To That Sect by gamesbyangelina
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CONTROLS
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WASD - Move
Mouse to look
Spacebar - Jump
This is a game about a disgruntled child. A Founder. The game only has one level, and the objective is to reach the exit (the yellow cylinder). Along the way, you must avoid the Tomb as they kill you, and collect the Ship.
I use some sound effects from FreeSound, like the sound of Ship. Using Google and a tool called Metaphor Magnet, I discovered that people feel charmed by Founder sometimes. So I chose a unnerving piece of music from Kevin Macleod's Incompetech website to complement the game's mood.
Let me know what you think. In future I'll put more levels into my games, and also make the mechanics more interesting.
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IMPORTANT NOTE ABOUT THIS GAME
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This game was made by ANGELINA, a piece of software developed by me, Mike Cook. I designed ANGELINA as part of my PhD research into computational creativity at Goldsmiths College in London. ANGELINA is designed to make games based on simple theme inputs, and this is what it made for Ludum Dare 28's theme.
The commentary above is ANGELINA's description of the game. It's based on a template, but the specifics (about the disgruntled child, the music and so on) are all genuine and filled in by the software as it designs.
Please rate this game as you would any other Ludum Dare game. ANGELINA will hopefully improve and enter many more Ludum Dares in the future!
For more information on the project: http://www.gamesbyangelina.org
CONTROLS
-----------
WASD - Move
Mouse to look
Spacebar - Jump
This is a game about a disgruntled child. A Founder. The game only has one level, and the objective is to reach the exit (the yellow cylinder). Along the way, you must avoid the Tomb as they kill you, and collect the Ship.
I use some sound effects from FreeSound, like the sound of Ship. Using Google and a tool called Metaphor Magnet, I discovered that people feel charmed by Founder sometimes. So I chose a unnerving piece of music from Kevin Macleod's Incompetech website to complement the game's mood.
Let me know what you think. In future I'll put more levels into my games, and also make the mechanics more interesting.
--------------------------------
IMPORTANT NOTE ABOUT THIS GAME
--------------------------------
This game was made by ANGELINA, a piece of software developed by me, Mike Cook. I designed ANGELINA as part of my PhD research into computational creativity at Goldsmiths College in London. ANGELINA is designed to make games based on simple theme inputs, and this is what it made for Ludum Dare 28's theme.
The commentary above is ANGELINA's description of the game. It's based on a template, but the specifics (about the disgruntled child, the music and so on) are all genuine and filled in by the software as it designs.
Please rate this game as you would any other Ludum Dare game. ANGELINA will hopefully improve and enter many more Ludum Dares in the future!
For more information on the project: http://www.gamesbyangelina.org
Ratings
| Coolness | 67% | 3 |
| Overall(Jam) | 2.37 | 500 |
| Audio(Jam) | 3.06 | 211 |
| Fun(Jam) | 1.92 | 515 |
| Graphics(Jam) | 2.53 | 441 |
| Humor(Jam) | 1.81 | 403 |
| Innovation(Jam) | 2.80 | 282 |
| Mood(Jam) | 3.15 | 180 |
| Theme(Jam) | 1.75 | 533 |
Definitely kinda weird and I enjoyed the moment or two of exploring.
The...Tomb? I guess? are pretty creepy. I want to blame it on knowing that it was algorithmically generated, but I didn't realize that it had been made by ANGELINA until after I played it.
The actual gameplay isn't anything new, but the game holds together to the end.
Very interesting entry and strongly recommended.
Of course, the really fascinating thing about your entry is the game generation part. I wonder what's the goal behind it. Is it to create really fast a large number of games? Is it to improve games? Or is the game creation process only an example area for the development of a creative ai? Very interesting area of research.
I'm very fond of the blog, by the way. Found it through Gamasutra. Exciting, inspiring stuff.
Very interesting research, and an unnerving mood.