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A jam submission

NeuroCrashView game page

Crash the dungeon before it crashes your brain
Submitted by McTeddy Games — 19 hours, 5 minutes before the deadline
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NeuroCrash's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity / Innovation#263.3473.500
Overall (Fun and Playability)#312.9883.125
Audio#492.5102.625
Visuals#502.7492.875

Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How was the theme(s) implemented?
It's themed on "Retrofuturism" using a Tron or Gibson style cyberspace where it's simple geometric representations. There's other in lore touches with other themes but I'll leave it out for spoilers.

Where did the assets come from?

Homemade graphics

Most Graphics were created by the team during the jam

External graphics

Some graphics assets were downloaded or made prior to the jam

External audio

Some audio assets were downloaded or made prior to the jam

Do you have a diffrent Discord nickname?
McTeddy on Discord

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Comments

Jam HostSubmitted(+1)

Really interesting. I did the first play through having not read the README and I thought it was interesting to try and figure out what was going on. Then I read the README and it answered questions I had and I got to enjoy it a lot more. It's a really unique cyberpunk take on games and I really like it. It does something I love about game jam games where it takes some time for me to figure out all the mechanics and details and then I get a completely new experience I haven't seen before. It really was a please. Thank you. Also YAY TRON!!

Feedback for how to improve - it was actually pretty hard to figure out the mechanics. So I suspect not everybody would want to spend the effort on it. I would recommend walking the player through them a bit more "hand holdey"  and let the player spend more effort figuring out the strategies. Or introducing mechanics more slowly, like add one or two per level.

Submitted(+1)

I jumped into the game when i saw Tron and Gibson but i hate to say that i really found the game overwhelming. I just couldn't get into it. After a few tries i figured out some of the things in the game but i still die suddenly without even knowing why. Game really seems to be interesting, i like the power ups. Like the radar. I first thought that there are random encounters but when radar power reveals enemies on the tile i realized it's not. I don't understand how exactly tracing works. CPU bar is progressing over time no matter what you do but i think if you hit an enemy tile, it speeds up and CPU spawns enemies when the bar reaches a certain point? The CPU bar occasionaly resets, i think it happens when you change a floor. 

I had a hard time navigating the maps in this game even after i got the compass. Minimap doesn't show player's location so you have to guess where you are by looking at minimap and the compass and we need to find all soul shards to beat the game. I kept running in circles looking for those shards and the level gating is done by the system i dislike the most. You have to keep going up and down to access an area of a floor. To make matters worst, the soul shards are spawned on random tile on each floor. I think HUD shows how many shards are left in a floor after you use a powerup but i'm not sure.

The combat is straightforward but interesting. The more you wait for the time bar to fill to press the attack button, the more damage you deal but enemy can hit you while you wait too. I didn't understand what peer means and those two number values represent when enemy hits you. You can't walk backwards. When i reach a section of layer 4 i start to rapidly lose HP and then i got into an enemy encounter which i died as soon as enemy hits me. I don't know what that was about but that was point i quit playing. I honestly gave at least 4-5 tries.

This was my genuine experience about the game but i appreciate the level of detail and cool design of the game. I think  Cyberpunk theme is hard to pull off in crawler games as much as it sounds cool. Your game definitely adds a nice variety to games in the jam and i thank you for submitting it!

Developer(+1)

Totally fair and I do appreciate it. It is absolutely complex in unusual ways, and you were on the right track. There's alot happening in the background.

The easiest way to explain trace is that "The more it fills, the closer the boss will the spawn enemies" and not try to fully understand it. At low stages the boss will spawn enemy tiles randomly across all the floors, but as it fills it'll narrow down towards your current location, down to the specific tile you are on. By moving to a new floor, it loses track of where you are and spreads out the attacks again. 

"Peer" is just the camera enemy's attack ability, that increases Trace. So, some enemies attack you directly, while others send data back to the AI to either track you down or allow it to gain its own growth XP. So, there are lots of minigames are happening all over the place so I totally understand the confusion. 

I'm not sure what would have killed you on the 4th floor like that, but I'll have to take a gander. I do appreciate you giving it the college try. 

Submitted (2 edits) (+1)

Super cool theming, the diegetic HUD elements are really cool.

