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Captain Perl

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

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I've seen this perfect cyberpunk street before. In an earlier Gamejam. Not sure if it was a game by you. But you could have closed the streets, at least, so that it does not look like a demo level of an asset.

Your intro should be in the game. Not (only) in the theme description of the submission page or the itch page itself (which is badly readable because of the background). Then the player would know who the main character is, what he has to do and why. Exposition belongs in the game.

Onboarding belongs in the game, too, if it does not follow a standard. It does not (aside from WASD) so it would be helpful to explain that the games provides a suspect profile and the player has to catch him by E and then interrogate him by comparing the profile with his answers to detect deviations. You perform some sort of on-the-fly-Voight-Kampff-test here which is cool because the player can access the profile while he gets answers. But I wouldn't call a dialogue with a robot "the game's high-tension mechanics". The running and searching for it, it is. On the other hand, the street is so small that the player can simply wait until the robot passes by. Classic donut job.

I identified some deviants and tried to eliminate them by the LMB and was thrown to the restart. Without comment. Give the player a reason here!

The asset and the light made the game look very polished. The fluent robot movement was good, too.

This has potential to be a minigame in a bigger Cyberpunk game which even uses the theme but it is a little raw. Especially, why do the connections vanish while going further, and are coming back (mostly) when going back? In my opinion, the game needs
- some tooltips on the icons
- more feedback on what is going on (some simple text boxes popping up were a good start)
- sound
- a lost/restart message with the reason WHY the player lost this time

At this time, you click on icons without knowing the consequences exactly. Either do a better onboarding (your bland intro page is not enough) or give info about the options at every step. Then the player can have meaningful decisions and even fun.

Thank you for playing!
I guess it needs a dedicated graphics card, not the usual intel integrated ones. On a RTX3060 it runs with 150 fps. Regarding the size, 93% of the game are textures. I could reduce them but it would make the game uglier, and I'm not sure if it were much faster then. I will test it with more configurations and write the minimal specs into the itch page.

I did the game alone but I have a little experience because this was not my first Cyberpunk Gamejam and I'm planning a bigger Cyberpunk game anyway.

The only cyberpunk and theme connection is in the description. The game itself is a classic horror game, especially with the supernatural background shown at the beginning. And - a match as the only lightsource? In Cyberpunk? Sorry, that doesn't suspend my disbelief.

Technically, it is well done, from the dynamic light to the monster sound and the thoughts of the protagonist. I walked through the dungeon for ten minutes and I suspect that I get silently set back at the start when the light is gone. So, the level seems endless.

While the game would be a solid entry in every Horror/Halloween/Spooky/Supernatural GameJam, I think it does not belong in the Cybrpunk016.

A Cyberpunk 2D platformer can work if it's well made, like the Trauma Drama game inside Cyberpunk 2077. Unfortunately, this is not.

The player runs to a train, as described in the oneliner "story". The train is smaller than the player... ok? But there is no visible interaction, I can't enter it, and when I try to run on, the level ends. I fall endlessly into the grey and there's no stop button to end the game. Either I miss something here or reaching the train was the complete game which I don't hope. 

In the first case, obviously something has to be told to the player once he reaches the train - how to board, how to go on now. Maybe an experienced platformer player would know. Don't expect anyone plays platformers. I only do in Gamejams, when I have to ;-)

NitroSodium3002 is right - I see the RPGMaker-like start screen but the game reacts on nothing, no key, no mouse move or click.

I will not rate this game because on my system the WASD keys were horribly off. Tried it with Firefox and Edge, and this is the only game which was unplayable so far.

And there should be an options page to adjust the audio volume, at least.

This felt like a liminal low poly version of my own game, Unrider: it starts with a dialogue, you have to enter the corporation building, eliminate the guards, find the server room and hack a terminal.

But you have a more detailed hack plus static and floating (hackable!) security cams. Nice.

On the other hand, the rooms are mostly empty enough that the environment felt more like a dark blue version of the backrooms, level 0. Can VDB not afford lights? The darkness and the similarity of all rooms, even the server rooms, made it hard to navigate.

