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edmond00

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A member registered Jun 30, 2017 · View creator page →

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Thank you for your interest in the game! The library I use to run the local LLM (LLMForUnity from undreamai) is supposed to be able to use either AMD either Nvidia GPU. However I received feedbacks from some AMD users saying that their GPU seems to not be properly used. If for some reason it can use your GPU, if fallbacks to CPU so the gam can still be played but is slower (depending on your CPU). The best is to try the free demo available at the end of the game page to check if the narration speed is enough or not in your system.

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Thank you for your feedback and sorry for the performance issues. Indeed, while the local llm library I use is supposed to be compatible with AMD,I’ve received several comments from AMD users mentioning that the narration is very slow on their config.I regularly update the llm library in case it fix some issues on some GPU architecture and I plan to add an option to let the player choosing between different smaller or larger model in a near future.

Someone on steam seems to have been able to mod the game to do that indeed but I am not sure how he have done it as the UI is not designed to handle so many skills. I plan to make the game easier to mod once its final version has been released but for now as I am still developing the game, modding is not officially supported yet so you can not do that easily unless you are willing to make complicated changes to the game files by yourself.

I am used the model Phi3.5 of microsoft, a very small model trained on data that have been curated to allow to train small LLM to be coherent. I think the dataset they used is inspired by the dataset called “TinyStories” (textbook or children stories like text generated by larger LLM). This curated dataset allow the model to write relatively coherent text while the specific tone and style then come from the system prompt I give to it (old english, cryptic sentence, low-fantasy medieval context, …).

Thank you for your comment ! I plan to add the old english toggle option for the release among other changes on how the LLM prompt is made. Glad you liked the locale LLM. I think there are many interesting things that can be done with this technology but I am indeed reluctant to use online services over which we have no control of.

Yes, absolutely ! Everyone who bought the game on itch.io will be able to receive a free steam key once the game is released on steam.

The save files are located into “JellyfishEgg/Assets/StreamingAssets/RDB” in a custom binary format.

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The demo has been updated on both steam and itch.io, and the issue where the main menu was incorrectly displayed and not clickable should now be fixed. If you try the demo again, please let me know whether the update resolved the problem for you!

Thank you for reporting the issue! A few other players have also mentioned problems with the main menu not displayed correctly or being unclickable. I was finally able to reproduce the issue on my own PC today by running the game at a different screen resolution. I believe I’ve managed to fix the problem, so it should be resolved in the next update. In the meantime, restarting the game at a different resolution might help in some cases, though I can’t guarantee it will work. Unfortunately, there doesn’t seem to be a consistent workaround in the current build. Thanks again for your feedback!

Thank you very much ! I joined it and put the link in the steam/itch.io game page and in the youtube video descriptions. I will try to share it and post content on it as much as I can from now on ot make it grow.

Thanks for the suggestion! I’m currently focused on development and I don’t think I have enough time to properly manage a Discord server myself for now. But if you’d like to create one, I’d be happy to join, participate when I can, and share it on the game page and other social media. Thanks for your interest in helping build a community around the project!

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Thank you for the bug report! I am not exactly sure why this is happening but I will investigate it. I am currently thinking of two possible reasons.

➤ There was a bug with the UI displaced to the right when restarting the game after setting on the fullscreen mode. I fixed this bug in the last tuesday update and it does not happen anymore in my PC but may be still happens for some reason on other PCs. If ever you still can reproduce the bug, can you try to switch on and off the fullscreen mode by pressing F11 and tell me if it works after that so I can know if it is related to the fullscreen mode or not ?

➤ The game start loading the previous run info as soon as you launch it so if there is a bug when loading some part of the previous run it could it can break the starting setup and make the game unplayable. I will test more exhaustively the save and load code to see if there is not a bug when trying to load some kind of edge case game element that I did not tested yet.

Thank you for the suggestion ! I will check it !

Thank you for the bug report ! I can not see the screenshot that you shared. Can you share it again or describe what was displayed in it to see if I can fix this problem so you don’t have to restart your pc the next time this kind of bug happens ?

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Thank you a lot for your detailed comment! I’m still actively polishing and patching the game, and feedback like yours is very helpful. Here are my answers to your notes:

➤ AMD GPU

I don’t own an AMD gpu myself so I can not verify it really work but the library I use to run the local LMM should also be able to use AMD gpu but you need to be sure to have Vulkan installed (it seems to be included by default in the latest AMD driver). If you have Vulkan installed but the game still seems to not use the GPU, it can also means that the number of LLM layers set to run on GPU is too big for your GPU size and it fallback in CPU mode. In this case you can try to reduce the number of GPU layers in the game settings.

➤ VFX & Vignette Toggle

The toggle for the vfx is planned. Making the vignette optional is a little more complex as other UI elements will need to have different position depending on if the option is on or off but I will consider it.

➤ Option for Modern English Narration

It should be possible and not too hard to do. I planned to refactor a little the LLM prompting so I will try to also add this option when doing so.

➤ Preloading the Next Prompt

This is an optimization trick that I thought before. I did not implemented it yet as it will take some time to code it properly but your comment encourages me to make this feature a higher priority.

➤ Hovering Over Inaccessible Locations

For this one, what I plan to do is to have a map symbols legend in the appendix of a pdf manual that I am currently writing. I want the manual to have a bigger role in the game final version (required for some quests, …) and I am thinking that keeping some distant location symbols secret could nudge the players to consult the manual.

➤ Skill Rolls Feeling Unintuitive

Just to be sure, what you find inintuitive is when the skill check pop-up appears with info like “relevancy check : 35/50”, it is not obcious what the number 35 and 50 means? In this case, 35 is the result of a RNG dice roll and 50 the threshold you need to reach to succed the check. Do you think a message like “relevancy dice roll = 35 (50 needed to pass)” will make it more intuitive ?

➤ Confirm Button UI Bug

Thanks for catching that, I tested it and you’re right, part of the confirm button can’t be clicked. That will be fixed in the next update.

➤ Reentering Locations

Actually there are some locations like the tavern or the market where you can reenter multiple times (you can know it if your avatar symbol blinks) but by default you can not reenter twice indeed. The main reason to prevent reenter a location was to be able to assume that the player just arrived (or return after some time passed) at a location when creating the narration events that can happens in this locations. Some narration events or choices could be weird if they happens while the player was already here and filtering the events based on if the player was already here or not was a little too complex to manage as there are many events.

➤ Misclicking Destinations

Understood ! I will try to add a some kind of guard to prevent it.

Thanks again for taking the time to share so much detail.Comments like yours are very motivating and help me prioritize fixes and features more clearly. Let me know if any of the above suggestions help or if you run into anything else!

The game has now updated. Your run progress is now automatically saved and you can continue from where you left off after exiting the game.

Thank you for your comment! Aspirations are indeed meant to create a kind of character arc for the player character. I’m really glad you felt that they open up the game, that was exactly my intention, but I was worried it might not come across clearly enough.

Thank you very much for your feedback! It’s incredibly valuable to me. Making the visual effects optional, fixing the coast generation, and adding fullscreen mode are definitely things I want to include for the release.

As for tombstones of other players’ characters, it seems a bit too technically challenging to implement before release, but it really helps me understand the kinds of features players would like. It might inspire similar ideas for future updates!

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Thanks for asking! The early access version doesn’t include a save system yet, the game was originally designed for short roguelike runs. But since playthroughs are longer than expected, I’m currently working on a way to resume from where you left off after quitting, while still preserving the no manual saving/no retry design at the heart of the game. This will be ready for full release!

Intersesting idea and great cable spaghetti feature. I would have liked to have both sounds and spaghetti feature but if you had to choose, you were right to choose cable spaghetti feature.

May be a little too easy (the arena could shrink faster) but I liked the minimalist visuals render in a tiny windows, it gives a charm to the game.

Nice idea ! I think it could be made a little more enjoyable with this two changes :

  • making Alice move smoothy on the left/right rather than jerkily.
  • less difficulty (more time between each obstacle) at least at the beginning

I would hae liked some kind of visual hint to confirm if cube match its diagram or not but otherwise it was very pleasant to play. The presentation with its 3d grid is very good and the gameplay simple but interesting.

An interesting mechanics exploited in many original levels ! The graphics, controls and effects are also well done making the game enjoyable to play. I think there there was a bug on the room where there are 3 button aligned at different heights because I tried two times to put a cube in the middle button but each the cube disappear and I was lock. Otherwise I would have continue until the end as it was fun to solve this kind of puzzle !

