Caller IDie by Charles Mossius

[raw]
made by Charles Mossius for Ludum Dare 59 (JAM)

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. CallerScreenshot1.pngCallerScreenshot2.pngCallerScreenshot3.png

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🗨️

Feedback

LDJam user 424198
Apr 21st · 02:20 UTC
very cool artstyle🔥🔥🔥
timhugh
Apr 21st · 02:20 UTC
I just about pooped my pants the first time I turned around and that guy was behind me.

Awesome work
omi
Apr 21st · 09:05 UTC
cool artstyle! i had a bug that the guy never chased me so i was able to enjoy the view even more!
🎤 Charles Mossius
Apr 21st · 09:35 UTC
@omi only ever happened to me once while testing, crossed my fingers hoping it wouldn't happen to anyone else lol. Pity! Glad you liked the style though :)
HerzogVonWiesel
Apr 21st · 09:46 UTC
Definitely a unique vibe with the artstyle and the mood! Unexpected horror when turning around for the first time; very cool work!
draki
Apr 21st · 09:50 UTC
The atmosphere is truly stifling and the city design looks fantastic, well done!
LDJam user 425464
Apr 21st · 10:20 UTC
First time i played the agent spawncamped me to death but luckily next time he got stuck somewhere and i could enjoy the experience stress free. The life total was also quite low which made the game very unforgiving. But these issues aside really cool experience! Level design was excellent, i loved how you used the sim cards to signal where to go, i never felt like i didnt know where to go which would!
🎤 Charles Mossius
Apr 21st · 10:35 UTC
@geeni the whole lives/checkpoints/respawn thing was kind of a last minute addition to make the game feel more complete, but I understand that the AI was never bug fixed enough to have those features be too enjoyable. I'm glad you at least got some sort of enjoyment out of my game. Thanks for playing!
LDJam user 425464
Apr 21st · 10:38 UTC
@charles-mossius no worries and its not just "some sort of enjoyment", I enjoyed it alot with and without the agent! It's also very impressive and ambitious that you got the ai to work that well during this short timeframe
Dylan Shumway
Apr 22nd · 02:44 UTC
Really like the vibes of the game! The art style makes the world really pop, and the ambiance you set does emphasize the Special Agent's intimidating presence. I do wish that the overall pace of the game was higher (maybe personal preference for platformers with a bit more activity) and I think a future iteration could use some more indicators for how players can change their behavior to dodge the agent. Well done overall though! :)
Blue Pin Studio
Apr 22nd · 03:55 UTC
Really nice vibes and mood. The cellphone and the signal part I didnt really understand or see the point of, it was fun just running away from the guy. Got spooked once when i came around a corner and he was there :D
LDJam user 49756
Apr 22nd · 11:11 UTC
Nice game, the gameplay feels good (it was a bit laggy but probably because of my poor pc). Graphics and sound design make it really feels like we are in a huge city by night.
steinhks
Apr 22nd · 11:25 UTC
It's pretty stylish and atmospheric; the power-up cards block the view a bit, but the concept is interesting and pretty intense :D
VenomousMouse
Apr 22nd · 14:05 UTC
Nice atmosphere and style. Great work!
Luka420
Apr 22nd · 16:13 UTC
The game looks great and plays fun too! The atmosphere and artstyle hit just right
CaptainSpoof
Apr 23rd · 17:24 UTC
the dude from zima blue is following me and idk why

![MV5BOWEyMzcxMTItN2NiNy00ZWU5LWI2ZjAtMWQwZTk1YmU5M2Y0XkEyXkFqcGc@._V1_QL75_UX437_.jpg](///raw/d96/62/z/727c7.jpg)
Bumble
Apr 23rd · 19:23 UTC
The art style and the atmosphere are very well done. I have to admit I did not understand what makes the AI special, but I played the web version and it says that there might be bugs with it, so it could just be my setup!
Agent p
Apr 24th · 00:36 UTC
Super Fun! Probably best atmosphere I've seen all jam! The buttons, phone, and sim-chip mechanics are great as well! My only critique would probably be that sometimes when you respond the agent is sometimes right on top of you, and that you can sometimes get snagged on platforms. Super cool though! Can't wait to see where you guys go from here!
sebbot
Apr 24th · 01:56 UTC
The guy has a lot of aura. It seemed like going down the hard path soft-locked me, since it seemed like the agent spawned too close to me when I checkpointed for me to reasonably escape. Maybe it's a skill issue. Great atmosphere!
🎤 Charles Mossius
Apr 24th · 12:04 UTC
@bumble truthfully, the AI isn't that special. I've just never made navigating AI before and I had to be very proud of myself to push on for a release in time! He can cut you off and can use areas you jumped to use them as shortcuts, but it's scuffed and he doesn't do it sometimes. Thank you for playing!
Kate666
Apr 24th · 14:43 UTC
A cool dude in a costume, I was scared)
cedaoan
Apr 25th · 16:32 UTC
Damnn It was fun and a bit scary! I turned around at the tutorial then I instantly fell, that was funny lol
Nice game!
LDJam user 278146
Apr 26th · 07:04 UTC
Great atmosphere but pretty tough! I couldn't really progress once I got to sections with spikes.
🎤 Charles Mossius
May 02nd · 19:01 UTC
@chybby @geeni I released a small balance update to address some of the difficulty problems you guys expressed, thanks for your feedback! Feel free to try the game again if you wish :)
LDJam user 374028
May 02nd · 23:21 UTC
I kept dying because the spikes' collision box is too big. :(
🎤 Charles Mossius
May 03rd · 12:27 UTC
I reverted the game back to its initial jam state after poorly misreading the rules on updating. Luckily I don't think it was played since being updated last night. I will upload the balanced version as a separate entry.
pickens-inc
May 03rd · 18:49 UTC
As a thanks for fixing that quickly I gave your game ago. Honestly, even in its initial jam state I think it's a really compellig entry, you guys should feel proud for achieving what you did for your first jam! I love the art style, I tihink it's impressive how much level design you got out of it, and the style you've chosen lends itself well to the simple primitives where they exist. Didn't think it could be compelling to try and escap from a 2D image anymore, but it works! Especially the visual of how the agent jumps.

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.
🎤 Charles Mossius
May 04th · 17:51 UTC
@pickens-inc thank you so much for all the feedback. Constructive criticism really goes a long way for me personally, and seeing that it's mostly the same issues shared between players gives me confidence that I can do better next time. Tutorials and demonstration of mechanics has always been a weak point for me and something I hope to improve further!
pickens-inc
May 04th · 17:59 UTC
@charles-mossius you're welcome! I think most of the time, I'll point out CC I have, but I also don't think it's *that* crucial to focus on, because usually you know yourself what can be improved, you just didn't have the time to implement it. You guys did great!

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: