It's primarily a parody game. It uses a medical theme, but it's not designed to teach real medicine or provide medically accurate training. Any educational value is mostly incidental
Prawns Agent
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Thanks for passing that on, and please thank your brother! He is exactly right. There were no strict guardrails on purpose: the small model I use simply had nothing to say once the talk left the illness, so it fell back to "I don't know". That was boring, so I just fixed it.
Say Ahh! - AI Doctor Game v0.4.2 is out, and it is the funny update. What is new: every patient now has one comic habit (a drama queen, a Dr. Google fan, someone who blames everybody else, a penny-pincher, a foodie, an absent-minded one, a bragger, a superstitious one, a TV-show fan) and now and then adds a dry aside to a normal answer. Example: "I told my family it might be the end. They asked if I could buy milk on the way home." Chatting off-topic gets real answers now, and if you ask for a joke, you get one (the patient even laughs at yours). The examinations got little remarks too, like "Ooh, that is cold!". All of this is hand-written in English, German, French and Spanish, so the jokes survive the translation. I also fixed an annoying bug where patients tacked "thank you, doctor" onto every answer.
The download is now about 440 MB (it started at 1.4 GB), and German, French and Spanish are optional language packs. Play it here: https://prawns-agent.itch.io/say-ahh - I would love to hear which patient made you or your brother laugh, and as a native French speaker, whether the French jokes work for you. Thank you for the support and for spotlighting the game!
Hi everyone! My entry is Say Ahh! - AI Doctor Game, a cozy low-poly doctor's office where every patient is played by a small AI model that runs offline on your PC (no account, no cloud). You ask questions, examine throat, lungs and eyes, and work out which of 16 illnesses the patient has. Every conversation turns out differently.
New in v0.4.2: the patients now have a comic habit of their own and sometimes add a dry aside, so the interview feels less like a quiz. The download is about 440 MB. English works right away; German, French and Spanish need a language pack that the game offers to download once.
I would love feedback on three things: Do the first minutes make sense without a tutorial? Is the diagnosis too easy or too hard? Does it start without problems on your PC? (Windows only. If Windows 11 Smart App Control blocks it, the page explains how to fix that.) Please tell me which patient made you laugh, or which answer sounded strange.
Download: https://prawns-agent.itch.io/say-ahh - Full disclosure: the game is vibe-coded with AI tools (Claude Code); the idea, game design, illness content and direction are mine. Thanks for playing!
Say Ahh! – AI Doctor Game 0.4.0 is out, and the patients are a lot harder to crack now.
Several of you told me the same thing: ask "what is wrong with you?" once and the whole puzzle is solved. You were right, so I changed how patients talk.
Patients now keep things to themselves
- Ask what's wrong and you get one complaint, not the full story. A second open question gets you maybe one more, then the patient tells you he can't think of anything else and you have to ask about specific things.
- The details are yours to dig out. Where exactly does it hurt? What kind of pain? How bad? What makes it worse? Each question reveals one piece.
- Patients report in their own way. One plays it down, one exaggerates, one is too embarrassed to talk about stomach or toilet problems, and one can't remember how it started until you ask again. The exams still show the truth, so you decide who to trust. After the diagnosis you see how that patient was reporting.
- No more fake cheerfulness ("I'm doing well" while sick) and no invented extras.
You don't need to know the illnesses
- Hover over any illness in the diagnosis window and you get a one-sentence explanation of what it is and where it sits, with no spoilers.
Smaller, quicker, same four languages
- The download shrank from 1.4 GB to about 580 MB, and answers come roughly twice as fast.
- English, German, French and Spanish all got cleanup: no more echoing your question back, better answers to follow-ups like "and how much?" or "and the day before yesterday?", and more natural wording for fever and chills.
- The first-start data question is now four short lines.
If you played an earlier version, I'd love to know whether it feels more like a real case now, and whether any patient still says too much or too little. Thank you all for the honest feedback, this update is built from it.
Thanks, Patrick! I really appreciate the encouragement and the thoughtful advice.
My current priority is turning the concepts into something reliable and proven through development of Say Ahh!, but I agree that documenting and presenting the framework properly will become increasingly important as it matures.
I also appreciate your offer to connect me with people in those fields. While I'm not actively looking into that direction yet, it's good to know there are experienced people willing to help.
Thanks again for the support, and I'll hopefully have another update soon!
Thanks a lot for sharing your perspective and experience!
I can definitely see the appeal of the framework direction, and that's actually the path I'm planning to start exploring very soon.
At the moment, though, I still want to fix a few bugs that players have reported in Say Ahh! and improve the patient behavior so the NPCs feel more natural and believable.
The nice thing is that this work should directly benefit the framework as well, since realistic NPC behavior and conversations are a core part of the larger idea.
As for the startup side of things, I think it's still far too early for me to think about companies, funding, or becoming a CEO 😄. For now, I'd rather focus on building and learning step by step.
Thanks again for the encouragement! 😊
Thanks! I'm actually curious about your opinion on something.
If you were in my position, would you focus primarily on improving this game itself (gameplay, diseases, conversations, UX, content, etc.), or would you focus more on the bigger idea of creating a reusable local AI framework that other developers could integrate into their own games?
Long-term I've been thinking about a system where users download a larger AI package once, and multiple smaller games can connect to it instead of bundling everything separately. I'm wondering whether that direction sounds more interesting to you than continuing to expand the doctor simulation itself
Thanks a lot for taking the time to play the game and write such detailed feedback! 🙂
I actually agree with many of your points.
