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Unhurried - voice controlled LLM-powered game

A topic by lwoleksii created Jun 15, 2024 Views: 262 Replies: 7
Viewing posts 1 to 6
(2 edits) (+1)

This week I posted the 1st beta version of my game. It's called Unhurried, because your goal is to "motivate" characters to complete the level as fast as possible.


The game is inspired by the idea to turn upside down our typical interactions with our game characters. Usually we just press a button and they do whatever is needed. But here, it does not always happen. I guess in this way the game can show us how interactions with people in real world happen, and why it's sometimes difficult for people to achieve even obvious goals. 

From the tech side the game is written in JS with Phaser framework. And uses C#/.Net on the server. It calls Deepgram API for speech recognition and uses Open AI models to simulate characters.

There are funny effects with often improper recognition of the word "JUMP":).


For now, the game works fine in desktop browsers (except Safari), misses some form validations and proper error messages. But generally, it's possible to play it.

The game can be played on itch.io or on the home page, it's the same version:).

https://lwoleksii.itch.io/unhurried

https://unhurried.live/

So I'm very open to any feedback!

(+1)

Hi, this looks good and I just love the idea!! Really cool!

Unfortunately, I ran into some difficulties, as well. For some reason, there was about a 20 second delay from when I said something into microphone, to when it registered the command. I'm not really sure why. Although, this was on a MSI Claw handheld PC - these handheld PCs can be known for not having as refined of drivers as desktops PCs. I feel it's no huge deal for me either way, I just like the concept of voice command gameplay.

(+1)

Thank you for the feedback!
It's actually possible that the issue in the underlying API for speech recognition. Despite the claim for lowest latency, I also observed a few rare long calls. I want to gather more feedback to see if it's a frequent issue.

I do understand that latency is the current tech limitation we have, but would prefer to decrease it to 1-3 seconds maximum:).

(+1)

I have checked the replay of your game (it records each play and you can share it too:)). It looks like there is some performance drop in the browser client as well. Because when the robot started moving, the first few seconds it almost was stuck. This is implemented purely on the client without any server sync. When I'm closer to finishing the game, I will look into possibilities to make the client code faster as well and hope it will help.

(1 edit)

A little update: added mobile layout that should work fine on Android. Still having issues with rendering backgrounds in Safari, but I'm sure there is a fix, I just need to find it:).

Fixed some more mobile layout issues including zooming by double tap. I consider the game is playable on mobile now!

Added the game homepage and made a video recording of one of the played games: 

After receiving very nice comments from /u/Sharp_Philosopher_97/ on Reddit, adjusted the UI, added tutorial messages directly to the game background.

More changes to come!