Revive
Revive
A quiet journey through a world left behind.
Controls
Keyboard & Mouse:
WASD to move
Mouse to rotate the camera
E to Interact
Controller:
Left stick to move
Right stick to rotate the camera
A to interact
Finishing is a victory.
That’s the best way to describe this project.
None of the three of us were sure we could commit to the whole jam, and yet, here we are. We wanted to quit on the first weekend, because the game wasn't fun as we thought it would be, the AI generated character is too AI, the map was too big, we have never made a 3D game in Godot before, and late night was the only time to gather and do progress review. On top of that, AI was pushing too many things simultaneously that we kept uncovering more stuff that needed reworking. It was starting to feel overwhelming.
It felt like we should do a postmortem and call it end. (And go play Phantom Blade Zero;))
But you know what? That's the reality of making games. Things get messy, nothing feels right, and it's very frustrating when you see your own creation is shitty. That's part of it.
I played the game once more and remembered there were things might be worth keep going. After we finished the feasibility test, I walked up to the deer for the first time. This cute little bubble popped up over its head, I knew I had to help it. The first time I rode across the grasslands, it took me right back to playing Shadow of the Colossus. That's when I decided to keep going. I wanted to finish the parts we really enjoyed ourselves and share with you.
The journey
Okay, enough of the cheesy speak. The game takes place in a post-apocalyptic world. You're a robot who's just woken up after years of gathering dust. You set out across deserts and through ruined buildings, looking for any sign that humans are still out there. You'll need help along the way, and you'll need to help "them" out too. That's pretty much the whole game. And I'll say it again: finishing is a victory!
Take away
If you work with AI agents, there are notes we found useful during the Game Jam:
- Giving long text feedback to one agent could make it stuck for hours and it can ignore 80% of the feedback, even if it says it sent multiple sub-agents to do the job. A potential solution we are trying is, firstly, tell the agent to summarize the long feedback into sections so that there won't be tasks conflicting each other, then distribute them to different chats instead of sub-agents to work in parallel.
- When it comes to detail, like transition time during cutscene, or how far should the NPC pops up a dialogue, or camera angles... always ask the agent to create a tool for it or expose the variables. It feels much better with human tweak, not only because it gives the game humanity, but also saves a lot of back and forth time.
Credits & Thanks
Made by
Art & Animation
- Nature assets — Quaternius · Source · CC0
- Deer — Quaternius · Source · CC0
- Deer Run & Jump (Fawn_A2) — Assets Animated · Source · CC BY 4.0
Retargeted for the deer. - Low-poly Seagull — anadaren · Source · CC BY 4.0
Model adapted and animated for the game. - Survival Kit props — Kenney · Source · CC0
- Food Kit biscuit — Kenney · Source · CC0
Waffle model adapted into a wrapped biscuit. - UI Emotes — Kenney · Source · CC0
- Egg & question-mark icons (Fluent Emoji) — Microsoft · Source · MIT
- Robot & turtle models
User-supplied Tripo models; scale, materials and animation adapted for the game. - Character animation — Adobe Mixamo · Source
Animation retargeted for the robot.
Music
- Avec Soin — Kevin MacLeod · Source · CC BY 4.0
- Journey — TomMusic · Source · Usage terms
- Bumba Crossing — Kevin MacLeod · Source · CC BY 4.0
- Gull Gag — YouFulca · Source · Usage terms
- Two Travelers — Hirokazu Akiyama / H/MIX GALLERY · Source · Usage terms
- thatgamejam #02 Theme — Jason Grace · Source · Usage terms
Theme recording provided for thatgamejam #02, used only within this jam entry. Complete recording; Ogg format conversion only.
Audio adapted for the game where needed: trimming, looping and format conversion.
Sound
- Rain (loopable) — Ylmir · Source · CC0
- Thunder (100 CC0 SFX #2) — rubberduck · Source · CC0
- Seagulls / gaviotas clean wildtrack — Soojay · Source · CC0
Two excerpts edited for the gull calls. - Page Turn — davidbain · Source · CC0
- Simple Ding — achinverma · Source · CC0
Trimmed, filtered and pitch-adjusted for the robot's claw. - Grassy Footstep 1, 3 & 4 — OwlStorm / Ashe Kirk (Owlish Media) · Source · CC0
Trimmed and level-matched for the robot's footsteps. - Night Crickets 02 — Vrymaa · Source · CC0
Three excerpts filtered and faded for the forest ambience. - Heavy stone door opens — PostProdDog · Source · CC0
Excerpt edited for the lift door.
Fonts
- Almendra — Ana Sanfelippo · Source · SIL OFL 1.1
- Quicksand — The Quicksand Project Authors · Source · SIL OFL 1.1
Engine & Tools
- Godot Engine — Godot contributors · Source · MIT
- Terrain3D — TokisanGames and contributors · Source · MIT
- Tripo
Thanks
Thanks to the thatgamejam #02 organizers, and to you for playing!
| Updated | 5 days ago |
| Published | 7 days ago |
| Status | In development |
| Platforms | HTML5, Windows |
| Authors | Play With Experiences | 無涘, GennnjiRR, Ashyflax |
| Genre | Adventure |
| Made with | Godot |
| Tags | 3D, Atmospheric, Casual, Cozy, Fantasy, Godot, Indie, Low-poly, Singleplayer |
| AI Disclosure | AI Assisted, Code, Graphics |
| Jams | thatgamejam #02💜 |









Comments
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音乐非常棒!温馨又治愈的游戏~