Generated Adventure by gamescodedogs
Read the huge postmortem blog post with all the prompts and pipelines here.
Generated Adventure is a tiny point and click adventure game with art, music and story generated by different Machine Learning systems.
- Art: MidJourney
- Sound: Aiva
- Story: ChatGPT
- Game Engine: Defold
- Programming and assets postproduction: @sublustris
Controls: Mouse/Touch [not WASD or arrows].
Not everything went smoothly, and there may be some bugs in the game, but we will fix it all promptly.
Ratings
| Overall | 1214th | 2.464⭐ | 57🧑⚖️ |
| Fun | 1217th | 2.127⭐ | 57🧑⚖️ |
| Innovation | 911th | 2.964⭐ | 57🧑⚖️ |
| Theme | 1179th | 2.7⭐ | 57🧑⚖️ |
| Humor | 1047th | 1.856⭐ | 54🧑⚖️ |
| Mood | 1098th | 2.718⭐ | 57🧑⚖️ |
| Given | 119🗳️ | 74🗨️ |

Awesome using of neuronets!
I don't understand what should i do after meeting a thief, but it was intresting experience. I love this level design and player direction with using effects👍
Great job!
Music choice was very fitting (and not too loud, which is a huge plus) and did add to the mood. The controls were obvious enough, if you've used a point and click before, I'd say.
Well done!
I felt like an inventory would have been great as many of the object are quite obvious before you need them, and then you can not interact with them but instead need to backtrack later.
There are some small issues related to movement or dialogs, but that's expected in a gamejam, no worries! However, I had no idea what to do once we reach the _Powerful Sorcerer_ in the _Castle_. The only portal is "Home" and it's disabled.
@david-mason totally agreed, looking forward finding a way to generate more complex puzzles with chatGPT. Will keep this page updated.
@paul-maxime I am not happy with Aiva for now, will try to find an alternative (or master Aiva) right after fixing animations.
@obittner @amango just wanted to let you know that Inventory is now available :)
I would say the strong point was the art assets. The music sounded nice at first but wore out its welcome, in my opinion. The dialog had some holes, but pretty that's something I'd expect from AI. (eg I'm sent to the librarian because he will ask me to fetch something, but I open the conversation with him by asking him where I can find some random book I lost? AI felt like it lost track of the thread of the story)
Movement felt a bit stiff, too, but never caused any problems except maybe breaking the immersion of moving around in the nice-looking space.
Overall I appreciated the entry, especially because you went all-in on the AI as a constraint, so a great experiment for an LD, well done.
In particular, although the AI is able to make surprisingly consistent choices in a lot of places (such as the stylistic consistency in the art), there are also extremely glaring inconsistencies that a human would never make. In particular, the layout of the different locations is completely inconsistent, with entrances and exits essentially never matching up, and with some locations like the "cave" having an entrance that looks nothing like a cave at all.
Another major inconsistency is in the writing. For example, the beginning, the player is told that each person will tell them the location of the next person. I don't believe this ever actually happened in the game, however. Or, the situation with the librarian that pkenney pointed out.
This is extremely interesting, especially when I try to think of what you would need to communicate to the AI for it to make better choices. For example, you could tell it to "write <this>, not that" -- but at that point it's probably faster to just rewrite the dialog yourself. I think it was definitely a more interesting choice to try to hand the AI the reins and just see what it makes.
I did end up softlocked in the castle, like some other commenters.
Overall, I would call this a fascinating experiment in trying to get AIs to generate a game largely by themselves (at least, that's my impression of the goal of this project). I am glad to see the bizarre novelty that AIs provide in other fields (art, writing) also exists in this project, as I think that novelty is one of the most valuable aspects of AI as it stands today.
From nitpicks what I noticed right away is very small text, it's a bit hard to read. Character movement is a bit awkward and could be a bit faster. Some moral choices also would be nice (like to be able to decline to steal the necklace and choosing some other path instead, like through the librarian, etc).
Bugs(?):
The dwarf told me he just wants me to leave him alone, even after talking to him for the second time, but after leaving the room and coming back again he accepted the gemstone I found earlier.
Talking to the merchant, the answer dialogue took two lines, and they were lighting up separately, like two different choices, even though it was a single one. It seems to be the issue with all two-line answers. And with him I also had to re-enter the room even though I already had the lamp. After he told me I will have access to new places, the portal near him was still gray. I re-entered again, and it lit up.
Talking to the Ghost, in the dialogue his name was "Merchant". He asked me to bring him a gem from the castle, but castle at that point was not available. I re-entered the location and talked to the ghost again, and he happily accepted the locket (that looked like a chest) I found in the city. I couldn't take the crystal behind the ghost no matter how much I clicked and where I tried to position myself.
Then I entered the castle, but it was a sorcerer's house. The model looked like a woman, but the dialogue suggested it was a man. They told me I have to bring them a crystal from catacombs, and it will be a long and dangerous journey, but I am sure they meant that crystal I wasn't able to take from the graveyard. And at that point the only portal in the sorcerer's house was "home" which was not available, and I couldn't go back to the graveyard to try for the crystal again. And finally, while I was walking through the room in hopes of getting out, the dialogue with sorcerer activated again, but lines were not clickable, I couldn't cancel it, and couldn't move. So my heroine got stuck there for good :')
Also thanks for bringing Aiva to my attention, I'm gonna try that out for the next jam.