Couldn't crack the first fish, lmao, but that's a skill issue on me, for sure. I loved the concept though, you'll probably win for originality, at least I think you should! I love the idea of "the depths of the mind", very well thought. The use of gen AI here is perfect too, goes to show it has good uses. If I were to critique something, I would say the AI sometimes is a bit confusing, I'm not sure it could remember the conversation super well because it would contradict itself multiple times and sometimes I felt I was just going in circles. Maybe that's how therapy is in real life? I know my therapist has to pull me out of the same hole multiple times a year, hahaha!
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The Deep Session's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Originality | #16 | 3.857 | 3.857 |
| Theme | #28 | 3.500 | 3.500 |
| Art | #31 | 3.357 | 3.357 |
| Overall | #49 | 2.914 | 2.914 |
| Gameplay | #67 | 2.286 | 2.286 |
| Sound | #94 | 1.571 | 1.571 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Yeah, the game is indeed not easy: I never managed to help Claude either...
During development, we really focused on originality. As for the memory issue: because the size of a GET request is limited, I had to optimize the amount of data I put in there. Here's what I ended up doing: I save the dialogue history, separately ask the AI to summarize it briefly, and then pass that summary to the AI that controls the character.
So yes, the fish do have memory problems (ironically). I tried switching to POST requests, but the API I'm using simply doesn't accept them...
Ha =) Thanks for the warm words.
Regarding a full version... I don't know. If I develop it further, it would become my first major project. Moreover, in its current state, I doubt it would appeal to a broad audience: the gameplay is too atypical with a high entry barrier.
Scrolling text? Hmm... (. ❛ ᴗ ❛.) If you could describe the problem in more detail, we might be able to help.
Original interpretation, I also caught onto your game. To my shame, even though I once studied to be a psychologist, I need a hint for the first fish)
Glad you appreciated it. There's no shame in needing hints for the fish — I struggled with them myself (it's a balance issue: the mechanics are non-standard, so the usual levers for adjusting difficulty are simply absent). Claude himself is a classic case of professional burnout. (He's a clownfish — what could be more fitting?) The expectation was for the player to help Claude, at least temporarily, step out of his role. (Honestly, I don't have a specific algorithm in mind to achieve that result. You'll probably have to improvise as you go.)
Thank you for the kind words! q(≧▽≦q) About Felix: he really is a very unpleasant character (at first glance), and with him, we definitely overdid the difficulty. To be more specific, he's a textbook example of how traumatic experiences can shape a person: his aggression is a defense mechanism. (Literally like a pufferfish—that seemed funny during development.) The idea was for the player to help him realize this, and that's how the mission would end... but, well, the mechanism works a bit too well. >__<
It's incredibly impressive how you are able to implement an AI model into your game that simulates the different fish personality. On top of that, the color scheme is super unique and complements the playful theme extremely well. Great job!






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