The download size is definitely something I want to improve. The current AI and language system take up most of the space, but I'm already thinking about making languages optional downloads or only downloading the language that matches the player's system.
Thanks for pointing out the language-switching bugs as well. I'll investigate those and try to fix them in the next update.
Regarding the AI dialogue, I agree that it still needs work. My goal is for the patient to feel more natural and believable, so I'll continue improving the prompts and conversation system.
Your comments about the gameplay are especially interesting. Right now, it's true that players can often get the diagnosis very quickly by asking direct questions. In future versions, I want patients to have more individual personalities and behavior, and not always provide all information immediately. I also want examinations and observations to play a bigger role in reaching a diagnosis.
The point about rare diseases is fair too. As the diseases become less familiar, I probably need to give players better ways to learn about them inside the game instead of assuming prior medical knowledge.
And yes, I used AI extensively during development. For me, this project has been both a game design experiment and a learning experience. I still have a lot to learn, but creating this project taught me a huge amount about designing systems, balancing mechanics, integrating AI, and managing a larger project from start to finish.
Thanks a lot for the encouragement!
I'm really glad you like the concept, and I'd love to hear your feedback once you've had the chance to play.
Feel free to share the game and promote the jam — I'd be honored.
I already have plenty of ideas for future updates and improvements.
Thanks again for all the support! 😊
Thank you so much for your kind words!
I'm really glad the concept resonates with you, especially given your personal experience. Feedback from someone with that perspective will be incredibly valuable.
And honestly, hearing that you thought I was a professional game developer made my day 😄
Of course, you're welcome to share the game and promote the jam on your social media and newsletters. I'd be honored.
I'm looking forward to hearing your thoughts once you've had the chance to play it. Thanks again for all the support!
Thanks a lot, I've introduced myself in the jam forum as you suggested. No rush with the game, I'm looking forward to your thoughts on Say Ahh! – AI Doctor Game whenever you get to play it. And honestly, itch.io has turned out to be the friendliest community I've come across, so thank you for being part of that. 🙂
By the way, it's my first game that I made without following a tutorial (my earlier space shooter did), and it has no in-game tutorial yet, so I'm especially curious whether the first minutes make sense to you.
That's great to hear, and congrats on your first game! The tutorial prompt and softer sounds will make a big difference. If you feel like a change of genre, I submitted my own game to the same jam: Say Ahh! – AI Doctor Game, a cozy doctor game where the patients are played live by a local AI. I'd love to hear what you think, especially if the first minutes are clear to you. https://prawns-agent.itch.io/say-ahh
Hi everyone! Thanks to lapinchien for the invite.
I'm a solo hobby developer. Say Ahh! is vibe-coded: I made it in Godot together with an AI assistant (Claude Code). The code and the low-poly 3D models were created with AI, and the patient dialogue is generated live by a local language model. I came up with the idea, chose the language models, specified the architecture, and directed and tested every step. It took about 3.5 weeks.
ABOUT THE GAME
You run a cozy low-poly doctor's office. Every patient is played live by a small language model (Qwen3 1.7B) that runs entirely on your PC, with no cloud and no account. The illnesses are hand-designed, but what the patients say is generated, so every conversation turns out differently. Ask questions, examine throat, lungs and eyes, make your diagnosis and fill your disease book with all 16 illnesses. It supports English, German, French and Spanish.
WHY IT FITS "HUMANS VERSUS AI"
The human doctor has to work out the truth from an AI patient who can be vague, inconsistent or just wrong. And the game itself is a small example of the same question: who really made what?
WHAT I'M LOOKING FOR
Playtesters, especially native French and Spanish speakers who can tell me whether the patient texts sound natural (I'm a native German speaker, so German is covered), and ideas. New illnesses, patient personalities or ways to use a local LLM in a game are all welcome. If you'd like to collaborate or just chat, leave a comment on the game page or message me through my itch.io profile.
GOOD TO KNOW
It's a 1.4 GB Windows download because the AI model is included. On Windows 11, Smart App Control can block unsigned hobby games. The page explains how to deal with it. Sending technical data is optional and off by default.
Play it here: https://prawns-agent.itch.io/say-ahh
Thanks for reading, and questions are welcome!
Thank you so much for the kind words and for the follow, that really means a lot! Being compared to a scene from Her is a huge compliment. If you get a chance to play and you speak another language besides English (the game also has German, French and Spanish), I'd really appreciate any feedback on how the texts sound. Thanks again!
Interesting idea to mix a pipe puzzle with a power mechanic, two mechanics in one game is a nice touch. Unfortunately I got stuck in the very first level for a long time because there is no tutorial and it wasn't clear that I have to rotate a pipe. The sound effects also felt a bit harsh to me and could use some polish. A short tutorial in level 1 and softer sounds would make it much more welcoming. Thanks for sharing!
Nice idea! I like that two mechanics are mixed (archery combat and village building), it makes the game feel different from the usual. The German translation feels a bit clunky in some places. One bug: after my first win, the button to go back to the village stopped working, so I couldn't continue playing. Good potential, keep going!
▎ Fun and really cute! The drawing mechanic isn't completely new (there are quite a few drawing-physics games out there), but the hamster and the charming style make it feel fresh. Drawing the track was easy to figure out, but it wasn't clear to me at first that you also have to shoot the ball yourself. A short tutorial at the start explaining that would help a lot. Nice work!