I like how you sort of have a game manual on the title screen; it also kinda reminds me of the mission briefings from the earlier MGS games. I love when games have expository files and stuff like that you can read before getting into it. I feel it helps immerse me into it more, especially in a sci-fi world like this.

Submitted(+1)

The rogue AI has been defeated, and the city is now safe!

I really enjoyed playing. I tried to figure out what to do without reading any instructions at first, and after my first death, I did! There are a lot of unique and creative mechanics in this game. I especially liked the risky upgrade management, and the trace mechanic made me hurry to find a new location before being detected. Cool and very creative entry 

Thanks a lot for a game! 

Submitted (1 edit)

Actually quite fun game to play!

I'm not sure having the map show all possible spawnpoints for the pickups is the right way here. I found myself have to go through all levels checking them again to find the ones I'd missed. But then I thought I needed them all to complete the game. I got to a point were the enemy got overloaded/powerful and I lost cause of that but with health and many upgrades. The mechanic of the addition to the computers stats I didn't understand. Sometimes they seemed to go up in the middle of the bar and sometimes when it was maxed and I changed floor.  Trying to change floor often leads to some back and fourth play where you have to get one upgrade run to teleporter just to reset the bar. If that is desired, bad or good I cant tell. But the gameplay feels forced to go in that direction. Teleporter to level 4 was really hard to find, so that might be one contributor to why it took me an hour to beat the game, along with the death and restart of course.

The mechanics with evolving computer was a super cool mechanics!

Thanks for a good game!

Developer

I appreciate it and totally agree on the concerns. It sounds like the mapping needs some rework and I might entirely redo the confusing map.  I'm glad I didn't make it even more confusing as I'd originally intended with lots of ups and downs :D

The computer is actually running a bit of a minigame in the background that causes it to level up. Every 10 seconds or so it's taking a turn that can add security and/or work on evolving itself. Lots of little things that happen throughout the stage influence the speed of actions and leveling up, but mostly it can just be thought of as an evolution timer. Over time, it spawns more powerful enemies, more often, or gets better at tracing you... though each game it'll develop down different paths.

Changing floors is absolutely the intended strat, though not exactly as I'd wanted.  The idea was that if it sees you on Floor 3 and you leave... it'd search floors 2 and 4 actively. So, you can keep moving around and causing a ruckus to draw away security. I didn't trust my UI feedback or level design for the jam, so I set it to a full reset instead.  You're encouraged to jump floor often and play keep away, but it's not extremely strict or time-wastey. 

So, yeah, there's lots of crazy stuff happening in the background.

Jam HostSubmitted

I think this game has a lot of cool things going on. Letting you be in charge of toggling on UI, I like very much.

I did like the very simple and flat graphics too. Well worked out.

I did have some issues though, I didn’t start systematically clearing all things per level as the game and instructions hinted me towards doing a little and running to next floor. The way the teleporter color and floor level color didn’t seem to have anything to do with each other, I assumed they were just in a fix sequence and that the color of the teleporter had no meaning. The map also had blue things that I don’t know what they were this made me even less prone to reflect on that you could actually determine where you were gonna go between levels for the longest time.

Which caused another problem, I probably missed some soul in some corner, but where I have no clue. I think I spent something like 10 minutes in the end without finding any new data or soul. And that, I think comes down to a bit of UX, maybe missing ability/program, but also level design / game design.

You have quite a lot of space that we need to crawl (also without strafing, increasing the number of button presses substantially) and that becomes a problem if you have to find all parts of the soul. Even though it makes sense that if the soul is fractured into 10 pieces that the player needs to find, that there be 10 pieces in the level. But I’d say it should probably be 12-15 pieces, and you just despawn the remaining or transition to the conclusion as soon as the last piece is found.

I did overall like my stay with the game, just wish I could have seen it to the end.

Play-through:

Developer

I appreciate you giving it a shot and its definitely useful feedback. Using the map with potential spawners was absolutely a case for confusion. As for the teleporters, they are just a "Stairs up (Green)" and stairs "Stairs Down (Red)" mechanic but I was worried that the "Towers" stage (One floor with four disconnected zones) would lead to confusion. It sounds like it did.

