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A jam submission

SysEval: Iteration ProtocolView game page

Welcome to SysEval, an AI training simulation designed to produce world class racers.
Submitted by cachandlerdev, iskra_audio, Mazzle_Dazzle, OutlawGamesStudio, Lucas, Melonenstrauch — 4 minutes, 49 seconds before the deadline
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SysEval: Iteration Protocol's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#12303.4523.452
Narrative#18302.8712.871
Artwork#22463.5163.516
Creativity#28593.5163.516
Enjoyment#37772.9352.935

Ranked from 31 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
You play as SysAI_v4.27, a racing AI in a training simulation who has to compete against prior generations and continuously improve its times to avoid termination!

(Optional) Please credit all assets you've used
See description for full credits

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Comments

Submitted(+1)

I really love racing games and this game reminded me of one of my childhood games but I forgot its name :(

any way the visuals are truly amazing everything fits together perfectly :3
9.25/10

Developer

By the way, I know it's been a while since the jam, but after it finished, we ended up working on the project over the summer to significantly expand on our initial prototype. One of the things we ended up doing was redesigning most of the art and sound to really improve the visual and audio presentation of the game, and we recently put up a dev log detailing everything we've worked on since then. Feel free to try the game out again if you're interested!

Submitted

Fine, I will try it soon :3

Submitted(+1)

I really wanted to see a ghost mode theme interpretation, so seeing this made me happy! Pretty fun, physics sometimes have problems but imo it doesn't hurt the experience too much. Great job!

Developer

Hey! I know it's been a while since the jam, but after it finished, our team decided to continue working on the game over the summer address a lot of the issues we originally had while fleshing out a number of the features that we didn't have time to implement during the jam. One of the things I ended up doing was reworking a lot of the ship movement code to address the physics issues we initially experienced. We recently put up a dev log about the extent of our changes, and encourage you to check the game out again if you have time!

Submitted

Damn, the page looks great! I'll look into it once I'm more available, meanwhile if you're interested in youtube devlogs don't hesitate to check out the youtube channel with my username. Great job, I'll definitely give it a new look!

Submitted

Interesting speed game, the loop was good. I will say my fps struggled a bit might have been my computer and while the speed boost was cool I think they made me too fast a few times I fell of the map. Maps might be to simple but they do the job well in letting me know what I see. Overall good job on this game for the jam.

Developer

Hey! I know it's been a while since the jam, but after it finished, our team decided to continue working on the game over the summer address a lot of the issues we originally had while fleshing out a number of the features that we didn't have time to implement during the jam. One of the things I ended up doing was reworking a lot of the ship movement code to address the speed and physics issues we initially experienced, and we implemented a full settings menu with graphics options to help the game perform better on weaker hardware. Virtually every map in the game received a complete visual overhaul, and a number of new ones were added. We recently put up a dev log about the extent of our changes, and encourage you to check the game out again if you have time!

Submitted

Well, another comment on the game because I gave it another try by running the other exe.

I gotta say, this time it did feel a bit better - I could play through two tracks with a stable FPS (but it still didn’t even reach 60). Here are two takes I realized:

Speed boost is a cool mechanic, and, as contrary to what I said, it does feel fast. However, it’s a bit too fast and threw me off the map two times making me re-open the game. I think that speed it gives should not be a part of this single mechanic, but rather a part of the core racing gameplay itself.

It felt better to play this time, my controls were more responsive due to performance.

The maps are… very basic. I like the style of the ambient with the “vaporwave” mountains (I forgot how they’re called sorry), but why do they have collisions? Don’t they affect the slowness of the game, taking that they have precise collisions and are a lot of mountains?

Overall, I got to say, it did not change my opinion much, but I now got to understand better the ideas and I had a better experience this time. Remember, it’s just my opinion, and as always, congratulations on participating!

Developer (1 edit)

Thanks for the feedback and for giving the game another shot! I believe the speed boost blasting the player off the map is related to the physics issues that a number of other people experienced, since the player isn't supposed to ever fly off and collide with the map terrain. We're planning on polishing the game and adding new features after the deadline.

Submitted

It's very neat! But as others have said, the physics isn't the best and does impact enjoyability a bit 😅 Also just to note, in the jam's rules it does state it shouldn't need additional software downloads but this did for me! Mark also just skipped over a game with the same additional downloads on stream so watch out for that!!

