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t3hgreen

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A member registered Jun 24, 2017 · View creator page →

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That's very kind of you to say! The audio all came in last minute, and instead of figuring out how to do positional audio in love2d, I created each track to match the length it would take to pass on screen and cross fade from right ear to left ear in the waveform. It was a very quick and dirty solution, so I'm glad you liked it!

Thanks for playing!

That music goes hard! The wall jumps were  a little wonky, but overall the platforming controls felt good. The particle effect trail when you walk is really well done. The flip jump animation also stood out to me. Great job!

Lots of features packed in for such a little amount of development time. You should be proud how much you achieved!

The jump controls could use a little more love, like a little bit of coyote time for your jump, and decreased gravity so you had more time to react during the jump arc. Overall it looked good, played well, and you nailed the theme. Good job!

To echo what others have said, the control scheme is a pretty unique choice which is not intuitive for most folks, myself included. The terrain deformation worked well, but I was having trouble picking up the truffles I unearthed. The bones are there, it just needs some more loving. Great work for only a day of development!

The gameplay was awesome. It had the right amount of multitasking to be difficult and keep you constantly engaged. Good work!

This game reminds me of super motherload, which is a great thing! I like the music a lot! Good job!

I loved the music you chose. It made my play through really enjoyable! Good job!

This is very well polished. I particularly liked the music. Good work!

Your sound design is rad. The music is enjoyable and the added office sounds of a ringing phone and keyboard clacking really brought it together. What I took away from this was the message of "you have to work to live, but it all ends anyway". So I'm going to make good use of the rest of my weekend (not working) thanks to you. This made me reflect, so it gets the stamp of being considered art in my eyes. Good work!

As some say, "everything has a cost" haha. I'm very happy to hear this little toy I made got that reaction out of you! :)

Thanks for playing!

Sorry if I was too abrasive. As I said in the conclusion of my post, "I'm not trying to hurt anybody's feelings, and won't hold [using AI] against the creator. I just think its dishonest for the creator to say they created everything." I don't know you, so I have no reason to believe you're not a great human being, and I didn't mean any offense to you. I mostly posted to reply to tamires.tssilva65's question on what was AI generated, from what I could tell. I also thought using generative AI, especially not disclosing its use, was against the spirit of the jam. I do respect you for owning that there was generative AI use. 

Here is the jam rule that seems a little undecided on whether AI is permitted or not by the use of the word "please": "• Games must be entirely made during the jam's duration, and usage of small premade assets must be disclosed and appropriately credited when submitting your game (there will be a question for it). Please don't use AI." Which I interpreted to mean generative AI is not permitted, but stated politely. I don't support the idea that prompting a generative AI is the same as creating something "by hand" in terms of intent or effort. That's why I thought it was disingenuous not disclosing that generative AI was used.

It's hard for me to give feedback on a game that I suspect is mostly AI generated. Is the point of a critique to give feedback on something you've made, or how well an AI model performed at generating something? I don't think it's the latter, at least not in the context of this game jam.  At the very least, the bright vibrant colors looked good, and I like the quirky style of the models. Mixing pigs with every day objects like a toilet was interesting.

I like game jams because I like to solve problems under weird constraints. I don't think any of my jam games are particularly engaging for the players, but I was happy enough with the 10 minute experience I crafted for this jam, and think its worthwhile to play it once. I made a dumb little toy, but it has my finger prints all over it, and I'm proud of that. I've used generative AI before and decided it's not for me for a multitude of reasons. I'm curious what your experience was like using it for this jam. What was the hardest or most interesting problem you faced in making your game?

This game really does feel like every choice takes energy/hp. I thought it was a little broken at first because the vampiric attack didn't fill my hp bar like a traditional health leech mechanic. After the first enemy got too close and I had to run but had no hp to spare, it clicked why it worked like that. Great game design! There was far more strategy in managing my hp than I was expecting. Great job!

