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A.I.L.N.'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #119 | 3.714 | 3.714 |
| Visuals | #127 | 4.286 | 4.286 |
| Overall | #155 | 3.667 | 3.667 |
| Gameplay | #183 | 3.571 | 3.571 |
| Innovation | #223 | 3.500 | 3.500 |
| Theme | #249 | 3.857 | 3.857 |
| Enjoyment | #755 | 3.071 | 3.071 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
A.I.L.N. puts the player in a post-apocalyptic world where communication is essential for survival, but an AI being has infiltrated the communication network. As the player receives messages from survivors and other bunkers, they must determine which transmissions are genuine and which may have been manipulated by the AI.
The theme “Trust No One” is central to the game's core mechanic. Every message the player receives must be questioned and analyzed before it is relayed. Distorted frequencies, unusual signal patterns, and inconsistencies can indicate that a message has been compromised, but the player can never be completely certain. At the same time, equipment failures and security threats create legitimate problems that can look suspicious, making it difficult to distinguish between an AI attack and just plain ordinary system failures in this cruel world.
What code and assets did you not make from scratch during the jam (if any)?
Third-party SFX assets are used for this project in accordance with their respective licensing terms.
How many people worked on the game?12
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Comments
I really like the concept for this game, the art is awesome, the music drives the atmosphere. There are some critiques though.
Long ahh rant incoming! :3
The major one is the lack of feedback for the player: when the generator stopped working, the scene dimmed a bit; not thinking much of it because the guy said I wouldn't see anything, I continued playing but lost. Then, when I tried restarting it, the mini-game was kinda confusing to me, there wasn't a visible 'goal'. I always just moved randomly to the right and seemed to work. The signal room's mini-game was alright, though it would be better with more feedback, like different sounds for the level(when I try to pull it without having solved the minigame and when pulling it after solving it), a sound when all the tubes are in connected correctly... something like that. It was strange that the guy presenting the week rules didn't have any subtitles like the other people on the radio; it would have been great to have subtitles to be able to understand him better. Other than that, while I was trying to grasp what he was saying, the time was still ticking; I guess it's like the phone guy in FNAF, but in FNAF he doesn't really say something useful, here it does and kinda have to trade the information given for the time, which made me just skip him and continue the game without prior info. It would be good for the timer to be stopped when important info is given and continue when not. About the guy explaining the rules of the game, It would be useful to have immediate visual feedback or guidance as a tutorial, e.g: He says AIs are repetitive, so the guy says 'Alright, let's put you to the test, try with this signal' and the signal glows, you click it, nothing happens; 'Now rotate the knob', 'Perfect, now grap the headphones I left for you' (two things happen, the player knows they must interact with that UI and office and how), and now the repetitive text that the player must pay attention to is highlighted. When something breaks, like the generator, it might be helpful to get the big red sign like for the Hacker attack, or a 'danger' icon on the map icon; which I found a little bit clunky because if I opened it, I had to go to the office again and interact with the desk again, instead of closing and bringing me back to where I was before opening it, but that's just a plus.
I think that's it,
I was really amazed by the game, and the voice acting was on point. I would really love to play it with further adjustments! Well done team :D
The creepy, dimly lit atmosphere, top-notch voice acting, and subtle storytelling choices make this entry so immersive! Forcing players to choose between strict job performance and listening to the captain creates an awesome tension that fits the "Trust No One" theme brilliantly. Building such a polished, audio-heavy experience with a 12-person team during a jam is super impressive.
Since you guys are gathering feedback for post-jam updates, a few quick ideas to keep in mind:
- Full Dialogue Subtitles: Adding comprehensive subtitles across all dialogue/transmissions—not just radio logs—will make the game way more accessible and prevent players from missing crucial lore or instructions.
- Tutorial & UI Contrast: Improve contrast on the "TARGET" and "CURRENT" frequency UI labels, and add a quick log/notebook where players can re-read or replay mission rules so they don't get lost after long messages.
