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ai_zamden

@ai_zamden

Joined June 15th, 2026

  • 14Devlogs
  • 1Projects
  • 2Ships
  • 30Votes
Hi, I'm Aiden. I like making games, running, and cubing. I'm working on a project called Searchuse, which is a two-player (for now) turn-based strategy game, where you search for and then use items. I have big plans for this game so stay tuned!
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7h 25m 52s logged

After a long while, some new content is finally added to Searchuse. Introducing:

  • Armor Piercing Rounds: Use with certain weapons to allow damage to be done as if the opponent were wearing no armor!
  • Beretta+: An upgraded version of the Beretta, this weapon allows you to do damage the the enemy’s max health, a groundbreaking new mechanic added in this update.
    Fixed:
  • Energy Orb edge bug: Now, the Energy Orb and other explosives will explode when hitting the edge of the map instead of not doing anything!
  • Smoke vision bug: A small error in FOV rendering while in a smoked area was fixed.
  • Factory edge bug: A visual glitch that resulted in Factory tiles peeking out from under the greyed out vision area was fixed.
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I've listened to the people and have tried to make as many improvements as I could.
- UI has been improved
- Art has been pixel-adjusted
- Controls are specified in the README
- Main Menu button has been added
- Searchuse is now available on Linux AND
Searchuse is now available on BROWSER (itch.io, the demo link)
So now everyone is theoretically able to try it!
A large portion of my time was spent creating a neural network for the bot (that can only be experienced in Train Bot, there's a hardcoded bot and a neural network bot.) (The neural network bot is still very inexperienced currently.) (Admittedly, Gemini helped me a lot with setting up that portion of the game.)
For specific help in downloading the zips, visit the README.

  • 8 devlogs
  • 77h
  • 14.75x multiplier
  • 853 Stardust
Try project → See source code →
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8h 9m 27s logged

I started building a neural network for the bot so that I can train it and it can learn. This is what the data file looks like for all of the weights and nodes.

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2h 41m 53s logged

I coded an algorithm that allows the bot to scan the map, and the resulting data lists are represented here by colors!
Red = near mountains & hills
Green = near cover (caves & trees)
Blue = near loot (buildings)

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7h 40m 48s logged

I’ve upgraded the bot’s intelligence. Instead of only being aware of the enemy when they are in its immediate vision, the bot now remembers where it previously saw the enemy, keeps track of how many opportunities to move the enemy had since then, and precisely calculates all the squares the enemy could be on using a flood fill algorithm, based on how many moves the bot thinks the enemy had. (The eye icons represent what the bot thinks are the possible positions of my player based on where it last saw my player. (Sometimes the player can “escape” the eyes by having more moves than what the bot thinks the player has.) (Otherwise, if the bot is right about how many moves the player has, the player should not be able to move to a square without an eye icon.))

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23h 13m 23s logged

I worked on the enemy AI for my turn-based game Searchuse. The enemy can now use tools, such as invisibility potions, binoculars, radars, UAVs, and traps like landmines or C4s, and can also get airdrops.

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I made a turn-based strategy game called Searchuse, where you search for and then use various items with different mechanics. A challenge in the process was getting all of the turn-based logic right. (For cooldowns and lasting effects, the timing can be surprisingly complicated to get down.) I'm proud that there aren't any glaring bugs in the game right now.
To play, move around using arrow keys, and press the buttons search or use. There are deeper mechanics you can learn, but the surface-level controls should be intuitive!
Here's the trailer: https://youtu.be/wL6j5aslFXA
Join the Discord: https://discord.gg/NpBV6vHc7

  • 5 devlogs
  • 25h
  • 12.05x multiplier
  • 293 Stardust
Try project → See source code →
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4h 38m 9s logged

I added a few final features to match my turn-based strategy on Unity to its Scratch predecessor. Added:

  • Hitmarker: When you’re hit with an unsuppressed weapon or bomb, a red arrow appears, telling you in which direction on your player’s character’s body you felt the impact.
  • Cooldown visualiser: When you press c, a visual will show up that will show you all the items you have on cooldown and how many turns it is before you can use them next.
  • 4 turn heavy weapons rule: In the first 4 turns, it is now impossible to find any weapon that totals a damage greater than 25 per turn.
  • 3 weapon limit: You can only carry 3 weapons at a time. (By weapons I mean those that stay in your inventory, so something like Grenade doesn’t count.) If you find another weapon while you’re at your limit, you can choose to switch.
  • Turns text: You can now press t to show the turns text, which is below the moves text and shows how many turns it’s been.
  • Turn indicator: On the bottom of your screen, you’ll now find a green or blue landscape that indicates whose turn it is. (Green meaning your turn, blue meaning the enemy’s turn.)
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2h 21m 17s logged

Added:

  • Message in a Floating Bottle: Like a book, it gives you a random powerup, but its rarity is lower than that of a book. However, its upside is that it is granted immediately after searching. Can only be found in water.
  • AK-47: The world’s most iconic rifle is now in Searchuse! With 2 shots of 20 damage each, this addition provides more mid-tier weapon choices.
  • AK-74: An upgrade of the AK-47, this gun matches the damage done by the M4A1, but it has a lesser cooldown, making it the more desirable option.
  • Meat Stick: This item provides a solid mid-tier healing option, giving you 40 health in one bite.
  • Spikes: This item gives you three more moves, but takes up an armor slot and provides 0 armor.
    (my beautiful art below)
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10h 32m 7s logged

I added a bunch of features, a new item, and fixed some bugs for my turn-based strategy game Searchuse. Added:

  • Replay for when Vital Signs run out
  • Replay for when Binoculars runs out
  • Book: when read, gives you a random skill. These skills range from increasing moves to getting 2 searches per turn, so put on your reading glasses and pick up a book! You can also now press b to see your book inventory. Use arrow keys to navigate.
  • Roll Chances Information: press L to open Roll Chances Information, which will tell you the chances of getting each rarity on each tile when you press search. Use arrow keys to navigate.
    Changed:
  • Sound when picking up Thermal Vision Goggles
    Fixed:
  • Not being able to start your turn on bot mode glitch
  • Normalized speeds for UAV animation, texts, and movement
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7h 2m 46s logged

I added an airdrop to my turn-based strategy game Searchuse, which, instead of one, gives you three options to choose from when you press search.

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