The guards are too tough, I think. I needed 12 - 14 shots to get them down, nearly half a magazine. (And there is no indication whether the "force push" does damage, too. An indicator would help.) In this time, they continue to shoot at the player with a high possibility to take him out. In a stealth game which takes more time than a Doom-like "run and shoot everything" approach, it is frustrating to lose all progress only because the guard refuses to die after ten bullets.
Ok, maybe I could evade all guards by more stealth. Or fire more precisely, but I think I hit some rather well. But - I don't know. I had two terminals done, after several minutes, and was not keen on repeating it all over again, because I did not know what was my fault what wasn't. And that's not a good result for a game.

I recommend a life bar on the guards so that the player can see whether his actions have an effect (or lower the hit points of the guards). Put more furniture into the rooms so that they become more realistic and "readable", and a little more light. Yeah, I know, it was a Gamejam game; I had the same problems with my rooms at the beginning but I think I have put enough in them that it works.

Aside from that, I think it's a decent game which a solid music track.

Wow. Everything in one small .exe-file. With which engine was this made? It looked very polished even when the car models were low poly.

Frankly, this is a game for multitaskers. Eyes on the street, look for obstacles. Drive. But look on the scanner, the mirror, the dialogue, too. Follow the evolving plot. Make decisions.

I lked the mood but while driving I lost some hints. Can only recommend to read the itch page first, most of this is not explained in the game (but it should be).

This low poly First Person Shooter has an interesting main idea but falls flat on the execution, which boils down to "kill anyone in all underground garage levels" while either the gun precision is low or the enemies have a lot of hit points.

The character motivation is a little overexplained, both in the unskippable intro which features an annoying sound and in the dialogue sequences. Yes, I understand the robot has a grudge. But I understand that humans want to retire a hundred-year-old robot, too! Especially when he's going to run amok.

As the garage does not offer much variety and the shooting was not very enjoyable the end of the robot was the end of the game for me, sorry. He got what he deserved. Maybe it's not the best idea to play a hateful robot.

Listen to Mentel, he did far better than me in the game. On my testing laptop, everything looked too dark. I was not able to take resources (guns, boxes) and wondered how I should get rid of the guards with only 8 darts. So I ran around, used all darts and was finally found and shot by some guard, every time.

I liked the writing and the voice acting, making the game more professional from the start. The sound generally was good. Seeing the screenshots, I see that I have missed a lot, especially the more cyberpunk-y part.

Let's start with the good things. The intro was rather movie-like even when the background story sounds... familiar. The character design of Vesper was on point (in a low-poly world where people have no faces) for a slim but muscular woman who had worked as fighter in the organ business of the future. I liked the sequence.
Unfortunately, the dialogue is unskippable (which may be ok at the first but unnecessary on all folowing playthroughs), a little too fast,  and has typos.

Vesper finds out that the person who could save her, maybe, (who is not Anders Hellman but a guy called Simmons) is in the Neon Veil Club. So she grabs her gun (of the size of a railgun but with only 8 bullets in the magazine) and enters the city which is as dark as her mood. There are moving lights though, reminding me of Blade Runner. Luckily, the club is the only building with advertisements while the other buildings are ugly, dark and empty shells, only memories of their former selves. Ah, we are in Detroit...

She enters the club where no one is dancing. All rooms seem empty, but there are some guys with big guns running around, opening fire at sight. I wouldn't recommend this club at all, despite its funky name. Vesper shoots them all as she found out that she can reload her gun and consume the hearts of the deceased to heal herself, probably a bad habit from her previous job.

One door of the club is secured with a puzzle that insults her intellect. She opens the door - and that's it. End of game.

In the credits the Dev talks about a car controller, and yes, there was a car in a street but that's not very unusual in a city.

Okay. This is an unfinished mess. I would rather have a wall of text intro instead of the polished movie one if the actual game which comes after it really would work. The city design is sad, the fighting is broken, the movement of the enemies does not convince me, the bullet rays stay hanging in the room, the club is devoid of... anything which makes a club (but has objects without colliders), there is almost no sound in the game, the plot does not hold up to the description, and there is no menu so I had to end it with Alt-F4.
Yes, it's a GameJam game. It seems you started strong and had not enough time left for the gameplay afterwards. It has potential, though. And please don't ship the DoNotShip directory.

This was great. Normally I'm not in 2D platforming or similar, but the excellent presentation did it for me. Can imagine this as a movie. The setting, the animations and especially the dialogue made it worthwhile and fun. Cyberpunk at its best. I used the "delete something from a server" story as well but this was more personal. Of course, the theme was deeply instilled in the story. Liked the personalities of both characters here. 

More just an interactive story than a game but well written and with much content and good worldbuilding. Got ending B. Unsure whether 3 passwords are too much, they hinder progress (happened to Mentel, too). I liked that there were some different images which supported the story.

Coming from text adventures and choose-your-own-adventure, I would have expected more opportunities to branch. But that would have meant more work and a less consistent story. (I have done some myself and it gets cluttered quickly ;-) ).

The very low poly style (with even a standard capsule as protagonist) and the 2D platformer genre don't make it easy to imagine a rich cyberpunk world in which a detective solves a case in a factory. Only the texts provide this paintwork. In return, they are inventive and hint at more.

I have the impression that the start location could be a reminiscence of the Blade Runner balcony scene, and the music takes part of it here. 

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Massive! I like open world games, and this fells like a low poly cyberpunk version of Death Stranding. What's not to like here?

Actually, there are some points. At first, it has no sound (the dev confirms it on the game page) while a simple ambience track would have worked wonders towards more immersion. Secondly, the colliders are more a suggestion than substance. There are buildings and people you can pass through. Some stairs work, some are unwalkable and some are unusable. The radar is half useless because it does not show on which level is the target and what the circles are meaning in the first place.

This game is a fever dream which chokes at its own size. I liked it. You can get lost in it. You never know whether you are supposed to be at a certain place or not.

It generates stories. 

In my first attempt, I was shot at once when I tried to enter the pyramid, looking for Lucius, my contact.

At my second attempt, I sneaked into the first floor, watching people without animation moving around and was suddenly followed by a madman with a hammer. I escaped through a collision-less building, found working stairs, ran onto it, and he finally lost my track. Exploring the level further, some time later I fell down somewhere, died and was unable to restart because the button doesn't work (even if it looks this way). Had to quit the game.

At my third attempt, I explored the harbor, watched moving boats in the river, found an entrance and finally Lucius who gave me a mission. The delivery target was not far away but I was unable to deliver the robot parts at the robot store. I examined the store (a madhouse of missing colliders) inside and outside but neither E nor F were possible anywhere. Ran around with the package, dropped it somewhere and went on exploring. Fell down without plausible reason and died.

Such are the stories in the pyramid. The setting alone, accompanied with the main character, is fresh and interesting. Excellent use of the Synty assets. The pyramid conveys the Night City feeling of "This city does not care about you, it exists without you". It it strange and somehow alive and incomprehensible.
The design of planes which suddenly end somewhere reminds me of the Death Star where the engineers waived railings, too. It may be a bad and dehumanizing architecture but exactly this adds to the alien feel which is a part of cyberpunk. I still wouldn't keep it. 

When you add sound and colliders and make the delivery working, you have a great game. It's already a juwel in this Gamejam.

Well done, great art style, tough action and more story than I had expected. I followed your game progress from the beginning on the discord - impressing how polished it looks at last.

To answer the question of NitroSodium: Shōsa (少佐): Military rank of major or lieutenant commander. An obvious reference to the main character. And yes, the background story is not entirely new, as Mentel said :-) The dialogue speed could be 10% slower.

All in all, a very rounded and complete game.

Best theme intro I have seen so far. Regarding gameplay, I have to underline what Nofix wrote. The final (big) drone on the first(!) cart seems invulnerable. Tried it several times, which different weapons. It swallowed every shot.

Nice idea with the train and the "endless city" mechanic, it makes the game seem far bigger.

This 3D Shooter/Platformer looks rather psychedelic and explains nothing in-game, not even the theme implementation. While I understand that the player is a hacker fighting against ICE in cyberspace, the code fragment at the beginning is more symbolic than helpful - and because it is unskippable, it gets annoying after every restart of the game. And because the enemy creatures are hanging motionless around, they are sometimes difficult to see and get you. Back to the code page.

Props for having a tutorial, options and credits.

Great looks and sounds. The game could profit from a little more onboarding, though. Often I was not sure what my health status was, which weapon to prefer etc. Aside from that, it looked very polished, ran perfectly fast in the browser, and the music fit the environment well.

Yo, chummer!
The last I had expected here was a choose-your-own-adventure path but why not? It was like a classic cyberpunk adventure, only too short and too easy. And the font was a little too big. Aside of that, a worth entry in this GameJam!
You could improve it by adding more stats and event nodes later but for the limited time of a GameJam, a banger.

Fighting against a last boss (a heavy mech) as a last job (which gets usually the last because the player dies often) is an original and fast game in the style of mortal kombat, combined with a cool main character. Fans of Dark Souls will thrive here.

Oh my, one of the the smart repetition puzzle games. I'm not even into the normal ones, and this... is just not my heaven. Let's see: is it cyberpunk? If I didn't knew that it was made as a Cybrpunk 016 entry, I wouldn't suspect it to be cyberpunk. The primarily grey setting and the backstory give no clear hint besides being SF. So, some cyber but less punk.
A job it is, and it seems to have no end, so yeah, this may count as last job.
Audiowise I see (okay, hear) the concept, but it only pays off when the player is deeper in the game, with more repetitions and ghosts so the music can grow. In the beginning, it is sparse, of course.
The art is rather simple (to see, not to make): 2D, few colours, pixel style.
But is it fun and enjoyable? I admit, not very much for me because of the genre, although I have to say the concept is original and has potential for puzzle lovers.
The need for explanation at the beginning of the game is a sign that this part is not an obvious win, it has to be learned and earned. With the right audience, it may take off.

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A game where you assemble robots (or take a part in that, at least). The premise is more classic SF than Cyberpunk. I doubt that's the only job left in the entire world for all of humanity. Nobody wants to do science, or art? No human priests, therapists, singers, politicians, influencers, managers, CEOs, undertakers?
The factory sounds were on point, moreso the animations of the robotic systems. Great depiction of a dystopian SF environment, but more "industrial" than "style over substance, combined with Neon". While all the mechanics are working, the gameplay of the game is work in itself. It is some sort of "factory (without belt) simulator" which demonstrates that factory work is not fun. Understood. There is no story progress, no conflict, no incentive to find out whether this may arrive later or not.
There are players who like to play a "<whatever> simulator" (washing, cleaning, driving, cashier, store manager etc.) I am not among them, so while I applaud to the technical achievement of the game, it was no fun for me.

Please contact me in the Discord, I have an invitation for you.

Please contact me in the Discord, I have an invitation for you.

New title:
A Game About Making New Friends In Town Where Everyone Looks Female At First

Getting serious, this is a very nice and relaxed game about an important topic. The city size is just right. Some far-off buildings are hanging in the air. The theme is well woven in.

You should deactivate Coco after he is supposed to run home. And state somewhere that the player should press E for interaction (well, it's standard but say it anyway). Better still, place an interaction button in the middle of the screen when the player is near a NPC. You want the player to interact, help Mimi here. You could even give her a character model instead of the basic capsule.

And +1 on kindmans comment.

Wow. Professional studio logo. Menu. Settings. Help text. Story intro. Here someone knows how to make a solid foundation.

Then: cool animation, eerie lighting, fitting music, variety in obstacles with SFX. Yeah.

The theme... "bring light to the beacon towers" might be interpreted as connecting them again, but it's thin. The story premise ("this is the last light") makes no sense - has anyone forgotten to make fire, somehow? - but it is dramatic at least.

From the other comments I see that the special moves are very important here; I ran, jumped and crouchslided my way forward but never found a beacon tower regardless of my path. Definitely a non-endless runner game.

I stand by the comments of Airy and Beebster. You give the mission what to do but now how. Don't assume that other people know the genre and its possible standards as good as you. Make an intro page or give more info about the controls, for example.

The models and animations were good, the game had a certain flow, SFX and music were ok. Though, I did not see the theme as it seemed to be a typicial tower defense game with waves.

Interesting story, good design. Looked very complete and sophisticated. Were the voices and the data screens AI? 

I got stuck at the second terminal where I saw no orange target tile for the rerouting. Got nearly all tiles connected, even X ones but nothing was accepted as solution. Could not leave the screen either.

The theme is met, of course.

Very intuitive, in a simple enviroment but fitting the theme well. Great idea to combine light and music as progress indicators. The relay stations were a nice step further beyond the wires.

Yes, like in your game I first had to integrate and adjust all the systems I needed (dialogues, notes, books, portal travel, minimap, compass, the crystal etc.) and building the world base before I could fill the levels with content. I was working on scripts which would help here but was unable to complete them because of bugfixing the other systems. In my tests I had fun though by looking for the next gate and fighting monsters alone. But after the rating phase the development will continue with more content.

A crash did never happen in my tests so I don't know what I could improve in this matter.

Thank you for playing!

The game jumps from "oh this is nice and easy" to "hey thats Soulslike" quickly. Too quickly. You can't upgrade or restore health (from what I have seen) so it's hard. It has the cute KayKit design and movements though so it's a little misleading.

Placing an abyss just behind a door is wicked.

I like dungeon crawling but I had preferred a less steep progression curve here.

Maybe the game meets the theme but the Golem prevented me from seeing that.

"Short memo to self. As a former server administrator, got a new job in the wasteland area. Seemed ok for the first seconds until I recognized the "Utopian" people wanted me to do my work as a Sneaker Network Manager, carrying huge USB sticks around. Is this 2006 or what? But that's not all. Obviously they are unable to construct stairs, forcing me to climb and jump over boxes stacked everywhere. The radiation must have grilled most of their brains! And I don't know what these servers are good for in the first place. Haven't seen other workers for days, and everything is painted grey, except these darn USB sticks. Here's some madness going on... I quit."

This game looked interesting. Then I realized it's some sort of 3D platformer/puzzle game, an amalgam of two genres I usually do not play. I tried though because you caught me with the intro story, and I always fall for a good story (could have had a little more drama and detail). There were never enough green sticks, somehow.

The aesthetics were quite dystopian. The theme is met. The doors were not high enough. Wrote a memo ;-)

What's good:
- runs on older hardware
- is completable
- meets the theme by connecting a cable
- moderate spooky with hints of sinister intent (cages and bunnies are a red flag)
- the flashlight worked realistically in lighting and did not need new batteries every 10 secs

What's medium:
- the area is small (is it even named "tiny house" on the .exe) so there is not very much to do

What's not so good:
- the goal set by the game is to akquire the goblet but in the end this could be only a trap set by evil NPC. So the player possible lead her into her doom.
- I missed a little context - a story: who is the girl, what lore is known about the house, what is she doing out there alone etc.
- the end is open; we don't know what happens to the girl, who the watchers are, why they are doing it etc. Give closure or make a sequel.
- the player character gets a "magic book" which gets never used in any way

What's good:
- ran on older hardware flawlessly, apart from an error message regarding point light shadows
- meets the theme by connecting ports by cables

- had background sound and SFX
- game is completable
What's medium:
- pulling mega-elastic cables across rooms makes not much sense
- lighting was strange. Could have been better if it has been darker probably.
What's not so good:
- the station was rather empty, therefore not very believeable. At least so it was easier to find what was needed.
- the "holding the plug" animation got the plug into the leg. Worked for use, but not elegant.

Uh. This begins with a nice classic menu page wich promises adventure. But in the box is a Survivors-like game - a genre I shunned... and with good reason, as I see now. I was barely able to do any damage at the skeletons and demons, after several deaths because I had to figure out which keys to use in the first place (cursor for movement, not WASD, and forget your mouse - which makes sense for you attack by the number keys, ok). But it is your job to tell that to the player instead of assuming "everyone knows how to play this".

After some further deaths where I got respawned at the same place the dozens of demons and skeletons had the brilliant idea to camp there and kill me in a split second, making the game unplayable because this situation did not change anymore.

Could set the half of the first village into color, got to the second one and was not able to activate anything there. The lore notes were readable, though. Good to have these notes, but they gave "only" lore background and no useful instruction how to reconstruct the ominous weave.

The lowpoly environment looked ok and at least it was an environment where I could move rather freely - aside from walking the stairs of the houses. A lot of invisible barriers at unusual places, jumping not possible everywhere; this is a very contained area. I liked the color/no color effect and the SFX.

I think the game needs more feedback, for example by clicking on the nodes. When I see "Left-click to connect" and I click and nothing happens then, there should be a message or a sound, maybe a hint. I clicked on every node I found in the second village - not only once - and nothing happened. Was is the wrong sequence? Is there a sequence needed at all? Do I have to switch on a generator first? Why did it work in the first village and not here? I'll never know.