- WebGL Fullscreen Fix: Adjust or remove the default itch.io page fullscreen button so the in-game fullscreen setting works seamlessly without frame clipping.
Super creepy vibes, incredible audio production, and great overall execution! If you get a free minute, I'd really appreciate your feedback and rating on my solo jam entry as well: /jam/brackeys-16/rate/4953523
Amazing game. It's not my preferred genre (I get scared easily on this kind of games) but I can appreciate the work you put on it.
I feel a real pressure, specially on the last week (I check the last call with just 2s left). I also liked how on that last day if you stay to listen to the captain you basically run out of time. Is a interesting choice between your job and your "humanity".
I would have appreciated subtitles for all dialogues and not just the transmissions.
Thank you for playing our game! Yes we will be implementing subtitles in our next possible update, thank you!
This game is beautiful. More people should see it.
If possible, you might want to consider removing the fullscreen button from the itch page. It would probably make it easier to use the game in fullscreen, because right now itch’s fullscreen mode prevents the fullscreen option in the game itself from working properly.
I’m looking at your project and honestly hoping that one day I’ll be able to create something this beautiful myself. Keep it up!
Thank you for playing our game! And will be taking your suggestion, thanks a bunch. and to create a project that you’ll be proud of? You’ll get there in no time, Goodluck!
Amazing game! Really impressed with the visuals and voice acting. It would be so sick if this game will have live action cutscenes like in red alert haha
Really great atmosphere here and you absolutely nailed the voice acting damn! Might have to reach out for voice work on future games :)
You put a lot of care and a huge team (!) for this one. I like the idea on the paper, but playing it is difficult. The music playing in the back in an audio heavy game made it very disorienting experience. Did not love the heavy tutorials through listening to long messages. Could not find where to replay them either. Easing me into the game with clear fakes, making the tuning bigger full screen experience, having something like a trimming audio (audacity-lite style) to recognize the patterns that are off.. stuf like that would fit so well.
Thank you for playing and making time to share your input on our game! And yes we’ve heard that subtitles would genuinely help a lot of our players into our game, and thank you for your suggestions we’d like to implement them in the next updates or so!
Played it- at first i was vv confused what the freak am i supposed to do as the tutorial just started jamming me with information, there was no prompt if i did it good or a summary if there was a certain consequences to my weekly actions. Mini games were fun i like it. Art and the whole concept is amazing, gameplay wise is great if you wouldnt mind figuring it out on ur own, and game description was accurate enough. I actually liked the game concept and the whole idea for it but it was lacking some guidance for players to know certain game mechanics. Target and Current frequency label was a bit blended so you cant see it well at first but it was easy enough. Voiceovers are amazing for this group of people working on it great lines needs more emotions and better delivery but all in all 5/5.
I enjoyed it so good job!
thank you!
This ones awesome! it's just one of those games that feels good all the way through!
thank you!
Hey I got the neutral ending after playing for some time. The vibe you guys built was really immersive and creepy. I loved the dimly lit environments and old timey music always playing. It really felt that I was about to get jumpscared at any moment but lucky I didn't see any during my playthough. The one thing that stood out was the voice acting since there were some voices that sounded so creepy and monotone that I wanted to report them regardless of the content / frequency. Good work on the jam!
Thank You!
At the start I wasn't really sure what am I supposed to be doing or looking for there... It's also a bit of a hassle of needing to hear the captain's dialogues every week because there wasn't any captions. It took me A WHILE, to see the "TARGET" and "CURRENT" words for the turning the radio signals, as well as that this is a "week and tasks" thing. But everything after that is quite understandable. And I think more of the talking was in your description rather than the game itself. It would be really helpful to have the explained mechanics stored somewhere as well, rather than keeping all in the audio message.
But that aside, really excellent artwork, the vibes are really sucked me in! The minigames were really fun too, they give the sense of completing a task under pressure. Lastly, I got the neutral ending, haha.
12 people is such an impressive number of people in a group to manage :0. Nice job!
Thank you and we appreciate the feedback!
fire game bro
Thank you!