You may NOT have missed a soul and encountered a bug where the AI loses an item while spawning the chests. I'm sorry for that because it is an immensely frustrating bug as a player. I THOUGHT I'd identified the cause and ensured that SOUL wouldn't be eaten by the AI, but it sounds like it still outsmarted me. 

If you ever do want to beat it, nothing is actually required to beat the game except to defeat the boss on floor 6. Each soul you collect just makes your "Soul" program cheaper.

Submitted

"The rogue AI has been defeated and the city is now safe."

The first time against the boss I activated the Soul item (among other ones) then realised that it had killed me so the second time I didn't and won. I got confused at first by the lack of item to pick on some item spots indicated on the map, not that's it's either a good or bad thing, just a loose note ;). 

I'm glad you suggested to try to figure out the hps of the enemies to kill them before they play (or play twice), I wouldn't have thought about it and I enjoyed doing just that.

The game is well rounded, everything fits together. It's fun to play, trying to remember what the items do and use only the worthy ones in the middle of the action because activating all of those anytime is bad, the combat system is fun, the difficulty is appropriate for a jam and the game ends with a satisfying boss fight.

Thanks for sharing!

Developer(+1)

Yeah, the map is literally the one I load and generate a level from instead of a real-time map. It was a compromise for "Getting something working for the jam" where I wanted a Rogue AI mastermind to be my major mechanic experiment.

The blue spots are "potential spawn points" the AI is looks at. There's a "gamemaster" system behind the scenes tweaking the map, locking doors, shuffling/hiding items, placing enemies, etc. Ultimately though, I disabled soft-lock risks (Locks and Keys) and ensured made the AI place things conveniently. Even the map was supposed to be an active program, but I wanted it approachable.

I'm glad people seem to appreciate it though, this was a particularly rough jam for me. I had like 10 ideas that I wanted to play with that the theme's conveniently dodged. I had zero inspiration and this was all-hard earned steps. (Fun Fact: Everything about Rogue AI was inspired by Hans Grueber in Die Hard which I'd wanted to make into a dungeon crawl)

Submitted(+1)

Was fun, I managed to collect all the soul pieces and had a bunch of upgrades to beat the AI. I did blow my ram limit at one point and watched my health bar just disappear as I panic clicked things to turn them off but it didn't end up being a game ender thankfully!

Submitted (2 edits) (+1)

This is a very nicely focused game. Conceptually it's all strong, everything made sense to me, it's thematic and the perfect length.

Like others have said, the movement controller needs a little bit of love, I did find myself trying to move backwards and strafe quite often, and that's a tough habit to break. The perspective is very narrow, and while it's not 'traditional', it didn't matter in this game, not that a crawler about AI particularly traditional!

I enjoyed this alot, it was fun playing around with the various abilities and I think you made a very wise decision to err on the side of caution in regards to difficulty. It made for a really pleasant experience.

Thank you!

Submitted(+1)

this is so excellently designed! it's really great figuring out how to navigate the various spaces, hunting around the maps for powerups, and trickling the story through the soul fragments was a great mechanic. i think in the end i managed to fully unlock everything before the final fight lol. great work!! i had lots of fun playing :))

Submitted

Sneak is so powerful in this game. When I tried to fight the AI boss, I dodged it twice!

Very Tron and 868-HACK (complimentary). Overall, I had a lot of fun with this! I'm still not sure I understand what half the powerups do, but I know that Radar and Sneak are OP. I couldn't tell if I was just playing fast, or if there wasn't much of a downside to the CPU knowing your location. I could usually avoid most battles, and when I couldn't, my health regen would win out. Great entry though!

Developer(+1)

Definitely powerful. I was afraid the minesweeper-y mechanics would chase people and being a short jam, I wanted to make EVERY skill over-powered. So ANY 2-3 skill and you've got a good shot at the finale. The original plan wasn't to have natural regen and it would force the stealth/dodging. But ultimately I chickened in to let people play with the systems instead of needing to master them. 

Submitted(+1)

I defeated the rogue AI. Shame about the item bug, but as you said, nothing seems to be required. Controls need some work, as I really felt the missing back step button. Strafing would be nice too. The systems were interesting and I liked the inventory system, with the max ram capacity. Graphics were smooth, but a little bit of variety would be nice. Sound was very fitting and the retro futurism theme was well met. Nice one!