So, I pushed a wall, grab a button and push the button to push other block while someone seems unhappy by what happens and was yelling NO NOOOO then there was three doors, the one on the right was blocks and the one on the left seems very scary so I took the one the center and everything was ok and the game told me thank you and it was very kind of it even if I could have done better against the scary door and there were a lot of ninja I am pretty sure but not completely.

Very good art style. The gameplay was a little confusing. I killed all the enemies but I steel have the loosing message. Also I am not sure what was the purpose of selecting gadgets as you can select them all, but the menu interface was very well done !

This was an interesting concept with gameplay basis that looks deep and promising ! The art style and music were also good. As you asked for some ideas, here are some ideas I thought of while playing the game.

  • Von Neumann probesis a very intersting theme for a strategy game, may be you could a message describing the concept at the begining of the for the players that don’t now what is it.

  • Adding more visual hints in addition to the text, like different color for a start system depending on its temperature, illumination,…

  • Making the gameplay rules more explicit. It is a little hard to understand when and how the mutation happens. Some genetype features are also difficult to understant.

  • Adding some kind of purpose to the gameplay loop. For exemple, you can let the player see that there is a very strange star system somewhere but to access the start system the player need to colonise other start systems first or to build a very specific probe genotype.

  • Making the game a little more dynamic, for example by adding different animation depending on how many probes there are on a system. I am also wandering if real time with a pause button could not work with this gameplay.

The setting where you play dice against some floating mask surrounded by bombs was very strange and intriguing. Even if it is short, the playing dice/releasing bomb is a little repetitive but the end where the mask desappear and you spawn dices infinitely is very surprising and creepy. I had some problemes with the mouse, not only at the start screen where I had to click bellow the button but also in-game where the cursor and the mouse where not aligned. I found the visuals and sounds were good but may be some kind of shader to make the 3D models less clean could improve the atmosphere.

The long explanation in the game page is a little intimidating but overall even it the game is complex it stay quite intuitive. How works each terrain can be a little confusing but it can be understood by trying by himself on the tutorial levels. At the full map game, the mage seems to spawn outside of the part we can see so I was not sure what strategy should I use as killing a mage seemed to be the best way to progress by gaining some dice. I found the pixel-art and the sounds/music were good.

Simple but very enjoyable mix of strategy and dice game ! You really need to adapt your strategy depending on the dices and it add some suspense at each turn.

Very good mechanism based on rules that change randomly but that is less frustrating than other games with the same concept as the rule change linked torebounding on colored tiles is an good way for the player to understand what easily what will happens next. The controls were a little confusing at the begining but when I understood that the ball was loosing its horizontal momentum after each rebound it was fun to play. The difficulty is challenging but may hard level happens a little too soon. May be making the ball less sensitive (going to the left/right more slowly) could smooth the diccifulty.

Excellent !The dice physics, the detection gauge, the visual rendering, the voice and sound, the humor, the levels variety, everything is very well done. I complete all the levels and it was fun to play.

Nice idea ! It is an intersting mix of games like curling and dices. I also liked that each player start from a different angle, the accuracy gauge, and the obstacle on the board, this features add some complexity to the game. In addition to fixing the dice texture, it will be nice to add some sounds and to be able to quit during a game by pressing escape.

I think it could be very fun if the controls was a little more smooth and dynamic. The walking animation was a little strange but some monster annimation like the the flying eyeball was very good !

The character controls could be a little more polished as he is often blocked at place were it seems he can walk. The dice animation between each dungeon is very nice and add some kind of suspense to the dungeon exploration !

It took me some time to understand how it works and I am still not sure in which order every thing is working. It was a little hard to experiment how the ships were effecting the results as the modified value of a dice is not displayed. It would be nice if the results of a failed roll was not desapearing to have time to see what went wrong (sometime they stay but sometime they quickly desapear). More generally, I thought that there was lacking some way to see what went wrong when I was doing some tests or when I thought I found the solution but it failed. It was neverrless was fun to experiment with this concept and the art is well done !

Very enjoyable ! The simple but addictive gameplay remind me the game super hexagon. I found the difficulty well dosed. The 3D rotation can be confusing but in a fun way. I went to the stage 7. I am just wandering if score system rather than a stage system would not fit the gameplay better as I was not sure when was the next stage and how was working the combo system. Also the activation coulb be done with the keyboard (space key for example) to be able to play it with one hand. The music, sounds and graphics are also very good !