Tic-Tac-Crow, a patent-infringing successor to "Who's the best Tic-Tac-Toe AI?"
Nemesis Jam wrapped up this past weekend! The basic premise is, or was, that we'd all make games somehow Nemesis system-adjacent, so I tried to make a patent-infringing game. I ended up loving the patent (seriously I recommend reading it if you have the spare brain cycles and are interested in designing complex living systems -- I plan to do a writeup sometime about 'how to steal from the Nemesis patent' though so keep an eye out for that if you don't want to read the entire patent -- but seriously read the entire patent)
So I set out on a week-long journey to design a Nemesis Game, and decided I'd charge $5 for it, because I thought: what's the point in infringing on a patent if I'm not (theoretically) presenting a commercial challenge to the patent-holders? At first I struggled by trying to make something thematically nemesis-like, before realizing I would f u c k i n g l o v e to make a more fleshed-out version of the this game, "Who's the best Tic-Tac-Toe AI?", as a base game for exploring the Nemesis system.
(It helps that it's a very economical choice as well, not involving me programming an entirely new base game from scratch.) (I did that anyway of course because I'm quite foolish.)
I ended up working with a friend with whom I share an adoration of birds, who did all of the bird sounds for the videogame. It's absolutely full of very good bird sounds.
SO, if you enjoyed what I did with WTBTTTAI and are curious to see a little more exploration of the "AI with personality" design space, good news: I made Tic-Tac-Crow for you.
And also, if you happen to be a fan of chill bird-filled ambiences, I definitely made Tic-Tac-Crow for you.
Because I'm both of those people. I'm you. And I made this game for me. So if you're me... I'm you.
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