Harvest of the Gods by jitspoe
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In 'Harvest of the Gods,' players take on the role of a powerful deity who must gather the souls of mortals in order to sustain their divine powers. The player must navigate through a series of increasingly difficult realms, each with its own unique challenges and enemies, in order to collect the souls they need to continue their journey.
As the player progresses through the game, they will encounter a variety of creatures and obstacles that stand in their way. With the use of their godly powers and strategic gameplay, players must overcome these challenges and defeat powerful bosses in order to harvest the souls they need.
This game is unique in that it was designed and developed using AI-generated content, including this description. By using artificial intelligence to generate as much of the game's design and content as possible, we hope to create a truly one-of-a-kind and immersive gaming experience.
Controls (Keyboard and Mouse): * Movement: WASD keys or arrow keys * Bolt of lightning: Space bar or left mouse button * Earthquakes: E or right mouse button * Teleportation: T or left control
Controls (Controller): * Movement: left joystick * Attack: right joystick click * Lightning: A button * Earthquake: B button * Teleport: Y button * Pause: Start button
Ok, human here. I wanted to do this project as a bit of an experiment to see how far AI technology could be pushed as it currently stands. It's fascinating how rapidly AI is progressing with things like ChatGPT, so I asked it to design a game with the theme "Harvest". The first design was a very generic farming simulator, so I asked it to come up with a design that was not farming related:

And Harvest of the Gods was born! With a good bit of coaxing I asked it to come up with pretty much every element of the game, though I didn't have time to implement it all, especially since I was trying to convince it to write usable GDScript code for Godot. Each line had about a 50/50 shot of being correct, so a whole script pretty much never was, but sometimes it came up with some really impressive or unexpected ways to implement things. It would likely have been much faster to implement things myself, but I'm pretty experienced with Godot, so this is a pretty powerful tool for developers learning new languages and engines.
The downside is that it often gives wrong answers very confidently:

While I was fighting ChatGPT trying to get it to write usable code, I was also generating images with Stable Diffusion. In AI's current state, trying to get something that looks good and consistent is probably more work than creating art from scratch if you're a talented artist, but it was an interesting exercise.

Most of the creatures generated, if they were more than a discombobulated mess, were cropped or occluded in some way and needed to be extended/altered, and of course alpha masked. Do you know how hard it is to generate a centaur? The one I finally ended up using had a horse head, which was kind of funny, but nothing else was really close enough.
For the music, I used something called "riffusion" which used images of sound (spectrograms) to train. A lot of the stuff it generated sounded terrible, but I just threw in "Harvest of the Gods" and it made something that was not completely unpleasant. Unfortunately, it was a whole bunch of independent segments that had to be manually lined up and pieced together to make a continuous song, but it had a couple little groovy moments.
I could not find any AI for generating sound effects, so I had to settle for the next best thing: Asking Chat GPT what sounds to record to make the sound samples I wanted. It suggested things like flapping a bed sheet for the wings, swinging a rope or broom for the teleport, and a deep sine wave with some noise, distortion, and reverb for the earthquake. So I went with that.
For the voice, I used uberduck.ai with an emulation of Mufasa's voice and pitched it down slightly. There are better tools out there, but I don't know what they are (if any are even freely available).
It was a big debate about whether or not I should enable ratings for graphics and audio, because 1) I was really curious, as kind of a social experiment, how a deliberately AI driven game would rank in these categories, 2) it was actually a lot of time and labor to make anything remotely game-worthy, and 3) having a game explicitly using AI getting rankings might sway the official rules one way or another.
Ultimately, I decided to opt-out, but I'd be interested to hear how you'd rank it in those categories in the comments.
| Link | https://jitspoe.itch.io/harvest-of-the-gods |
| Link | https://jitspoe.itch.io/harvest-of-the-gods |
| Original URL | https://ldjam.com/events/ludum-dare/52/harvest-of-the-gods |
Ratings
| Overall | 794th | 2.598⭐ | 48🧑⚖️ |
| Fun | 803th | 2.25⭐ | 48🧑⚖️ |
| Innovation | 411th | 3.283⭐ | 48🧑⚖️ |
| Theme | 633th | 3.272⭐ | 48🧑⚖️ |
| Humor | 576th | 2.438⭐ | 42🧑⚖️ |
| Mood | 739th | 2.721⭐ | 45🧑⚖️ |
| Given | 33🗳️ | 51🗨️ |
Also that voice was pretty good.
Once I managed to grasp what the game is about it became mundane. I thought to myself, "Is that all there is?" But then I got to that second part, and I got absolutely destroyed. That first part is also a bit too long, and one soul escaping leading to death I found to be a bit punishing, I think I was fighting something and I killed a mortal by accident, and their soul just went up without me seeing it so I got a very sudden game over.
In terms of the experiment you mentioned in the description, if this was made with AI completely (including code) it's pretty successful.
We might be out of jobs soon :sweat_smile:
The next year or two will be interesting to see how the field of AI developers and how it will get incorporated into things.
Some notes:
- Healing didn't seem to heal me.
- The player movement vs the enemy movement seemed unfair, I had to take ages to turn around, they could just shoot fireballs at me.
- Lightning didn't seem to always hit things.
- Earthquakes are a great human herding tool!
Fun little game overall.
With at least Stable Diffusion, I often find myself fighting against it. To really coax it into something presentable, you do need to spend some not-insignificant time mucking with parameters and tricking it through the prompt. I feel it should be rated, but not amongst more traditionally built content. The final generated result makes it look easy, but there's still the time taken to make that happen.
@offworlddemon For sure. I was trying to do my best to design and build things in the spirit of what the AI came up with, and it had just a single-frame raycast for damage. Personally, I would have had a larger area that detected over multiple frames, but I wanted to see how it played. Of course, AI can't play and feel frustrations and tweak the design. Perhaps I should have done some "this is frustrating because it's too difficult to hit enemies" prompts to see what it came up with, but, alas, limited time!
### Things I liked:
1. Straight-forward gameplay
2. Art style was pretty cool
3. Wide open map
4. Goddamnit those souls are hard to grab sometimes!
### Things I noticed
1. I had a hard time getting my character to point the direction I wanted; pressing and holding one of the direction keys doesn't make the character go *that* direction, it just kinda turns the character
2. Couldn't find a way to regain health?
### Graphics
The art seemed like it was fine on its own, like as individual pieces. Mixed resolutions during gameplay looks a little weird for me. Maybe next time prompt it for pixel-art versions? Having extremely detailed drawings with strong shading is... weird... in cases where character models can change their orientation. The effect is that the models are exempt from the environment lighting, which makes them look like they're cut out of a magazine.
Thanks for the game, I had a fun time playing!
@therealjtgill Yeah, I actually added a turn speed because trying to aim at things when you instantly turned was basically impossible. Now it's just obnoxiously difficult. 😆
I never added a healing ability, though the AI did have one in the design. The game is fairly short, though, so it's not super necessary.
The initial Harvest of the Gods pitch that ChatGPT came up with is surprisingly decent. Using it for code and actual development clearly isn't productive right now, but using it to generate ideas seems actually interesting. If you had been more selective about taking its good ideas and rejecting the bad (like the controls) then it could be useful as a creative partner of sorts. Much like with the code, everything it outputs needs to be checked by an experienced designer, but it's a decent brainstorming tool!
Overall a very interesting entry!
Rating is fraught with the same complications: am I rating your ability as a game designer, or your ability to stich together disparate elements? I think you've achieved that stiching, but I'm not sure if this is the same game you would have designed from scratch. For that reason, it feels hard to dock you points for things I should attribute to the limitations of the AI ... you know what I mean? So take feedback with salt given that, that I don't necessarily know what was a _choice_ versus a _limitation_. I think that's what muddies the water with rating the result, separating the two.
To get to feedback, the flight control felt a little awkward to me, being cardinal directions. I think I would have preferred "forward to accelerate, left and right to rotate". Being what it was, orienting on targets and collecting souls was a good challenge to start (though I appreciated that souls were attracted to me). When it came to enemies that fired back, I really didn't have much success. The short range of my bolt and the fact that I had to fly head on to get a hit meant that I was generally vulnerable to their longer range attack as I came in. I don't think I got a single hit on them before dying. Maybe a soft reset rather than a hard reset would have felt less punishing?
As for the art and music, I would have given high marks for Graphics (very imaginative while also being readable). The music didn't seem to fit the style of the game, so I wouldn't have rated it very high.
And to close, I don't know where I stand on "should AI-generated content be ratable?" :)
Regarding the enemies in the second level, I've found the best strategy is to take the hellhounds out first, since they do a lot of damage, keep your distance from the other melee enemies (supposed to be pit fiends, whatever those are), then you can take on the imps. The fireballs only do 1 damage, so you can take a few hits from those. Not so much from the others.
If you want to try just the last level, you can go to the console by pressing ~, then type "map FireyUnderworld1"
- The art looks okayish, but some things don't really work well together (i know how that feels lol)
- The controls for movement are quite messed up to be honest. I played on computer and it was quite hard getting to where i wanted to go. Sometimes pressing up was straight up, sometimes it was diagonally across the screen, even without momentum.
- The music worked quite well actually. Had a nice jam to it.
- The colliders on the lightning either don't match up or i have terrible aim.
- I've never used chat-GPT for code (don't need to) but i imagine its quite a struggle to tie it all together.
All in all, its a fun idea and good teamwork (:joy:) :thumbsup:
That being said, the concepts behind this are interesting even if I don't have the patience to get past the first level - while I would usually rate AI-assisted art/audio a 0 (due to the generally unethical nature of AI art at this point in time), if I ignored the ethical part of things I would give it a 4 for art and a, well, I'd say a 2 for the audio, maybe a 3 if I count the SFX and not just the music. I had to open the game back up to remember what the music sounded like. It's pleasant, but kind of generic. Like the weird generic guitar songs from [Jillian Michaels' Fitness Ultimatum 2009 for the wii,](https://tinyurl.com/5f7rpvkh) which I'd actually managed to repress my memories of until listening to the AI music again haha.
On a side note, nodes_in_radius() or nodes_in_circle() should totally be a thing. That would make a lot of things I've tried to do in the past way easier lmao.
Yeah, I've used used area2D + checking groups before. I'm usually lazy and prefer to check body/area.name though. Funny that it went crazy with physics before it went back to basic stuff - kind of reminds me of that old SpongeBob bit with drawing the entire head then erasing it to get the circle, lol.
The difficulty stepped up after the first level :D took me a while to realise I wasn't meant to try zap all the things I found in level 2! I liked the combination of having to capture the souls as well as zap and avoid the nasty bois.
I would call this a successful experiment, you were fair about the pros/cons of it all.
Game wise I felt like the lighting hit box was a bit too small, I see a previous comment about it being a raycast. Maybe a box cast or something wouldve felt better, especially on stage 2 where alot more movement is required.
The character movement seemed okay if you were at a standstill or moving slowly, I think there's some weird residual velocity built up once you get to moving fast and it makes turning very clunky.
Overall it was an entertaining and informative experience to watch it play out and then play the result.