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kiberptah

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A member registered Dec 21, 2019 · View creator page →

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You merely adopted the dark. I was born in it..


Strongly agree that AI code and content are not the same. 2+2 will always be 4 no matter who wrote it. Dithering shader does it work the same no matter if it's generated or hand-written. If I don't want to figure our how to write A* or sorting algorithms and ask AI, the results are the same, unlike art/music.

If we are talking about assets then it's probably reasonable (for legal concerns it least). But not for games definitely.

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Because there's a difference (in quality to say the least) in 5% use of AI in asset vs 95% use of AI in asset.

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We have a strong disagreement in our team in regards to the current state of the system.

On the surface, its goal seem to be to filter blatantly AI-generated assets which is reasonable and understandable. But in reality and based on leafo's answers, projects should be marked as AI-generated even if we used something like Chat GPT / Copilot for writing portions of the code. Our game is built by experienced and professional programmer but some scripts (small percent) were generated to save time on a game jam.

With desire to be honest we marked the game as having AI-generated parts in its code, but it leads to our game being in one big pile with more blatantly AI-generated projects. Currently it is not possible to opt-out without "lying" about use of AI in project page settings.

It does not seem fair that games with small part of AI code in technical side are put in one category with less crafted projects. It especially hurts feelings of our artists because the game is hand-drawn and a lot of effort was put into visuals. "AI Generated" tag is too broad.



It seems that games should either be give options to opt-out (which is not possible once tag is selected) or being forced to opt out (after all games are much more complex project that art assets) or categorization should be improved. It seems like "No AI" tag is made so people could filter low quality projects or assets with questionable legal status, not nice games with some chat-gpt-generated generic code under the hood. 

I honestly do not see how marking code in games as being partially AI generated helps anyone. I understand that it is more reasonable in regards to assets, especially paid ones though. But my post is about games. Perhaps there should be different tagging for games or it should be disabled for now until better way is figured out?



Please advise.  (our game is Headquarters, first game in AI-generated tag currently...)


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Any plans on making it a requirement for games? 

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Wow! Actually this specific text was written by our artist and now the rest of the team can also know what is written there thanks to you...

OH YES GOOOD VERY GOOD THANX HUMAN

One of the greatest things about your assets that they just work, all the materials linked correctly and in Unity you can just drag them into the scene without hustle, which is not the case with the most other PSX assets...

very nice visual aesthetic and enemies idea, but for the most part just walking around is a bit boring and notes feel rather cliche... Also in the (end?) one them got me and the game just stuck, I could not move but could look around...

I think it would play much better if focus was more on the gameplay (more enemies in corridors, needing to walk through crowds, etc) and the panic factor on one of them chasing you (but you don't know where is it coming from), but maybe that's just my taste (   ͡° ͜  ʖ   ͡° )

now all we need is psx locks

very cute

r u homeless???

I don't have paypal please add card purchase :(

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Game runs good, it just gives some ridiculous load to GPU, making it jump to more than 75% load and spinning fans at max speed.


Also about the switch, I think I confirmed this behavior twice with the guy who's looking from behind red door (in gas mask). Report - cancel - report again - proceed to decontamination => back to lvl 0.

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Gives an error, trying to reconnect to the server (0)


:(


but US server works!

fov is too low! but combat encounters work very well with this idea, especially with light flickering.


but fov is too low...

This game is not worth $5. While the overall vibe and some anomalies I have seen may be interesting, it is very buggy and gives ridiculous load to my RTX 3070, more than some AA games.


Very annoying bugs that made me drop the playthrough:

- blue skateboard shadow behind fence makes skateboard look levitating

- when you revert your decision with switch and select it back it doesn't register correctly. Example: You see anomaly, press the switch, revert the decision, then press it again = anomaly doesn't get reported (despite switch being in a "report" state).

- no death screen, look very cheap.

- most anomalies are very obscure


I don not recommend this game. It would be rather nice free game, or $1 game. But the quality is just not there. There are many free games on itch that are made much better.

Actually I agree after a while of playing

git gud

At some point after red sky I probably ran out of fire, since I got camera on campfire and then just found myself in a menu. Maybe I skipped it by pressing something, not sure...


Ladder in the sky was legit spooky, I think i did not find too many things though. Overall game is a bit jankier than it could've been, but my main issue is that traversal "game loop" is rather dull. I mean, there's not much to do or think about, I just check the map, run into the darkness, check the map again, adjust. The terrain is rather plain and unmemorable, so there isn't really any "decision making" to do during traversal.


Also the whole fire dying = game over doesn't really made much sense for me since it is seemingly safe to travel in the darkness (not counting flying bricks, although one stomped me almost near campfire).


I played all of your games and METANOIA remains best so far, although I wasn't able to get past mimics stage lol. So, idk, did I miss something huge about this one? The vibes are there though.

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Very cool. I wish letters and symbols would be also available in font format though.


Also what's the font on this itch page? :)

Failed to open descriptor file. Game doesn't open!

nice and juicy, good tetris

nice game

I noticed a bug: if score counts equals to the size of an area you have selected, not the size of an area that would contain all the numbers. Like, if you have selection with empty space around numbers, you would receive score equal to the size of that empty space if you selected it.

Very cool game. I loved finding more and more patterns and rules as I played and interesting behaviors, like clearing 9+1s in the beginning cause 9s are useless and will get in a way otherwise, but you also sacrifice useful 1s and sometimes it's better not too. And later just seeing combinations and not having to count, just knowing momentarily that 4+4+2 is 10, etc

Hello! Great models but textures are not linked to materials so if importing to Unity everything needs to be assigned manually. It would be great if you could fix it ;)

Hello! Great assets. However there are some issues with importing into Unity. From 3 files available to download only Fixed_Misc have textures correctly assigned to the materials. Other files (PSX-Misc(withTextures and Update 2 -20 New Misc Items) do not have their texture correctly linked and are imported as textureless object and need to have textures manually assigned. I hope you will be able to address it so your pack will be easier to use since it is of good quality and deserves it.

Sorry about that, there's a way out but I guess it was a bit too obscure :(

You can consider it a secret ending where house slowly digests you.

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Very reminiscent of harry potter 1-2 games :)

Nice Easter Egg

( ͡° ل͜ ͡°)

About 10 minutes I would assume.

Thanks! It was the ending.

Hello! Looks very sweet. Could you please consider adding .fbx version to the archive with textures linked to materials for easy import in Unity and other engines?

man you are insane, like a psx bakery

This is very sad.

Hello! Could you please check this asset importing to unity workflow? When I import other 3d assets (like anything from elbolilloduro) fbx models just work, I can just drag and drop them into scene. But with this pack it's like textures are not linked to materials and require manual assigning which is verrry annoying and error prone. I am not very familiar with 3d modeling but it's probably something you can easily fix on your end in exporting settings ;)

Could you please make it available to download as .fbx?