Silicon vs Neuron

Short point 'n click adventure about "hacking".

Silicon vs Neuron

Mouse to control.

Cy Pher, looking to a make a name for himself, takes on the AI guarding the top secret AIC0 military complex.

Terribly unfinished point and click game made in 48 hours for Alakajam! 6 by Aurel and eidovolta.


Soundtrack is now available separately at:


Voting results


This game entered in the Team competition (19 entries).

Comments (15)

 • 4 years ago • 

Interesting title, hope you can finish it!

  • 4 years ago • 

@trygve Sorry! The link should work now.

 • 4 years ago • 

Wow. Very ambitious, a great graphics! Reminds me of Beneath a Steel Sky.

I completely agree with the final words of the protagonist ;)

 • 4 years ago • 

Wow! The music :O! The graphics :O! If youc an do this in 48h you can make some incredible P&C adventure with more time!

The writing was very good even if there wasn't that much.

The environments, the worldbuilding, the ambiance…. Incredible. Amazing work. Hope you continue working on it or something similar.

Is the music really done for this? I have it in background and it's not repeating after almost like 3 minutes. that's incredible.

 • 4 years ago • 

Graphic and audio are really good :) Do you have any plans to continue this? I think it could be a really good game :)

 • 4 years ago • 

Great game as usual.

It's sad that you met those issues, but you do offer a great premise.

I sure do hope your next iteration is up to your standard.

"A duel against the machine" Cracked me up when the "puzzle" before was so obvious. Great writing.

Much love!

 • 4 years ago • 

This game was brilliantly done! The art style and Point and Click game play reminds me a great deal of "Beneath a Steel Sky". I love the Cyber-Punk asthetic and the animations are on point.

Obviously there was only so much you could fit in 48 hours, but I hope you continue to build on this project!

  • 4 years ago • 

Thanks all for playing!

@Raindrinker Yup, the soundtrack is made for this game. I convinced eidovolta to have a bandcamp, so now you can listen to the soundtrack here:

 • 4 years ago • 

Gorgeous artwork, combining well with the music to set the mood for each of the environments.

I wish there was more content, more backstory in particular. Who is this AIC0, how did it come into being, and why does it need to be taken down? Who is Cy and how did he prepare for this? Why him specifically? Does he have a particular grudge with AIC0?

But don't get me wrong – it's very impressive how much content there is already, for only 48h of work by one composer and one everything-elser.

 • 4 years ago • 

The music is amazing. It's really unfortunate that you were unable to finish this. D:

Everything was pretty well made even though there wasn't much of it.

 • 4 years ago • 

Amazing music and great artstyle. Takes you right into the universe. But, its very short :/ The theme doesn't really make sense in this but would a completed game like this would be very cool!

 • 4 years ago • 

Very atmospheric! The colours work well and the mood is set from the start. Love the metro map. The graphics are good, the music is excellent, and the premise is there. All the stuff (dialogue, places, interactions, etc) currently in the game is great. I hope you continue working on this, because I would love a Beneath a Steel Sky/Neuromancer fusion game!

 • 4 years ago • edited • 

Splendid audio-visuals, everything else is unfinished more or less, so I won't unfairly comment on it. I'll rag on one of my pet peeves instead.

I've never understood the traditional point&click, dude moves around the screen interacting with things, user interface. Why would I want to see someone slowly move from place to place looking for that last missing item, when I could already be solving the next puzzle or going forward in the story? These are usually the meat and potatoes in these sort of titles, the actually compelling content, so why not get to it?

Wasting the user's time is a major sin in any UI design. For point&click there are solutions and many titles have already adapted these features:

  • There is no dude, or the dude does not move.
  • If the story requires visual movement, it is done in skippable cutscenes.
  • If an action requires visual movement, it is done only once
  • Interactable items are highlighted, preferably the highlight can be toggled.
  • There is a map for quickly getting to any already visited screen, without a travel animation!

Maybe I missed something, but you get the idea. Cut down on downtime and cut to the chase. It should also be faster to create content this way.

I don't rate unfinished titles, why not go unranked?

  • 4 years ago • 

Thank you all for playing!

@HuvaaKoodia I think you are criticising a trademark of a traditional point and click game. Don't get me wrong, I am not saying it is flawless design to have an actual person that you need to walk around. Some of the issues you mention are indeed true of point and click games in general, though I would say they can be addressed without removing the character altogether by allowing e.g. double-click to skip scenes, movements, etc. Naturally that was not a to priority for me to address in a gamejam. Still, I'm not sure it is fair to criticise a game for trying to adhere to the tradition of a genre – I wonder if you would consider "hidden object games" to be of the same genre as point and click adventures?

Regarding going unranked, the game was made in 48 hours under the same conditions as the team entries. Even though I vastly overscoped and hence had to cut down a lot on the features, it is still a game with a beginning and an end. I will not feel bad for being ranked terribly. Most importantly, especially for audio, which was created by my teammate, I would like to see a ranking.

 • 4 years ago • 

The traditional Point & Click interface is just that, a user interface. It can be used for a puzzle, a story (interactive or not), an adventure (exploring a world), or even something else (challenge, competition, a combination of mediums, etc.). Just like any other user interface paradigm it can be implemented in different ways and each way has its positives and negatives.

Wasting time due to a user interface feature is objectively bad. The user has better uses for their time. If you are making a puzzle, or a story, then solving puzzles or following the story is what the user wants to do. Imagine if there was a 1 minute loading screen between each level. That would be a waste of time. Well, a dude slowly walking from one end of the screen to the other adds up to many minutes over the course of a playthrough and nothing was gained.

If you want walking to be a thing, then it has to be compelling. Exploration calls for some moving around. For instance, exploring a 3D world in the a first person perspective, walking around looking at things, is quite compelling. Yet, even then most titles include a fast-travel option, as most people don't want to walk through the same scenery multiple times as they have already seen everything there is.

Jumping back to P&C. If exploration is the deal, then is walking a dude around a good idea? I'd still say no. If the world is divided into screen sized areas, then there is no need to move the camera at all. The user's eyes do the exploring, looking at the world. You can't get faster than that, no excessive clicking and waiting required.

As you can see, I have a hard time thinking of a scenario where I would actually appreciate having to move a character in a mostly static, flat, 2D world, regardless of the medium (puzzle, story, etc.) I have no nostalgia for the traditional style, which might explain it. E.g. I tried playing Neverhood recently and could not stand the amount of slowly backtracking to press yet another button.

Yes, the UI of a hidden object challenge can be thought of as Point & Click, because you point and click (and click a lot!). It is a variant without a visible character.

Here are two examples of Point & Click puzzles, which don't suffer from the dude moves slowly around syndrome:

  • Puzzle Agent (has a visual character, but there is very little moving around)
  • Detective Grimoire (has no visual character in the world, only in dialog and cutscenes)

Sorry, I have to stick to my principle. For me, the point of a jam is to finish something in a specific time frame. Keeping the design manageable and cutting it down, if need be, are key. The ratings signify who divided their time and skills most effectively. Unfortunately, for you, certain types of projects, such as this one, cannot be easily simplified. Fortunately, for you, most people don't share my ratings principle.

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