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Sudgy

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A member registered Jun 24, 2022 · View creator page →

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Monstrous achievement, the sheer scale and originality of the genre maxxing is to me, a showcase of the incredible things you can build with AI in a short time scale, whilst still functioning to such a high level. 

The scope perhaps almost blasted out of proportion in relation to having something that is well rounded, as sound design, and visuals, from really hitting the right feel, but for something that should all be considered placeholder, the art style beats soo many AA games already out there, or rivals them. I’m sure, within a short space of time, this will be one of the best examples of this technology, and specifically Bezi. 

A dead set for the bezi challenge, and the strongest contender for the grand prize, for me. 

Great job guys! 

I’m just saying, if you actually want to learn about my creative process, I explain it most with the 2:30 hour long video, but I don’t expect you to watch. It’s just there as probably the biggest brain dump about how I draw visually, and break down stuff. It’s rough but better than nothing  

Bless! It was just for a jam, but I used some sound as well as I bought your whole bundle, but I’m happy with the visuals despite being first iteration. The skybox added some great depth



If you are interested in more, i did my best to explain the concepts about 6 years ago, maybe more. its more or less the same, but yeah. its complicated as heck and super hard to explain: 2:30 hour drawing tutorial

Thanks!

Yes, I love low poly because it’s so performative, easy to edit, and all the work is done in textures, it feels a bit more painterly as the lack of detail evokes the player to fill in the gaps, and evoking a players imagination I think is a stronger visual effect than actually showing them something conventionally beautiful.


as for tone of the game, it is mixed. I wanted to respect the origin genre by having it restrained, but a more guns blazing mode but it’s full of unfinished jank at the end, because I figured if anyone plays to the point where they have even got that far, I must have been doing something right so it’s less of a priority, it was more to demonstrate how the formula could be expanded upon. 

I like colour, at the end of the day, so the middle level with trippy colours, was the world I want to expand most upon. I’m not sure how violent I want this game, but demons and old buildings feel like fair game. Stuff those guys 

Thanks bro, really enjoyed playing your game. Strong sense of atmosphere which I adore 

Ah you are too kind. I appreciate it a lot as I really love your game. I will give this a few passes after the jam and hopefully I can make something that actually is more like what I want, I just ran out of time! 

Oh you are so kind! I loved your game too, I really hope you continue to expand it.

Yeah I mean, I feel like this game has so many moving parts that work together, that I had to fit it all together to give the particular atmosphere and ‘vibe’ that I felt it needed. Things like the intro animation, was kind of done alongside the other work, I like to compartmentalise aspects of design to seperate instances of the game, there were so many worktrees it felt a bit clumsy, but the approach seemed to work. 

I was honestly halfway through the jam, and considered giving up because it didn’t feel like it worked, and I basically evaluate based on folders and compilations of different visual choices to evaluate eachother. I was essentially AI vibe maxxing, but in a specific way where I was still in control, but I was open to shaking it like a magic 8 ball and see what comes out. Anything the AI could not understand, would be where I start opening up the files and trying to edit them. I consider all the art placeholder, but the art direction 80% complete. 

Sound design and UI are probably where most of my strict effort went, I wanted to solve the almost impossible-seeming cohesive HUD, I went through as many font and spacing and padding specificities that the AI was hopeless at natively. I decided that a considered eclecticism is the most intelligent way to solve this problem. It’s still not there, but I am most proud of how I tried to make the game as accessible as possible, but with also the potential for the skill ceiling to be high.  

I basically use the same approach to creative problem solving with all media, but this is just me applying it to AI. 

Thanks! Yeah, the ideal tutorial, and explanations are not in there yet, and it is a very complicated game. Controls should be natural to anyone native of either genre, though. 

I had fun with this, I enjoy the artstyle and gameplay you are going for. Would love to play again after some UI design organisation, and polish. But you should keep working it for sure!!

Okay great, let me read this and play it more, and I can give you more extensive feedback. I appreciate the level that you are going to invite this level of discussion, but I want to give it some time so I can give you more descriptive details. Maybe we can continue the conversation on discord DMs? This comment section probably isn’t great for it 

It happens! But I am all here for more abstract and strange football games. There was a bug I noticed, man utd were top of the league 😜

Windows 11, normal QWERTY keyboard. I have loaded the game up 3 times, and it happens more or less as soon as i start moving around the room, to a point where it is really hard to move across the room. I can try one more time to see if I can pinpoint what it is exactly. 

