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A jam submission

A&E: Under PressureView game page

Run a living UK emergency department where patients, pressure and priorities never stop changing.
Submitted by t0m_ok (@tomsmadethis) — 9 days, 21 hours before the deadline
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A&E: Under Pressure's itch.io page

Results

CriteriaRankScore*Raw Score
Overall Enjoyment & Value#371.8262.000
Innovation & Experimentation#371.8262.000
AI Direction & Mastery#391.8262.000
Production Velocity & Scope#411.6431.800

Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

The Biggest Challenge
AI allowed me to go beyond my existing skill level and learn while building the project. It helped me tackle systems that I probably wouldn't have attempted on my own, and meant I was able to take the project much further than I originally expected. I wasn't just using AI to complete tasks, I was also learning from what it produced and how the different systems worked together.

AI Tools Used
Devin

Areas Where AI Was Used
AI was mainly used to help develop the game's patient simulation engine. This is one of the core systems behind A&E: Under Pressure and manages how patients progress through the emergency department.

It helped with systems including patient generation and arrivals, queue management, triage progression, movement between clinical areas, simulated clinical events, waiting times, deterioration, investigations, treatment and eventual admission or discharge.

The engine also has to account for changing department conditions, such as available staff, clinical capacity and hospital beds, so patients don't simply follow a fixed path. Their progress is affected by what is happening elsewhere in the simulated department.

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Comments

Submitted

As a writer who builds text-heavy, trauma-sensitive interactive fiction focused on human interiority and atmosphere, turning to an emergency department management simulation feels like stepping onto a different planet. My work centers on deliberate pacing, emotional weight, and narrative voice—none of which are native to a real-time hospital ticker. Yet looking at A&E: Under Pressure through the lens of an AI-powered jam entry reveals a fascinating structural experiment that ultimately stumbles over its own mechanics.


While the game functions as a sprawling web simulation, I found it difficult to anchor my attention. Coming from narrative-first games where every line of text carries thematic resonance, clicking through endless queues of randomized medical conditions felt clinical and hollow. It suffers from a core identity crisis: it models a complex system, but fails to answer what the player is actually meant to feel or achieve beyond stamping out fires.


The integration of generative tools here is heavy, driving a massive database of symptoms, conditions, and text prompts. However, it leans heavily into off-the-shelf utility. The text output reads like functional JSON data rendered into UI strings rather than curated, atmospheric prose. 


Where the project shocks is its sheer scope. Leveraging generative pipelines allowed a solo developer to balloon a simple jam concept into an immense simulation featuring hundreds of medical conditions, emergency scenarios, and operational toggles. The AI clearly expanded production velocity far beyond traditional jam limits.


Conceptually, it maps closely to classic management tropes (hospital sims and resource allocators) wrapped in an AI-generated data skin. 

Submitted

It's a great concept but other than reassessing, closing out someone, or adding staff- what am I supposed to be doing? 

Developer(+1)

Thanks! That's actually really useful feedback. At the moment you're essentially managing the department rather than directly treating every patient, so you're monitoring flow, taking over triage/reassessment where needed, managing staffing and capacity, opening/closing areas, managing ambulance divert, responding to pressure, admissions/boarding, investigations, handovers, shift objectives, etc.

But your comment has made me realise the game probably doesn't do a good enough job of actually explaining that or giving you direction when you first start 😭

v1.3 adds things like the Bedside Board, shift objectives, handovers and ambulance pre-alerts which give you more to actively monitor/manage, but I definitely think I need to look at making the player's role and goals much clearer. Thanks for the feedback!

Submitted

Lol! I think a basic tutorial option would be great. It's a fun concept! 

Developer(+1)

I’ll definitely consider adding this, thank you! A proper beginner tutorial that actually walks you through managing your first department would probably make it a lot easier to understand what you’re meant to be doing 😭 Really appreciate the feedback!