Developer

What extra software did the project ask you to install? We used the default Unreal package settings and didn't notice anything extra was needed.

Submitted

C++ Prerequisites, the usual for unreal stuff 😅

Developer

Hey! I know it's been a while since the jam, but after it finished, our team decided to continue working on the game over the summer address a lot of the issues we originally had while fleshing out a number of the features that we didn't have time to implement during the jam. One of the things I ended up doing to address the physics issues was reworking a lot of the ship movement code so that the vehicles actually hover using a semi-realistic suspension system. We recently put up a dev log about the extent of our changes, and encourage you to check the game out again if you have time!

Submitted

seems pretty fun but im getting screwed over by the physics system. like its not laggy or anything, im just moving in weird directions, and get stuck frequently. the game runs badly despite my pretty good pc, which in the second level caused me to clip through the floor instantly and land on the terrain. yee-yikes

Developer (1 edit)

Alright, thanks for giving it a shot. We're looking into the physics issues because it seems somewhat inconsistent right now and potentially framerate dependent. The game ran fine when playtesting on our development machines, but a number of other people seem to have had problems and I was able to reproduce the issue on a relative's PC. It's strange though because the build plays fine on my machine.

Developer

Hey! I know it's been a while since the jam, but after it finished, our team decided to continue working on the game over the summer address a lot of the issues we originally had while fleshing out a number of the features that we didn't have time to implement during the jam. One of the things I ended up doing was reworking a lot of the ship movement code to address the physics issues we initially experienced, and we implemented a full settings menu with graphics options to help the game perform better on weaker hardware.  We recently put up a dev log about the extent of our changes, and encourage you to check the game out again if you have time!

Submitted(+1)

it crashed on me so i wont leave a rating i dont want to ruin the overall rating score just because i have a weak computer

Submitted

I love the EDM style vibe with the background and music, and it goes well with the This is such a good foundation, it just seems like it needs a little more time to cook. Great job guys!

Developer

Thanks man, it's been a pleasure working with you in the past! After the jam finished, our team decided to continue working on the game over the summer and flesh out a lot of the features that we didn't have time to make due to deadline constraints. We recently put up a dev log about the extent of our changes. :)

Submitted

Really cool and creative idea!

Submitted (2 edits)

Wow that art style is crazy cool!  Do you guys have a breakdown of the material you used for the terrain somewhere?  I imagine it's not super complex but I can't tell how you did it by looking at it

Developer

Thanks! I can't say I fully understand why it works because one of the other developers made it, but I can send a screenshot of the material.

Submitted

Thank you!  That's exactly what I needed, I'm going to have to mess around with that for my game a bit!  I would also love some feedback on my project if you have the time, I didn't get to polishing it near as much as I wanted to and any notes you have would be super appreciated!

Developer

Sure, I'll try to check it out later tonight or tomorrow! I've got a list of game swaps to go through and will let you know what I think when I get to it. :)

Submitted

Thanks!  I appreciate it!

Developer

Hey! I know it's been a while since the jam, but after it finished, our team decided to continue working on the game over the summer and flesh out a lot of the features that we didn't have time to make due to deadline constraints. One of the things we ended up doing was giving the game a pretty big visual overhaul, and we recently put up a dev log about the extent of our changes. Feel free to check the game out again if you have time!

Submitted

This game feels FAST, thats pretty cool. Unfortunately the physics are kinda inconsistent and it ruins parts of the game :(

Developer(+1)

Thanks for playing! Sadly the physics in Unreal Engine happen to be framerate dependent and some computers seem to be experiencing performance issues, which is something we're looking into. If you wanted to give it another shot, you could try checking the Known Issues section of our itch.io page where we posted a workaround that works on some devices.

Submitted

Its a cool idea for a game. Kinda a forced speedrun. Being able to see all your past runs as ghosts are great. The physics can screw you as some points unfortunately (once you hit an obstacle you tend to wipeout so much that that loop tends to be a lost cause) & theres some parts where ive gotten it to flip me upright somehow which forces the need to respawn

Music was nice and worked with the gameplay. Same with the visuals. The entire vibes reminds of the game distance tbh which is nice

Developer

Thanks for playing! Sadly the physics in Unreal Engine happen to be framerate dependent and some computers seem to be experiencing performance issues, which is something we're looking into. If you wanted to give it another shot, you could try checking the Known Issues section of our itch.io page where we posted a workaround that works on some devices.

