Outdated for now.

Artificial Unintelligence

Context

Genre

Casual Action game

Story

"Let's stop using humans", the humans said. "Computers are so
much better than us. Look, they can now write code, compose
poetry, they can even have complex discussions with us!
Who knows how much they will do in the future. Humans are
slow and error-prone, but a machine never is.", they added.

And so it started. There were no more teachers, you would just
ask your AI chatbot to tell you about the subject. Actually,
why learn anything? You can always ask the chatbot
to provide you with answers. Want to paint? Just ask the
chatbot to paint for you. Want to compose music? Tell your chatbot some lyrics and off you go.
Nothing was out of reach for these algorithmic beings.

Humans became more and more dependent on machines. They
considered machines an evolution step, something that we
shall transition into.

However, these wonderful, error-prone machines weren't as great as they
were the first time. Cities became brighter and more crowded, but
self-driving cars weren't trained for such conditions, so they crashed frequently.
Drawings started to get a bit repetitive. All music had the exact same
chord progressions. Everything became stale and boring.

However, a student from Romania's top university of engineering
never let maths down and taught himself machine learning in order
to clean up this mess. He didn't want our future to be
comprised of metal beings. Instead, he wanted humans to yet again
cultivate ideas and be creative.
Micheal, as was his name, had a simple plan
in mind:

Eliminate. All. Robots.

Do that, and you'll free humanity once and for all.

System

Gameplay

In this game, Micheal will get to evolve his knowledge by destroying
waves of robots that want to eliminate him. He gains knowledge
by destroying – or reverse-engineering, as he calls it – robots and uses
this knowledge to empower his instruments of cleansing.

Controls

Micheal can be controlled using WASD or the arrow keys. That's all there is to controls.

Flow

The game opens with a main menu in which you can start, continue (if you didn't finish the previous session) or quit. Once started, Micheal will be in a vast, open area and robots will rush to hurt him. The camera will follow micheal as he around the area. Micheal has hitpoints which can increase or decrease based on the actions he takes (e.g. upgrading his endurance or getting hit by a robot). As time passes, more and more robots will rush to Micheal, flooding the screen. At one point, an incredibly powerful robot will take over and Micheal must eliminate it in order to win the game.

Rules

Do not let Micheal get hurt by these thinking garbage cans.

Content

Characters

Micheal

Micheal is cool. He is extremely motivated to win this fight. I've yet to draw his character.

Enemies

Metallic beings which will do everything it takes to destroy Micheal. I've yet to draw enemies.

Tiling

One tileset will be used, representing a vast, parking lot-like area. It will be deterministically generated based on a random seed for each session. I've yet to draw the tiles.

Levels

Asphalt world

Since I am using a seed-based world generation, I guess I have several billion levels.

Interface

The interface will be simple as to let the player focus on the action. A simple score, a timer and an inventory will be visible all the time. When the game is paused, character statistics will be shown.