Nice cozy game! Very relaxing music. I thought the title was real clever. It's a bummer the cut scenes didn't make it in, because they were great! Adding some kind of watering mechanic where even the water costs money could be an interesting mechanic to add more depth. Great job overall!

That's so nice of you to say! Thank you! I'm glad you enjoyed it!

Thank you, and thanks for playing!

Wow, that is very kind of you to say! I greatly appreciate it! There was no audio until a few hours before the submission deadline, so it was very much a last minute thought for me. I half convinced myself that people don't listen to clicker games because it would get monotonous, but since this was such a short experience, I think you're spot on with adding background music. I considered adding a feature that increased the volume on the data center sfx as you built more to annoy the player, and then offer a reprieve by allowing you to purchase earplugs for an exorbitant price that mutes all the noises. I thought that was a good parallel to what folks who live by these data centers have to deal with.


Thanks again, and I'm glad you enjoyed it!

Very astute. I just ran out time and didn't try to adjust what each resource cost/produced until about 2 hours before the jam deadline, so its all sorts of wonky. I also felt that there wasn't enough content to ask a player to continue much longer than 10ish minutes, so I tuned the costs in those last two hours to hit that mark, and it really diminished the need for clicking, but it was too late to fix it. Honestly, I was tired of clicking after all that play testing, so it felt right to me at the time. :)

Thank you for playing!

You seem to understand 100% what we were going for. Those are all great suggestions and I love them. When brainstorming with my buddy who did the art we knew we needed different sized power sources that people would intuit as being different orders of magnitude, and were strictly not renewable. Nuclear was an obvious non-renewable for the last power source, but we know its actually a pretty good power source in terms of efficiency, so we just made the nuclear plant leak. That'll be on message. :) I also wanted to spawn piles of dead bodies as you destroyed all the farms and hospitals, but I didn't leave myself much time to build the game out to meet our vision. 

Thank you so much for playing!

(3 edits)

Since the creator won't admit it's AI, I'll point out some of the easy gotchas. One of the telltale signs of generative AI is inability to spell. It may get close to a word, or a symbol, but usually its not quite right. It's also terrible at repeating patterns and you'll often find irregularities in the pattern. 

Ex A) Why does the left striped caution tape look different than the one on the right? A human would probably just copy/paste and rotate the same texture. Another texture in the game has a correctly spelled RADIOACTIVE sticker that looks almost identical, so why is this one misspelled "RADIOICYNE"?



Ex B) Same thing here with the font. It's close, but clearly not how any human would make it without very specific intent that doesn't seem to be there. 


Ex C) You might have to zoom in on this image, but some of the pigs have snouts for eyes, and multiple nostrils or deformed snouts. Again, a human would have to put intent behind a design like this, and it doesn't seem like there is one. "RADIOICYNE" pigs that grew snout eyes? There other other pigs with faces as you'd expect, so you would think they would all follow that pattern.


Ex D) The models are odd, specifically the base platform. There are several little planes, disconnected to the model that shouldn't be there. How did they get there? Why would a human build it like that? The air conditioners(?) have meshes that look like the normals are reversed where it is black, or the texture is clipping into another part of the mesh. The textures don't really make any sense if you look at them long enough, suggesting that they are probably AI generated. Why does only one of the four corners of this platform have a pig foot with an eye on it? Seems like a messed up pattern because there is no clear intent why it would be like that. Best case scenario is a bad photogrammetry scan/generation. But if that's the case, how was it generated?


Ex E) Here is the title art from the creator's other game. None of the text or symbols are legible. Everything in the background layer looks like classic AI generation. Why is the line of buildings on the right floating into space while the majority of them are on the ground? The rope kinda just disappears behind the arm. The hands make sense at least. :)

I'd be happy to eat my words if the creator could show some proof of how the assets were made, or the title art. I'm not trying to hurt anybody's feelings, and won't hold it against the creator. I just think its dishonest for the creator to say they created everything.  This was also a good learning opportunity to help spot some generative AI for the unfamiliar.

I bought the oxygen that I needed, but didn't have enough money to buy any more seeds, so I ended up dying anyway. If/when you do get a foot up, and are able to horde more money, the game as a whole gets easier. What a simple commentary on how difficult it is to live in a capitalist economy. You're only missing the crop dying randomly to simulate an unforeseen bill that wrecks your life. I think you'd like my submission to this jam. It's very much in the same vein. Anyways, great graphics, and excellent take on the theme! Good job!

This is another victim to the ultra wide aspect ratio. As you noted, the buttons don't line up in window mode, and in full screen on 21:9 it was even worse unfortunately. I was able to click around until I got the necessary controls to beat the first level though! It's a great idea, and I'd say worth fixing the bug. Good job!

The font was too small for me to read before full screen, and rendered off the screen when full screen on my ultra wide, so it was a little hard for me to understand what I was doing. Those animations were JUICY though! The building drop and hovering over each tile felt great. That extra effort was noted and appreciated! Good job!

This is a great evolution of Pac-man. I liked the sfx for the spark. Before reading the discretion I thought it was an invisible creature that walked around slapping down inky footsteps that you gobbled up. Great work!

(1 edit)

https://vimeo.com/1164590741?share=copy&fl=sv&fe=ci#t=0

Did you figure out how to cheese it during development? I love tf2 and I'm fairly good at rocket jumping, so this game was right up my alley. I liked the moody graphics.  Good job overall!

I didn't read the instructions initially, just trying to suss out how to play intuitively. I managed to win, but no idea why. Then I read the help guide and saw Exodia haha. Very nice touch. I played a few more times trying to get Exodia until I realized I can just keep discarding until I get all the cards I needed. Easy win! I still don't understand the game, but that's a me problem for sure. Just chasing Pigxodia was worth it to me. Great job!

I'm not sure how to make it not launch fullscreen, but the UI is a little wonky on an ultrawide monitor, so I couldn't see any of the orange UI. From reading your submission description afterwards, I see that I must have been dying because of my movement choices consuming my hp. I was real confused while playing though haha. Great graphics and I could tell the movement controls were solid. Good work!

The traffic didn't seem to have any collision and I wasn't able to get my pig to jump anywhere near high enough to get the coins. Did I just miss how to play? Is the jump height based on a fixed time step, but the game has variable frame rate? What it ran well and the graphics looked good! Excellent work on that!

I liked being able to change perspective to line up a shot. Its a good 3D evolution of Angry Birds. It wish there were more levels because it was quite fun. Great graphics. Good job overall!

Great graphics! Good work!

I hit a bug where I had 17 coins, and the fireball was only 10 coins, but I couldn't purchase it. Adding a dash would really help to collect coins after kiting the enemies around for a bit. The controls felt good and it was easy to see the feedback of your attacks, so bonus points for that! :) Good job!

You are all lucky I didn't have the time to implement all the annoying features I wanted to. I was going to make the data centers increasingly louder as you built more of them until you bought the ear plug upgrade. Because that's where capitalism has led us... Anyways,  thanks for playing!

Thank you! I appreciate the kind words!

I got what I think is a couple minutes in, but no idea what my score was when I died. Adding the user's score above the restart button would be nice. Even nicer would be to keep a variable for the user's highest score between attempts and display it during your run. The controls felt great and collisions worked perfectly! Good job!

Does the revolver not do damage? haha I swapped it out when the first pig dropped it and I wasn't able to kill any of the other pigs to get a new weapon because the original pistol seemed to have despawned. Making all the guns fire continuously by holding down left click and some kind of audio cue to telegraph the scare crow attack would be welcome changes. Excellent graphics. Great job overall!

I appreciate it! Thanks for playing!

Thanks! I'm glad you enjoyed it!

Adding an audio cue for dire hunger would be helpful. My inventory was full of food, but I forgot to eat because I was exploring and died. The sprinting and jumping part of the platforming felt great! Good work!

Every time the narrator said "you were able to obtain... APPLES!" I chuckled. The jump was a little floaty, and the hit boxes were unforgiving, but it was a really good effort!