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AI Tools Used
AI tools were used to assist with various aspects of development, including brainstorming ideas, refining dialogue and writing, coding assistance, debugging, and improving certain gameplay systems. AI is also used in-game to enable dynamic conversations and interactions with characters. The results were reviewed, adjusted, and integrated to fit the game's overall vision.
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Comments
Such a cool use of AI! I asked a traveler a question in English and they told me to speak their language — I asked again in Japanese and they answered properly. That moment sold me. The $100 bribe sliding across the desk was another great touch. Feedback: the intro dialogue runs quite long before I could do anything, and a small sign of whether my decision was right would make each traveler feel more rewarding. If you have a minute, I'd love your thoughts on my entries Torch Topple (knock blocks out of a torch-lit tower) and Pop Chain (one tap to set off a chain of sparks)!
This is great! I agree with Atlas' comment below that it does remind me of Papers Please, but I've only seen gameplays of that on youtube, so playing it myself is still fresh to me.
Are the characters' conversation with the player generated real-time with an LLM? Is it an API connection? I'm still new to this platform so I'm surprised that this is possible. Really good to know! Overall I would say the AI usage is 5/5 for this game. Really love the pixelated artwork as well.
Love to see what you develop next!
Thank you so much, I'm really glad you enjoyed it!
Yes, the conversations are generated in real time by an LLM through an API, so every passenger can answer whatever you ask.
Thanks for the 5/5 on AI usage, and I'm glad you like the pixel art!
Thanks so much for playing AI WORMS and for the kind words! The Long Season is a really interesting idea, with every traveler played by AI at the border. It's deep, and I'll admit I found it a lot to take in for a quick jam session. A short guided first shift might help players like me get hooked before the full complexity kicks in. Impressive ambition!
Thanks for stopping by! You're right, it's a lot to take in for a quick session. Easing players in more gently, with a lighter first shift, is exactly what I'm working on next. Hope you'll give it another go once it's in!
Since this is basically a papers please spin off, I'd check back in with what works in the game and why the start of it works-Almost no story- They tell you that you were chosen for the job cause your number essentially came up, that you will live in a govt provided housing. On day 1 the only rule is that you deny foreigners. Easy. Gets you used to the controls, understand the gameplay. Essentially 4 things to read and you're playing and only 1 important thing. You learn the story of the world as you play. I feel like here way too much is given away too quickly. Your game starts with 6 dialogs and 10 tutorial prompts which I accidentally got rid of somehow and couldn't get back.
Positives- Great visuals! Good audio! I loooooooooooooove that you actually can talk to the person. I think you have something great on your hands here.
Hi, thanks for playing and for such a detailed comment!
I see your point about the opening, and you're not the only one who has said it. Papers, Please is a great reference: one simple rule on day 1, and the world unfolds while you play. This demo squeezes a game designed for both solo play and 2–3 players into a short session, so a lot of story and tips land at once. I'll work on spreading them out, so you're not overloaded with information from the very start and can learn things one at a time while you play.
About the tutorial: after you've seen at least one tip, a yellow "Tutorials" button appears in the bottom bar (bottom right, next to Music), where you can watch them again. If you couldn't find it, it isn't visible enough, and I'll fix that too.
I'm really glad you enjoyed talking to the passengers. That's the core of the game, so it means a lot.
I enjoyed this, there's a lot of content and mechanics here. The conversations were fun, and interrogating the characters was my favorite part.
For me, I think there is a bit too much dumped on the player up-front. A lot of mechanics to memorize back-to-back, a lot of parallel story threads, and a lot of tools to use. It was hard to keep track of everything, and to tell what I needed to pay attention to.
That said, the loop was engaging and I was interested in the narrative threads. I think I lost on day 2 (not exactly sure why, I'm assuming made too many mistakes?).
Hi, thanks for trying it out and for your feedback. I completely understand your point about having too many mechanics packed together; however, I had to condense a gameplay experience—designed for both solo play and 2–3 players—into a single demo. To confirm, if you let too many "wrong" people through (the game allows for 3 mistakes/choices) you louse the level, the investigation in Level 2 becomes slightly more complex. Solving it correctly requires interacting with all the available tools for almost every case. Level 2 is where I’m testing the depth of the gameplay mechanics. I’m glad you enjoyed it overall, and I’m sorry if the number of mechanics made it feel frustrating—I’ll do my best to improve this aspect as much as possible for a demo.