Submitted

I don’t know if it’s just my PC, but the game crashed a lot and ran really, really slow, to the point any speed i was going seemed like the same speed. The arts are very basic, altough the tracks are something. The audio is not very special, and the main song loop gets old quick.

Overall, I couldn’t really play properly because of bugs and lack of optimization, but I really do like the idea. Unreal is a difficult and heavy engine after all.

Developer(+1)

Oof, those are harsh words. We've heard some reports about performance and how running a different exe file in the package improves performance substantially. If you wanted to give it another shot, some people mentioned that running SysAI\Windows\GMTK2025\Binaries\Win64\GMTK2025-Win64-Shipping.exe resulted in the game lagging a lot less.

Unfortunately I think we weren't able to finish the setting menu in time, so changing the graphics preset doesn't work at the moment.

Submitted

Oh, I didn’t know about that! I’ll give it another shot tomorrow then. And sorry if my words were too harsh, I just tend to say in a more critical way.

Developer(+1)

Hey! I know it's been a while since the jam, but after it finished, our team decided to continue working on the game over the summer and flesh out a lot of the features that we didn't have time to make due to deadline constraints. We recently put up a dev log about the extent of our changes, and encourage you to check the game out again if you have time!

Submitted

AWESOME game. Love the concept; having to beat your previous time or risking death is an amazing interpretation of the theme. Fantastic work!!

Developer

Hey! I know it's been a while since the jam, but after it finished, our team decided to continue working on the game over the summer and flesh out a lot of the features that we didn't have time to make due to deadline constraints. We recently put up a dev log about the extent of our changes, and encourage you to check the game out again if you have time!

Submitted (1 edit)

I really like the art style this game uses, and I love the concept of playing as an AI. I also think the gameplay is great! However, I did run into a few game-breaking bugs which made the game a little bit frustrating. The physics are extremely inconsistent, and this causes the launch ramp on the L1 track to only work about 30% of the time for me, as it often launches me over the walls. I also clipped into the floor twice (once randomly, once upon landing from that ramp). However, this game is still quite fun, even with the bugs, and if they get patched out, I think this game would be a contender for some of the best games in the jam!

Edit: I finally got a chance to play through every track. I love the track design of tracks 3-5, and the game as a whole is great! However, there were a few bugs I noticed (It is likely these are either extremely rare or bugs only happening on my computer though):

On track 2, my car clipped through the floor at its spawn point, and the track (unfortunately) ended up not being playable because of this. On track 4, it "tripped" towards the beginning of the track, usually just having a slight hiccup but occasionally sending the car flying. Also, if the front end of the car is touching a wall and you are about perpendicular to the wall, you cannot rotate your car, and you cannot move sideways at significant speed.

Developer (1 edit)

Thanks for playing! We've heard some reports about performance and how running a different exe file in the package improves performance substantially. If you wanted to give it another shot, some people mentioned that running SysAI\Windows\GMTK2025\Binaries\Win64\GMTK2025-Win64-Shipping.exe resulted in the game lagging a lot less.

Unfortunately I think we weren't able to finish the setting menu in time, so changing the graphics preset doesn't work at the moment. 😔

If the player gets stuck or falls off the map, you could try pressing R to reset the loop!

Developer

Thanks for giving the other tracks a shot! It's a shame that track 2 was bugging out because it was the one our level designer put the most time into. :(  We're planning on polishing the game after the jam ends to see if we can address the physics problems and add some extra features like the ability to hack prior runtimes to keep SysAI_v4.27 alive for longer!

Developer

Hey! I know it's been a while since the jam, but after it finished, our team decided to continue working on the game over the summer and flesh out a lot of the features that we didn't have time to make due to deadline constraints. We recently put up a dev log about the extent of our changes, and encourage you to check the game out again if you have time!

Submitted(+1)

Dude I loved this little rocket! It was so smooth and ended up driving backwards for a good chunk which was really really fun emergent.  Recommend trying this one out going backwards!

Developer

Thank you! Backwards is definitely a different experience! I enjoyed lüp :)

Developer

Hey! I know it's been a while since the jam, but after it finished, our team decided to continue working on the game over the summer and flesh out a lot of the features that we didn't have time to make due to deadline constraints. We recently put up a dev log about the extent of our changes, and encourage you to check the game out again if you have time!