Play lifestyle
Cybernetic Lifestyle's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Originality | #5 | 4.143 | 4.143 |
| Accessibility | #40 | 2.857 | 2.857 |
| Audio | #79 | 2.357 | 2.357 |
| Overall | #80 | 2.602 | 2.602 |
| Graphics | #86 | 2.357 | 2.357 |
| Theme | #88 | 2.500 | 2.500 |
| Fun | #93 | 1.929 | 1.929 |
| Controls | #97 | 2.071 | 2.071 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.5.1
Theme Interpretation
The player journeys through a garden, a cave, and a maze. Your eyes may not be enough when you get lost. There are 5 different senses implemented that can be found to help guide you through the worldship. They can be attached and detached from the body. They can be deployed and retracted.
Source
no
GWJ Participation Level
1
Team Size
4
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Comments
Super interesting concept! The art was cool and I liked the different controls and thought the very blunt controller warning was funny.
Thanks!
There's a small update that was made to the game that added a feature
Would you prefer a popup point-and-click-segment or in gameworld sensory attachment dialogue spawning? Or both?
https://errata-espada.itch.io/gwj-90/devlog/1456222/fleshing-out-cybernetic-life...
Very interesting concept. Sprint on Q is a bit of a crazy decision though.
Right? Shift is colloquially ubiquitous among keyboard games as the "run key". I suppose it's not more critical than toggling the tendrils, though - both seem to contribute about as much to the game's feel (and only one was entrenched in the game-HUD).
Would you prefer CNTRL + #key for toggling sensory organ deployment and #key for toggling mouse follow? Or would you prefer CNTRL+ #key for toggling mouse follow
toggling mouse follow is probably used less than toggling mouse follow since you'll need to toggle your senses when attaching them to objects that freeze their movement
Really interesting concept. Also a little gross but not offputtingly so.
I managed to find the servers with just a hand and eye, not sure what the other senses would have been needed for. Even had a little trouble with the hand, I tried grabbing the BSOD monitor at the start but the hand got caught on it and made the arm stretch out. I really liked the idea of the eye/light being not under direct control so you need to massage your movement a little through the maze to see where you are going.
Thanks for playing!
I spent much of the final jam day in a mad dash to cut our "testlevel" into a size that our artist could actually illustrate after another member of the team suddenly left for a planned trip, and I ran out of time.
With another 30 minutes, I could probably have added the nose and mouth into the level which was played, but only if I didn't try fixing the win condition.
There's a small update that was made to the game that added a feature
Would you prefer a popup point-and-click-segment or in gameworld sensory attachment dialogue spawning? Or both?
https://errata-espada.itch.io/gwj-90/devlog/1456222/fleshing-out-cybernetic-life...
I think this is a really cool idea that would have benefitted from more play testing. I like the concept of transferring "journey" to a lifeform that slowly adapts to life and it's surroundings. My main gripe was that the level still felt less fleshed out and that when I clicked the Godot icon, the game restarted, making me lose my progress :(
but other than that, really cool stuff!
Thanks!
There's a small update that was made to the game that added a feature
Would you prefer a popup point-and-click-segment or in gameworld sensory attachment dialogue spawning? Or both?
https://errata-espada.itch.io/gwj-90/devlog/1456222/fleshing-out-cybernetic-life...