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artmuse62

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A member registered Dec 09, 2023 · View creator page →

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Thank you so much!! :D

Thank you so much for commenting and catching those bugs, Nivarian! We’re continuing to work on game balance (hoping to add different difficulties, as Magno said), and in the next build, the menu buttons should work xD I hope you’ll play the next version(s) of Nova Terra and let us know what you think then as well :)

Hooray! Thanks for your feedback, Ennrael - all kudos to @Azuaq and @Jaypad07 for the animations :) I believe they are working on some of the other units’ animations moving forward. 

Thanks for commenting, I’m happy we liked the monster themes in each other’s games!

Thank you so much for the feedback! I like your specific suggestions, and I’m so glad you enjoyed! We’re continuing to work on the game now that the jam is over, so stay tuned :D

Update: I had a lot of fun and got to the end of all the levels (still need to work out how to get those last few coins!) once I worked out the controls. Thanks for a great time! I especially enjoyed level 7 and its animal trivia xD Well played with making the seagulls 'float' on water ;)

I was definitely reminded of Fireboy and Watergirl while playing through these levels. I think other commenters already brought up some of the weird physics (and in some levels, I'm not sure if you intended the giraffe to be unable to jump, like in level 2?), so instead I advise maybe adding a button so players can bring up a controls tutorial in the middle of gameplay. 

I really enjoyed the cute aesthetic and the clear collaboration between either two monkeys or the monkey and giraffe. Thanks for sharing!

Hey, great ideas and thanks for sharing with us! Let us know if and when you make these games, because I'm intrigued :)

It was fun to see your pixel art and to hear your friend's progression in developing the music tracks as well.

+1 to Nivarian's comment xD

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Wow, you only need to look at the team list to see collaboration shining through! Great work, all of you :) And speaking of collaboration, I also appreciated how the Operator and the two remaining scientists had to work together to try to get through the night.

I unfortunately didn't really understand how to work the turrets and robots, so I didn't get very far, but I really enjoyed the graphics, your visuals, and how well the sound effects + music fit your genre and premise. Definitely horror and stressful/survival vibes. Also well done highlighting different parts of the environment to show players where to head next. For players less familiar with point-and-clicks, it may be helpful to have an additional tutorial/help button popup after, say, 30 seconds-1 minute of not progressing to the next shaded square/goal.

One thing that hasn't been mentioned yet (I, too, experienced the very fast, zooming text xD) that could be a visual bug: I came across some overlapping text in the top left hand corner of my screen after the opening story cutscene. Not sure if this was intentional or not?


Finally, to wrap it up: great job challenging yourselves (I noticed that below, you mentioned that many team members were brand new to Unreal or learning how to implement new features)! And rad game page. Keep rocking it!

Also, it seems that down arrow opens the door!

Oh, thank you for clarifying! I was confused for the same reason as Nivarian. The UI and visuals are super crisp! Thanks for sharing! :D

Really great work! Love the aesthetic! I fondly thought of Fireboy and Watergirl while playing. Your game is very cute and charming, and the audio + visual components fit together so well!

I ran into one bug on the level select screen: after beating level 1 and unlocking level 2, I couldn't select level 2 to play it, whether clicking on the play button or on the level background. I had to go back to the main screen and replay through level 1, then hit 'next' while still on the level 1 screen, to proceed.

Other than that, super fun (and challenging!)!

Great work! Your aesthetic is really nice, and everything (from the fonts to the graphics to the UI) suits the sci-fi genre really well! I also appreciated being able to see unit information pop up on mouseover and how flanked enemy units were highlighted red.

A small thing I noticed: you might consider making your textboxes slightly larger. Some of the tutorial text appears to be cut off, especially the bottom few lines:

I am also a huge fan of tactics games, so I had a good time. If you keep working on this game, I agree with the previous comments suggesting making some enemies target the bomb carrier and/or adding a countdown to when the bomb will explode so that it's harder for people to turtle or keep the bomb carrier all the way in the back. It may be nice to also provide an option for a grid overlay so players can more easily count movement squares/unit ranges.

Thank you for sharing your work! I especially appreciated the sound effects you added (I kept laughing hearing the enemies fight each other), and the victory screen is a nice reward as well! Can't wait to see more from y'all in the future!

I couldn't beat the first level either haha. I got both the monkey and giraffe out of their cell areas (monkey uses the WASD keys, giraffe uses the arrow keys), but it seems I may have to do something with the water? I couldn't interact with the door either

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Thank you for sharing such a lovely project, and great job working to submission despite unexpected issues (there's always something!). Kudos especially for how well you melded sound with the animation, text, and visuals. Although the gameplay was short, I found myself especially charmed by your game's whole aesthetic and the ending scene. If you continue working on Starfall, I can't wait for the last scene to feel even more rewarding for the player! A nice feature to add might be a few more instructions on controls (the way you signaled using "e" to retrieve stars was very elegantly done).

While playing, I had a question about the visuals. When I first opened the game, the screen was quite small, and making the game fullscreen made it look pixelated (though I'm sure some of that is intentional). I wanted to ask what your ideal resolution is (or would be, with more time).

Turning to the story now, branching narratives are one of my favorite game features! How many different possible endings do you want to build in based on the dialogue choices made by the player character? And I appreciate that I already got to see different dialogue and consequences in just a few scenes :)

Regarding how the textboxes express the narrative, I have 2 pieces of feedback:

1. Some of the textboxes have dialogue a smidge too long to fit on the screen, so players can see a scroll bar on the side. However, we can't actually use the scrollbar, because the game controls interpret clicking as moving the dialogue box forwards, e.g. when the dragon says, "Let's get this little star back, eh [scroll bar]".

2. Some of the dialogue could have been separated more based on clauses/sentence structure, e.g. it seems smoother to divide up the following two textboxes like so: "And it's taken away the forest's" | "only energy source:"



Phew! Thanks for reading such a long review! My last piece of feedback: your audio effects are crazy good. The sudden vhoom when the griffon announces "...skyquake!", energetic music turning on when entering the dragon's lair, the ambient birdsong suiting the forest locale, the beautiful sublime music of the ending...incredible work.

Looking forward to seeing more!

Hello, thank you so much for extending submissions!

This URL is the us-en localization I made based on version 1.0 of the code: https://artmuse62.itch.io/adventure-in-the-castle-us-english-v1


And this URL is the us-en localization I made based on version 1.1 of the code: https://artmuse62.itch.io/castle-adventure-version-2-us-en

Thanks, and hope you had a happy new year!

Hi,

Would it be possible for submissions to be extended? I saw several people in the unofficial Discord group mention that they didn't really have time to work from version 1.1 of the code since it was released in the latter half of the submission period. I suspect I'm not the only person who had a lot of family gatherings to go to right after version 1.1 was released. 

Also, uploading was really slow for me - every time I clicked a button, I had to wait several seconds for anything to happen, which meant my projects got uploaded, but not officially submitted to the jam.

It would be great to have extended submissions to counteract the crunch time and slow upload speed! Thanks for your consideration. 

Happy new year!