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Captain Perl

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A member registered Mar 06, 2023 · View creator page →

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Ah, a low-poly FPS, starting with a message dialogue to set the story and tone. Well. Good sound and menus, by the way. Some explanation on the walls as tutorial. Alas, no info how to regain health and what the bars stand for in the first place. Red may be health, ok, but white goes down permanently and I can refill it by buying something from a machine. After "earning" some money by shooting at very simple constructed enemies I am out of ammunition. My rockets are not able to destroy doors and there is no other obvious way out so I am stuck in the start area. Some hints would help here as the screenshots show there is more. Aside from the message and the skyscrapers far away it feels not very cyberpunky yet, it could be any other FPS prototype. But it is a decent start. And it was playable OK on a laptop with only a weak but dedicated graphics card.

As you write about the very early prototype stage here are some ideas.
- Colors and textures, of course, to provide more depth and details
- A better onboarding. Not all controls which are mentioned on the itch page are mentioned in the game itself.
- Make clear how to interact with the environment aside from moving and shooting.
- Better models for the gun and the enemies.
- Explain the HUD. You say it is "retro-inspired" - be inspired by DOOM or be more original, but tell us!
- For a better punk feel, change the Skybox.

Oh, I'm sorry - disregard the marker for now. It is part of the map system which is not working yet. The mission is hacking an antenna on the roof in the city center, not far from where you start. The game does no hand holding how to get on a roof (but its gets easier in every new version I upload).

In my country, it is just not allowed to use the "unlicensed copyrighted material of others" so I am a little surprised that it is used here in the first place. And while some of the videos you can see in the simple violet grey-boxed apartment may be trivial (cats, dogs, train view) at least two them are from famous movies.

The description of the game is more cyberpunk than the game itself. You can walk through a few rooms and activate some video "boxes" to show their content on a curved screen. You have a first body perspective with an Unreal mannequin body. When you manage to leave the apartment, you are not going very far. I would consider this less of a game, more of an experience. The only "cyberpunk" connection is a movie clip and the description. The concept itself is dystopian and has potential.

I think it would have worked better when there would have been an in-game story which provides the content of the description. I would have liked a setting which is not only a greyboxed one... Unreal can do that easily. And: a better body for the protagonist. More interaction. A bigger area. Something which makes me return.

Without that, it seems to me not more than a overelaborated way to watch some random video clips. And probably this is not what you had in mind.

I played the downloaded version: a dystopian work simulator with survival mechanics... and a bitter end. Gameplay-wise, it worked flawlessly. The machines, the lamps on them, the timing, the falling box physics, the card access mechanics - technically all very well. The just-what-you-need-design of the rooms was believable bleak and industrial. I wouldn't call a dystopian backstory with a brutalistic design very Cyberpunk (where is the Punk?) but in my taste, it is close enough. So technically... ok. And I liked the different signs and (needed) explanations on the walls, especially the tiny contract.

But was it fun? Hell no. It conveyed the feeling of doing repetitive stupid work perfectly, and while this may be counted as game design achievement, it is a boring chore for the player. I only did it because I wanted to give a rounded assessment of the game, and because I wanted to see what's up on "the upper floors".

Don't get me wrong: there are people who like "simple work" simulators (power wash simulator, lawn mowing simulator etc.) but I am not in this audience. So my conclusion is: while the game gives an experience, I am not enthusiastic about it. Maybe I overlooked an important part? But the message of the Upper Floors is clear.

I unzipped the archive, klicked on the .exe - and was informed: "RPG Maker 2003 RTP is not found". So you may have the Runtime Package, but not any user. Provide it, and someone will be able to play your game in the end.

You are right, many of the topics are there. I thought about it again and my main point, at last, is only the "-punk" part of Cyberpunk. For me, it means some sort of rebellion against the system (e.g. runners against corporations, in most systems as Cyberpunk 2020 or Shadowrun). But here, the player characters do not rebel against the system, they are the system. Having this in mind, your ttRPG is still a good "high SF" one, and it has enough cyberpunk elements in the details to count as... cyberpunky? It is just not the main focus, in my eyes. This is political intrigue on the highest level.

Wow. A compact, interesting RPG concept - spanning whole solar systems, condensed to some pages. I can see Dune and Warhammer 40K shine through. Having made a ttRPG myself many years ago, I know what work it is to care for all details, balancing and character generation. So I can only applaud you.

But, as it was submitted in a Cyberpunk GameJam, I have to ask: is it really Cyberpunk? You write that it is a "political sci-fi ttRPG"; yes, it is. The political aspect is rarely seen in these details in cyberpunk media, and cyberpunk itself often follows the motto "High tech, low life". Your characters, however, are "high-life", as they are governors, colony leaders, diplomats, warlords, members of the Nobility and so on. All this would fit perfectly in the Star Wars universe, for example, but less into the shady streets of a classic cyberpunk adventure. I wouldn't dispute that both can be combined but in its core, to me it seems less cyberpunk and more (very) far futuristic sci-fi like its role models or the Necromongers worlds of The Chronicles of Riddick. But at least both are dystopic views of the future. Well done.