TY used some assets in this game:  here

this was really great, I would love to see it expanded on

Thank you! I did spent copious amounts of effort on tiny little things. I cant help but spend ages on building elaborate splash pages for my jam games haha. And I love that i have not let a civil engineer down 

hahaha its too tempting to shoot people, but i didnt want it to be violent in that way, just more cartoony. Those are your passengers, after all! But I also let you shoot a couple and get away with it, if you are a good enough driver. The company will let a few mishaps slide.

Thanks so much <3 

Thank you so much!

fun and simple in a good way, with movement polish or advanced tech it could be cool, because i enjoyed jumping around and throwing death frisbees in slow motion, for sure

horror games live and die on their sound design. And don't ask me to donate please

fun

I laughed in horror when first opening the barn, the designs are wonderfully creepy. I liked a lot the visual style you were going for, but the smooth jazz playing over the whole game did feel a little tonally strange, but not in a complimentary way. 
All in all, i loved the atmosphere

ooof good catch

I enjoyed just being able to meander around, and explore the town, but I was struggling to know how to proceed or interact with anything in a meaningful way. I did find a frog to give me a quest to get 3 renown, but I did not know how to get to the fighting portion of the game. I think it briefly mentioned it at the start, but the chat box disappeared before i could fully take in what it was telling me to do. But I had a nice time anyway

very difficult to really figure out how to play, I wanted to treat it like factorio but got confused as i couldn’t place belts or rotate objects, the part after the first furnace i was quite stumped at what the tutorial was asking of me. 

But I love you attempted to elaborate on this genre, as i do like these games a lot, and its great to have a visual world made by such a young artist, your son should be proud. I would honestly have loved to just be a little one of his dudes, and go exploring the world. I imagine trying to make a game like this is probably a mammoth task! 

I love the art/drawings of the individual assets, i do feel there is some aspects of visual cohesion that hurt the game a bit, such as elements of the environment i am confusing with actual units, as the treatment is almost identical. For instance a random flower in the scenery had more detail and more of a unique design, than one of the basic controllable units. 
The tutorial focusses on things like camera control and basic things that are intuitive to RTS players, but there was no real description of a goal, or what or how to build units, or even any indication that the tutorial had ended? 
I then tried level 2, where I could actually play the game, but i was just lost, as i had no idea if i was meant to be building an economy, drone units, or what the deal with the resources even are. It did not help that in fullscreen, half of the UI is hidden behind the map, making it next to impossible to build certain units. 
I also have to be honest, and say that I feel like most RTSs already have some element of farming in them already? 
It is a very impressive achievement to put this together, and I really do love a lot of the art, but I feel like as a game that functions in response to the theme, priority might have been focussed on the wrong areas.
But overall I think this is a really great thing, I dont mean to be harsh or have this come off as negative review. just my honest opinions

it was hard to play because my computer is not good enough to play it well. I was looking forward to playing it, but i clicked a file on the desk and then i was locked into a football match and I had no idea what was going on, while a phone kept blasting in my ears as i remained locked into a match and quit the game out of stress. 

this is delightful, i love the art direction, the characterisation, the feel is fantastic. 

I really wanted to play and get into the game, but are the controls broken for movement? I try on keyboard and mouse, and after a few seconds, the character controller kind of walks erratically, independent of the camera orientation. 
The art looks really great, i really do want to play some more when that would be fixed or there is a work-around. 

this game can NOT BE SLEPT ON, its so good. Going to play it again after checking out others. 10/10 art. Great work 

I love this so much, I'm going to come back later to play again. 

its super all over the place, no idea why the player can plant crops or build, but apparently they can. I give points for creativity because its an interesting fever dream

This was a really interesting one, especially as I feel like we have sort of similar games, of juggling FPS retro-looking driving while doing another task.

I love the amount of detail and polish, but the game is monstrously hard, to a point where it is not clear how one can really be good at it, because the crashes are sooo freuqent, and not being able to see the road and cook at the same time is too anxiety producing, as you get bumped by things you cant see. It feels intentional, but I think having a grill on the dash instead would make it work, but it would probably be a very hard design to cram everything in one view. 

Overall really good work though. I would love if it if you could drive at your own pace, and just enjoy the world and art more, or even make it just a little easier.  

Thanks! looking forward to checking yours out, I love factorio. 

Thankks!!

'I spent like three hours doing the shading on the upper lip'

ah thanks so much! im shattered haha but can't wait to play everyone else's games!

oh my god thank you so much for playing! I really appreciate it.

I really didnt expect anyone to make youtube videos of this as I literally made it in a couple days as an experiment. as you can see its, well, its not a very good game haha. but hey!