicly accessible ?
yes
Is your game set to public on itch.io so we can see it?
yes
Summarize your game!
Story:
You are a new agent for a Federal Agency. You are doing training to prep you for the real world work. That work is tracking down and capturing people using an array of interconnected devices.
Full screen is best, so the command line is easily legible
Controls:
Keyboard only
Use an array of commands to cycle through the map
-> list (identify devices in a scope)
-> hack (unlocks target device/network)
-> access (changes plays pov to that camera)
-> download (revelase the name of the npc on their phone)
-> capture ( used to capture your target if you find them)
-> call (use this to briefly stop an NPC, or to just locate them)
Use help to get more detailed descriptions
help -> just displays all the commands
help [cmd_name] give detailed use case of cmds
up/down -> cycle through recent commands
ctrl+c -> clear your command prompt
Please explain how your game fits the theme.
People are recording things all the time. There are cameras everywhere. The world is literally watching. At the same time, other people are also watching, certainly they are not up to any good.
Did you use Generative AI to make any assets in your game?
No
Is there anything you'd like the judges to pay particular attention to?
Play around with the different commands and look into the Alias and command append system. You could, with enough time, come up with some pretty powerful commands to get through people quickly
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Comments
Cool game, I liked how it makes you feel like a hackerman (Kung Fury meme).
Some feedback:
* Calling felt pointless, it takes as much time to write the call command than hack command, up and rename "hack" to "access". I couldn't control the cameras, so it was rare to see them on camera when they received a call. Most network cameras are pointed inwards to some area, so even if they are at the other end of the park, they are out of the range for the call. More often, they were behind the network camera view, but those cameras see only one way. I wish network cameras had mouse control and some could be even 360 cameras.
* I couldn't figure out how to set up an alias that executes 2 commands with parameter, like "hack -r 123 & access -r 123" as "ha 123". Updating the alias for id each time is slower than setting "alias hr hack -r" and "alias ar access -r" and then just executing "hr 123" and "ar 123".
* Camera skipped frames every time I executed a command. A bit annoying.
* Phone cameras seemed to be too much in front of the characters, so they clipped through walls before turns.
* After capturing 5 targets, I got "Victory Achieved!" message, next target and then game froze.
* It doesn't remember my aliases the next time I visit the page.
It seemed they all followed the same trajectory, so I hopped on one, drove to the church and then executed list, hack, access, download, curr commands while they did their circle inside of the church, then hopped on the next one coming into the church. After getting all the names from everyone, I went to the networked park camera in the middle of the city and executed list command as long as I noticed my next target.
First off Thank you for giving my game a shot. I'm glad it made you feel like a hackerman!
Also thank you for the feedback. I will definitely carry it forward into further development of the game.
Initially I wanted to give the users the ability to move the camera and wanted a dynamic path following system, but scope creep got the best of me.
I'm happy to hear you could get to the point of testing the Aliases and the & commands and that you finished the game! (the screen freezing is me ending the scene, I should probably fix that))
You could make the alias for id quicker by making and alias for setting the alias.
alias id= alias id
id= 4560
However, your solution is just as valid. I was curious to see what people would do with those systems.
For the alias you were having problem, I think you just needed to take the space out of "ha 123" and put something like "ha_123". The parser splits on spaces.
So "ha 123 hack -r 123 & access -r 123" would save as "ha" -> ["123", "hack", "-r", "123", " &", "access", "-r", "123"]
I liked your idea to persist the aliases, so I'll definitely add that as something to work on.
I meant that parameters are not part of the alias, but dynamic, just like with bash. And there probably needs to be some time penalty if you hack something that has already been hacked.
Okay now I see what you mean. That would be handy.
Thank you again
It's a cool idea, but definitely something that requires a lot from the player without a proper tutorial to give them an example "first catch". I tried to give it a fair shake, and I am a sucker for CLI's in my normal day to day work, it's just not exactly obvious to me what I'm attempting to do. Even something as simple as swapping to a new camera was something I couldnt do in a couple minutes. I'm sure some part of that is a skill issue on my end, but I think part of it is the project itself may have been too ambitious for a game jam.
For the positives though I did like the story write up on the game itself, definitely some good flavor there!
Hey! Thank you very much for giving my game a shot and for the feedback. I can defiantly confirm scope creep was a bit of a problem, especially for a Jam. I'm hoping to come back to this game after the Jam and try to make some adjustments based on everyone's feedback. Adding a "first catch" example as a tutorial is a great idea!