Caller IDie by Charles Mossius
Caller IDie is a 3D parkour game where you jump from rooftop to rooftop to evade the elusive Agent. The Agent is controlled by an AI that adapts to how you escape. No area you canjump to is unreachable for him. Taking the same path too much will result in him cutting off where you can go.
Solve signal puzzles and collect upgrades based on your signal strength to aid in your escape against the endlessly pursuing Agent tracking your device and escape the city to earn your freedom.
If you experience noticeable performance drops on web, you can download the executable version. The executable version should also have less AI bugs and sound issues.
Coding, modelling: Charles Mossius
Sprites and animation: uroborei
Tools used:
Engine: Godot
Audio: Pixabay, Audacity
Models: Blender
Sprites: Photoshop
No AI was used during the development of this game, and all assets and code were made during the jam.



| Itch | https://cmossgames.itch.io/caller-idie |
| Original URL | https://ldjam.com/events/ludum-dare/59/caller-idie |
Ratings
| Overall | 475th | 3.52⭐ | 27🧑⚖️ |
| Fun | 365th | 3.458⭐ | 26🧑⚖️ |
| Innovation | 654th | 2.98⭐ | 27🧑⚖️ |
| Theme | 703th | 3⭐ | 28🧑⚖️ |
| Graphics | 393th | 3.808⭐ | 28🧑⚖️ |
| Audio | 446th | 3.208⭐ | 26🧑⚖️ |
| Mood | 333th | 3.78⭐ | 27🧑⚖️ |
| Given | 18🗳️ | 18🗨️ |
Awesome work

Nice game!
I found the signal aspect quite confusing. I understood that signal strength denoted whether or not I should use my ability (I assume) but but I still am not sure what the SIM chnips are for. Was there a mechanic I didn't get far enough to see?
Took me a while to realise the buttons opened the doors and some doors needed multiple buttons, but the game became moreintuitive after that. The only other thing I remain confused baout is that it seems like a lot of the red routes I tried were dead ends, like the first one. Is there meant to be a way to progress besides backtracking?
If I were to make two improvements that I think would be a big help, it would be:
- making your own position in 3D space easier to visualise, with some visible legs and/or a clear shadow (and then you can hide the arm ones!)
- making any "ramp" bits a bit smooother. I think al ot of the time I died it was from getting caught on two primitives trying to ramp up.
Overall though I thought it was a lovely entry. Well done. I'll happily play the post-jam too when I get time.
Oh, and since you're new and the system's pretty obstuse - for the sake of myself and also any other people hwose comments on your game that you find good feedback - please leave a heart on them! It's not particularly clear but it has a big impact on their karma (but please don't put any hearts on comments in other people's games! Annoyingly that can ruin karma for people)!
Best of luck with improving the game, and any more development you do :smile: