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PDB's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #962 | 2.714 | 3.000 |
| Visuals | #1303 | 2.513 | 2.778 |
| Innovation | #1317 | 2.312 | 2.556 |
| Overall | #1320 | 2.379 | 2.630 |
| Gameplay | #1347 | 2.211 | 2.444 |
| Enjoyment | #1409 | 2.211 | 2.444 |
| Theme | #1453 | 2.312 | 2.556 |
Ranked from 9 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?
Player have to get info from NPCs who may lead you to a problems
What code and assets did you not make from scratch during the jam (if any)?
On prototype study the only PixiJS primitives; the cover = pixilized cyberpunk2077 screenshot; character - LPC sprite generator; sounds - free sounds from 101soundboard
How many people worked on the game?2
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Comments
I really enjoyed it, I was hooked for quite a while xD. It’s pretty addictive! Great job!
Thank you for playing! Glad you enjoyed it
Its a nice idea but the UI kind of gives AI vibes but I dont really think its AI. Also the game is actually really fun and the Stop Right There voice line is really cool to lol. I played for a solid 20 minutes. Really good job!
Hey, thanks for playing!
To be clear it is just JS app where background is procedurally generated from graph (intersections = nodes and street = edges, plus Kruskal's and Dijkstra's algos are used to set patrols and check passability), it is drawn on PixiJS primitives (boxes, straight lines for streets and some random 'noise' lines to avoid just gray-boxes);
The characters are also generated but using this tool https://github.com/liberatedpixelcup/Universal-LPC-Spritesheet-Character-Generator, so they do look 'synthetic' but as I know their generator is not ai-based (my failure if it is and I did not noticed it) unlike lets say https://pixie.haus/ where they really look as ai generated (and ther are lol);
Sprites and sounds are also just found on free sources
Yes, I can agree it might look like AI because we stuck on limited dark color palitra but unfortunately we did not come up with anything more suitale for night city atmosphere haha
(to be honest we did use ai help in some unobvious ingame math and for graph polishing because auto generation was the totally new experience for us, but I do not thing it would surprise anyone today)
(ps: sorry for such longread)
Ohk its chill. Could you also rate my game
Ofc, I just finished playing
Cool idea with being a courier at night and having to ask informants for the route while dodging patrols. The fog of war / line of sight stuff makes it feel tense, even if district 3 felt a bit rough and I got boxed in a couple times haha. Still, nice jam entry and I liked the vibe :) STOP RIGHT THERE!
Thanks for playing and feedback!! Glad if you enjoyed sounds haha
I liked the way routing worked, it would've been nice if it showed the police or whatever they were on that route once you bought it, graphics aren't the best but they get the point across, i didn't like the audio that much, it felt like most of the sound and graphic assets used here didn't fit together well, but still i liked the way the paths work it was a pretty nice idea
Thank you for playing and feedback! Yea, graphics/sound do not have any common style at all and there is really no idea 'what setting is it'
The line of sight and fog of war mechanics are neat! I felt like I always got spawn camped at the start of district 3, but luckily you can run around the little dudes trying to hunt you.
Thanks for playing! District 3 became kinda more random than others
Good work! I kinda just ran through the third level though, seems like there could be a little more dev into the gameplay tension.
Thank you! Level procedural generation has many issues (especially 3rd one), should have added some graph's tests on passability...
gives ai vibes
sad to hear :/
good gameplay feel, nice visuals. The voices caught me by surprise lol. well done!
Thanks for playing! I hope we will be able to polish it a bit ^^