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Fallen Muse

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A member registered Jun 15, 2020 · View creator page →

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I love the sound design! That squishy marching sound was very ominous, and I could feel the impending doom of an AI robot army. Great job!

I'm honored to be lucky enough to get an early listen, lol! I really like the instrument choices in the orchestration, they blended together well and had a nice sound. The trumpet melody was very pretty. I'm going to piggy back off of what Selkione said about the harpsichord and suggest another possible solution: The harpsichord and the octave up trumpet in the end are somewhat similar bright sounds that are competing in the same frequency range, so the harpsichord gets masked in the mix a bit. If you changed the harpsichord to a different instrument that has a different sound, my suggestion would be a xylophone, it will stand out more and won't get masked.
Great work!

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Well you know what they say, great minds think alike ;)

Thank you!

Thank you so much for your kind words! I'm glad you enjoyed it!

I was hooked as soon as the song started, and I was jamming all the way through! The dueling instruments/sound design is perfect for the concept of a boss fight against a final AI boss. I like the addition of the drum roll snare during the beat breakdown at 0:45 and when the beat comes back its all chiptune and synth drums. It feels like a tough, back and forth battle but in that particular section the AI has the edge. The melody is so bouncy and fun. The bass drowns out the kick in a few places, but if you bring that kick forward in the mix or use some sidechain compression on the bass, that extra punch will accentuate the bounciness that the entire composition has. Great work! It was a joy to listen to!

This is the music that plays as the scientists prepare to boot up their latest attempt at creating an artificial intelligence, and that little ramp up at the end is when someone is about to push the big red button that turns it on. Great work!

How did you make that interactable visualizer that plays on the submission page? That was really cool! I enjoyed the bright lead synths over that low rumbling bass, the mix is well put together.
I think you could lean more into the "Cybernetic Catgirl" idea a little more. Maybe add some anime VA samples or digitalized cat sfx as an additional rhythmic element.
The track changed and evolved well and kept me engaged. If it were to go on any longer it would need more variety, but you hit a good sweet spot with the track's length.

Great job!

Brilliant

It took a while to get a grasp of the mechanics, but when I did it was a lot of fun! Reminded me a bit of the rhythm game Dance of Fire and Ice. Definitely needs a tutorial or a slower song if you plan on continuing work on this concept. Congrats on getting even one level out with all the delays and issues you had during development. Rhythm games are very hard to make before you have any music (I did the music for my submission, so I understand that it takes a while). I think it would help the difficulty if you zoomed out a bit more. You did have an indicator to show when to time the clicks, but it was very fast and you couldn't see the timing of the next note until after the one in front of you is clicked. make the indicator longer and show the indicator on upcoming notes as well. Little tweaks like this will help the player read the upcoming pattern and make it feel more like the rhythm is the focus and not reaction time.

You have a good core mechanic resulting in fun gameplay that made me determined to complete the level. There's a few small tweaks and adjustments that could be made to really elevate it. The presentation may have been a little lackluster, but that doesn't matter nearly as much as a solid mechanical foundation.

Great work!

I played the browser version, and it ran surprisingly well all things considered. The platforming around the uneven terrain of the french guy was fun and playing around with the gravity let me experiment with getting around obstacle in ways the designer might not have intended. I love the art of the frenchman, its was very charming. However it was often unclear what exactly the worm would latch onto and start following. I died a few times because the worm switched direction after jumping on to a wall above and I moved the wrong way. You could fix that by giving the worm an eye on one side or something. At one point while I was in the shoe I phased through a platform to one on the other side and skipped a portion of the level (speedrun strats, babee). Not sure if that's a result of weird hit detection baked into the code or if that was just a specific part of the level.

A very creative idea with fun level design, but a little lack of clarity on how the player will interact with the environment. Good work!

Also, what is wrong with this man's feet?! I'm no doctor, but I'm pretty sure that man has too many toes.

Thanks!