Codename::GreyHat by Train27
Screenshots :camera:


The basic help you need to get going if you're lost at the beginning:

Description :thought_balloon:
<You've been tasked to find and report the culprit of a large-scale cyberattack and grand theft. Using the tools you've been given, and your deductive reasoning, will you arrive at the deep truth?>
Codename::GreyHat is a text-based adventure made in Unity, mixing a bit of hacking, a bit of detective work, and a bit of log-based storytelling to try formulating a new approach to the theme, ~~while avoiding making any actual art~~.
Controls :video_game:
The game is entirely text-based, with a total of 11 commands at your disposal. For obvious reasons, even though the terminal is (obviously) bash-inspired, most commands feature a limited functionality.
:mouse2: You can scroll up and down the terminal by using the mouse wheel.
During the game you're tasked with investigating a theft, navigating various terminal containing precious information. When you're ready to make a judgement, tip the police with the ip address of the culprit. Based on your tip, the conclusion will unfold in different ways.
:exclamation: Important: please do NOT use the clear command, currently it's more trouble than it's worth! I'll fix it after the jam.
You've never interacted with a bash console before? Fret not! :muscle:
At any moment you can use the help command to get information on how to use any other command, and you can view which commands are available with list-commands 1, list-commands 2, and list-commands 3. Pretty self-explanatory, right?
Development & Credits :notepad_spiral:
The game has been developed in Unity 2019.1.14f1, with the invaluable help of Visual Studio Community 2019 and... that's pretty much it! It's a text-based adventure game with no sound, what more did you expect me to use? :P
Game developed entirely by Borja Fernández (me, Train27); and although it was only the trampoline from where to propel the rest of the game, I'd be remiss not to mention the tutorial on how to create a proper UI structure to develop a terminal in Unity by Fouriersoft.
Versions :gear:
- Version 1.00 - Game published and LDJam page properly edited.
- Version 1.01 - Fixed a game-breaking bug where the final nodes of the network were unreachable.
- Version 1.02 - Fixed the scrolling issues that made the game unplayable and made the game playable in resolutions other than 1080p.
- Version 1.03 - WebGL port now available!
Note: Remember to give execution permissions to the linux build before running it!
| Windows 64 bits | https://train27.itch.io/codenamegreyhat |
| Linux 64 bits (untested) | https://train27.itch.io/codenamegreyhat |
| Link | https://github.com/ProgrammingKiddo/Codename-GreyHat |
| Windows 32 bits | https://train27.itch.io/codenamegreyhat |
| Link | https://train27.itch.io/codenamegreyhat |
| Original URL | https://ldjam.com/events/ludum-dare/48/codenamegreyhat |
Ratings
| Overall | 383th | 3.548⭐ | 33🧑⚖️ |
| Fun | 390th | 3.419⭐ | 33🧑⚖️ |
| Innovation | 218th | 3.645⭐ | 33🧑⚖️ |
| Theme | 247th | 3.891⭐ | 34🧑⚖️ |
| Graphics | 762th | 2.759⭐ | 31🧑⚖️ |
| Humor | 305th | 2.839⭐ | 30🧑⚖️ |
| Mood | 431th | 3.283⭐ | 32🧑⚖️ |
| Given | 24🗳️ | 41🗨️ |
Only gripes I have with it are the scrolling bug and the fact you can't press Up Arrow to get the previous command. Otherwise, that was really neat :thumbsup:
I don't think my screen is 1080p...
I also had no idea how to solve the problem. Simple commands like `cd ..` didn't work so I just got stuck in a directory with no obvious path forward. I really liked the idea, but it just didn't quite come together for me.
@ me in a comment and let me know if it's something I'm doing wrong. I'd love to give it a proper go so I can rate it!
@temulgeh support for that was actually planned, but had to be dropped eventually due to time constraints :slight_frown:.
@dhim no, there isn't, I'm really sorry :confused:. In fact I've deleted the WebGL version because it wasn't working properly. @falke I'm sorry to hear that, could you be more specific on your issues on desktop? Which version did you download? Was there an error message? Any help is appreciated :slight_smile:.
@kieron-woodhouse I'm painfully aware, it was my first time making a dynamic UI so I stuck to what was simpler: absolute values. When running the desktop version it should, by default, run at 1080p (I think).
Support for feature-complete relative paths was also planned, but I guess you know the rest :confounded:. Neither "./" nor "../" work, which is why, as a counterpart, all terminals are very flat (that is, their file hierarchy is very short, with only two folder levels at most). If you ever get lost, you can:
- Use **pwd** to show the absolute path from the root directory you have access to in that terminal.*
- Use **cd /** which will take you to the root directory you have access to in that terminal.*
- Run **list-commands 1**, **list-commands 2**, or **list-commands 3** to show what commands are available to use, and then **help [command]** to get information specific to that command.
I'm sorry if the gameplay is a little confusing, I tried implementing a lot of command help but probably didn't manage to facilitate a seamless introduction to the game :weary:.
**That is, if you connect to a Bank, for example, you (obviously) don't have full access, so the root directory you have access to is actually a specific directory in that terminal (meaning you only have access to THAT branch of the file hierarchy)*
RE the default resolution, it seemed to default to my monitor resolution. I'm not very up on how Unity's scaling works but I think the player's default behaviour is fullscreen at native resolution. So if you're on a 1080p monitor, it would work fine. My resolution is 2560*1080, though. But yeah, I tried making my first Unity game with a UI only a couple of weeks ago and making sure everything scales to fit the screen is really confusing
at first :joy:
RE commands, I missed `cd /`. In my mind, I wanted to go back up one level. I hadn't clocked that I started at `/` and could just use the absolute path! Also missed that `list-commands` takes a number. I didn't get back many commands when I used it without one, which left me feeling even more lost! I'll give it another shot.
I might try to fix the scrolling/resolution issue (would that be allowed?) this week, as well as making more ports of the game.
My one other issue that I think no one else mentioned was that I thought some of the files were actually folders because there was no file extension
:thinking: Currently I recommend not using **clear** at all, since you want to have previous information easily available anyway :stuck_out_tongue:.
:gear: I've also modified the UI elements to resize and position in relative fashion, instead of working in absolutes. This should provide compatibility with all screen resolutions. The build uses the native screen resolution at launch, so you shouldn't have to worry about any configuration :slight_smile:.
**Version 1.02** is up and running, feel free to replay it (or play it for the first time!) and tell me what you think :)
I like the whole vibe, and I'm pumped someone went for a non-standard use of the Theme. Awesome work!
Looking back on it, I think the usage of arrows to cycle through previous commands might not have been that hard to implement anyway, but I simply ran out of time :weary:
@dhim good news! The game is now playable on any resolution :slight_smile: I'm unsure whether or not the linux build works properly, so let me know what you think of it if you play it :wink:
for people playing on Linux, you need to type chmod 777 ./Codename-GreyHat.x86_64 to make it executable, if not it won't able to run
and some terminal settings to differentiate between directories / files. interesting concept though! gotta admit, the first thing i tried to do was `sudo rm -rf / --no-preserve-root`, even though it felt super scary to type that :)
It would have been nice to see some quality of life improvements like command history and auto-complete but overall really nicely done.
I do admit I am quite the enjoyer of text-based experience, and yours was a very fun one. Digging through the system was quite fun!
I had my piece of paper to write down the clues... Like a real detective!
Congrats, a very fun game for sure.

Overall, your game is well-made!
@swordfish I'm glad to hear you got the good ending! I planned for the story to be even deeper, and also planned to make some (optional) puzzles about ip masking and subnets, but maybe that was too niche even for this game's standards :laughing:
Btw I don't know of any Hack run, but this game is inspired by others such as TIS-100 and Hacknet :P
@glitchman What is the issue? Is it the scrolling? It seemed to work when I tried it, both on Firefox and Edge. Have you tried going fullscreen to see if the scrolling is available? :slight_smile: You can scroll with the mouse wheel up and down the terminal.
Jokes aside, I love this game (but right now I'm hating it a bit because I feel like I'm super close to reach the conclusion and I can't find a key hint). It is simple in concept but so immersive, and finding new IPs to dive into feels super satisfying.
On my desperate search I've started using all the commands and looking for their help descriptions XD
In doing that I may have spotted a bug: I've tried using `clear` a couple of times and it cleared way more than I'd expected, as the screen went fully black. I couldn't type any more and I had to refresh the browser. Is that intended behaviour somehow?
Any way, congrats for an amazing idea! Let's see if I can find the REAL culprit :muscle:
The only thing that bothered me was that I had to scroll the terminal manually when the text reached the bottom.
The only thing I would add is the full history of commands (or at least more than the last one). Oh, and maybe a tab for autocomplete hah.
@ithildin good to know the feeling of discovering and connecting to new ip's is satisfactory, it was a big part of the experience from the very beginning :slight_smile:
The 'clear' command ended up not working as intended, so I actually started advising not using it at all, at least until I fixed it post-jam voting.
@antbrl @flying-dog-fish @kotzi @adrupen As it stands now, I think we can all agree (and it's pretty obvious) that the main issues with the game are **usability/QoL problems** :slight_frown:. I've taken notes of all the feedback to use on further development after the jam.
Probably could've managed time better to be able to improve on that, but I maybe spent too long building a robust-ish codebase that maybe was a bit of wasted effort for a jam game. I'll try to make my 2nd jam game will be easier to use :smile:
@blubberquark I genuinely didn't even know about those, I'll give them a look but right now Unity is the tool that I'm most comfortable with, and I originally wanted to add menus and music to the game, so it seemed like a good idea at the time.
You could also go the completely opposite direction and open "windows" instead. Or maybe add some scroll bars...