Congratulations to the pictures! I like the style and the details. The text however, in big, all-caps letters, is difficult to read. This is the text style of TOS and an EULA, when the author doesn't want the text to be read. In Sourcebooks I know, the text is printed in two columns and rarely all-caps.

You make only hints at the stats so they can be used for any system. This is flexible.

So the content itself is good but the print is a nightmare for gamemasters who want to look up a bio detail fast.

Thank you - although the game you played was another game I uploaded in the night by mistake. Rainy Knight is a satirical critique of consumerism, inspired by Minority Report, so it has quite an influence by cyberpunk. But it is not the game I made for the Jam. Meanwhile I uploaded an older version of the "real" game. The final Jam version will follow as soon as I am able to make a build again.

This seems to be a entertaining and wacky game with funny characters in a unique setting - but I don't see why this game is placed in a cyberpunk GameJam.

Very calm and inspiring! You could only make it more immersive by adding a slight wind sound.

Very nice. Classic PS1 mood. A bit more of story and/or interaction would make the game still better, though. The viewing range is rather short but ok, it runs in the browser and not with the power of a dedicated graphics card. For a week, very impressing, all in all!

On the first glance, the game looks very "cyberpunky" with the synthwave colors and the Tron-like grid. The music adds to that impression. But would it - given another colors and music - feel the same? It's an isometric puzzler with necessary powerups for progression and a "die and try again" mechanic. I admit that's not my type of game but I managed to get through several levels which felt smooth, and the moving enemies symbolizing the electronic countermeasures were threatening enough to convey the "netrunning" feel.
I have to agree with Ofihombre - these elements would have made the game more complete. I had to end it via Alt-F4 which is only an emergency solution.

What I did not like was the "generic capsule protagonist" you find in every controller demo but should always replaced by something more fitting to the game as a whole - or here, the theme. Maybe a little robot, a glittering snake, a funky ghost, whatever. The enemy design was much more fitting.
But I liked that there was a story, a controls page and a sound switch. This made the game more professional and complete, in my eyes. Though, in the beginning I had to experiment how the powerups work (meaning, how to get them to good tactical use, and I'm still not quite sure how to use the mines). And the barrier key (Z) was misleading for me at first - in the first tries I used it and nothing happened, until I recognized that I had to use Y for that. This is not the fault of the game but it had would have been more "suitable for international use" to use F or X for it.

So, although it dazzled me with classic cyberpunk elements, I couldn't quite warm up to it. But this is very subjective, of course. It surely is a good game on many levels... and with many levels :-)

I am still working on a final version with some interesting enhancements. Will announce it in the fitting discord channel when it's ready. 

But thank you for your honest opinion. I knew the game had flaws in the beginning and don't complain.

Thank you! The game will be enhanced in the next days.

And I made a comment to your game as well.

Strange. On my PC, neither Edge nor Firefox had such messages. They quietly downloaded the file, and there it is.

I would have tried to make a WebGL from it, but in the jam there was no more time (I submitted 5 minutes before end), and later I assumed that the game would be too big anyway. Maybe it has the largest playable area of all jam games: I used a complete standard terrain of 1000 * 1000 units. Well, it's an open world after all.

Ok, it's a downloadable Windows game. I understand if you're out now.

But it would be nice if someone could have a look into https://dimension9.itch.io/rainy-knight - it is a dystopic but satiric run&stealth miniature open world game, and you're not bound to run around aimlessly.

Now that the initial bugs are patched, it's... not just bad. And here's a hint: listen to the mage. He'll tell you what you need to escape. But run! ;-)

Thank you for playing the game and the detailed description.
The "run or buy"-principle and where to go finally is explained by the NPC. The prompt for investment depends on the angle you look at the corpse (it's a raycast, maybe I should make it collider-based). A single investment is nice, but combined investments are better in most of the cases. There will be more clarity and content in the final version after the jam judgement is over.

Thank you for the explanation. I rarely play horror games and the assets were new to me. Though I wouldn't count their use as uninspired per se but ok, when one sees them over and over again it gets boring. But what I really meant with "locations" is the use of episodic segments which drive the story forward, regardless of the asset quality. So I am not disappointed at all.

Well done! Very good use of the theme, a surrealistic puzzle, good interactions. 

Impressing. Felt more like an interactive movie. Very well done locations and interactions, especially the surreal dialogue with the creature. Though, I survived :-)
I liked the style, use of theme and the story.

I would second what Iron Halo wrote. Good use of the asset sortiment and the theme. The giant Fony was impressing, and a mage staff which shoots CRTs is very original.

A nice tower defense... well, crypt defense game! Would have been nice to rotate the area/camera but you wrote you made the game harder, ok. The start seemed a classic "haunted house", well done. It fit perfectly to the theme.

In your description you wrote that the controls were L and K but it would have helped to mention that LMB for blocking and RMB for attacks were possible, too. Until yet, I knew it only vice versa.

All in all, I liked it.

This looked good, was fluent to control, and a classic Halloween theme (but where was the old TV integration?). Needed more instructions, especially at the book.

I agree to Lanterngeist's comment. Moving and attacks seems vague to me, but it looked nice. The old TV was there, but that was all.

It's a tense short horror game in PSX style. Well, I escaped, not asking how I could pass those narrow alleys before with a car! But they conveyed a claustrophobic mood. Unclear what the giant creature was and what it was doing there. More unclear why I was wearing this mask. And completely unclear where the connection to an old TV was.

But... solid horror, down to the flickering lights and the sound effects.

I took the flashlight + the key and used the telescope but could not use the stairs downward. This feels like a bug. Probably it is only a barrier to indicate that something's missing but here should be a info message in this case. Or the possibility to retrieve something later. I searched the room three times but did not find more. My fault.

The footsteps could have been less artificial (but who am i to say that, my game has no footsteps at all). From what I see on the screenshots, the game looks interesting. And the music was good.

I refrain from giving a rating.

Would have been nice to have more explanations in-game. Or giving any directions. The theme was used and the mood was strange and eerie. For the fuse fixing it was necessary to get the right distance and angle, which costs time (while the counter ticks down). And "bro you died" is the most relaxed end screen I ever encountered :-)

Could not pass the arc after removing the TV. (But it seems others did not have the problem so I won't rate it.) Missed camera movement. 

Looks nice, especially the cheering dead in the background. Did not expect a sidescrolling endless runner. The connection to the theme was weak. I would recommend that the mechanics should be a little more forgiving. But on the other hand, I'm not very accustomed to sidescrollers.

I liked the cartoony visual style (ZAP!) and the 70s music. Would have been nice to find medpacks or powerups.

Never player an incremental game before and don't intend to now. The tutorial was well-made and the theme was massively integrated into the game. Did not recognize what it had to do with graveyards and waking the dead.

Because it's not my type of game, I was neither addicted nor was randomly clicking on static a lot of fun. But I see, for many, it was. And the random bat was nice.

Well it looks nice, it's 3D and I completed the maze in 5:41, but where is the "old TV" reference?
A maze is a classic element and in my game is a maze too (as part of the city), but here it is the main implementation of the game. Had hoped for a little more interaction or story.
The camera always turns a little to the right, it seems.

What Ilya said. But I wondered what all the batteries (and you provided a lot of them ;-) ) were for - in normal remotes they last for months. But ok, it's a horror game.
All door mechanics were good and invite for more searching. Alas, the creature AI gets not activated when you don't use the light at all. Then it stands and waits only.
Found out that not only "R" activates the remote but <Strg> too.
Storywise - nothing gets explained. Why does the normal light not work? Why are TVs everywhere? Why is the creature there? Can one escape it?
So the horror vibes are there but it feels a little incomplete.

Although I'm not a fan of 2D and puzzle games, this was interesting and done well. At times I was not sure what to do next but I got a feel for it and reached the end.
Plus: it had a spooky mood, fitting for Halloween (but where was the "old TV" reference?). It was a "what had happened here / how to fix it" riddle. Abstract but solvable.
Minus: The texts should stay longer. The music was too monotone and repetitive.

Same as Kunasasin wrote, but with alternate WASD. Leave the arrows, but add WASD as well. It's more intuitive. I'm not a fan of 2D and puzzle games, but the story was presented excellent and I reached the neutral ending. Well done!

For time reasons, I had to cut the intro where the background is explained. But probably you have seen the corpses lying around - all broke gamedevs who got less money for their work than expected, sad victims of the autosale mechanism. When you are near them, you can invest in their games, and they will be resurr... ah, refreshed and they will run to the exit of this commercial rainy nightmare...

But I have no stocks for you. And for becoming a billionaire, we all know that making games is the shortest way to... uh... maybe not.

I was probably my old graphic driver of my test PC but in the game I only saw a checkered base terrain with a lot of dead grey trees on it. It was possible to move through the whole scene (including up) in first person view. That was all. It seems unfair to me to rate it because I think I have only seen the surface. Otherwise I would have to give it a 1 on all entries.

Great - from the procedural generation to the comment voice in the style of The Stanley Parable. Very clean and well done. Would have liked if the area/camera could have been rotated by the right mouse button.