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MorningStarStudios

197
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A member registered Aug 20, 2024 · View creator page →

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Nice work. Nice clean looking simple visual design. I would have liked some restart level and exit controls, every time I got stuck I had to ctrl-alt-del and relaunch.

Nice work, I liked the walking animation for the eye. Little bit disappointed that I couldn't move and shoot at the same time and that doing one stopped the other.

Is as much my fault for mis-remembering where the pause button was, but goes to show...people be pressing buttons for all sorts of weird reasons and we can't leave the debug keys operational.

Nice work, and a lot of systems and strategy gameplay for just one week. I never managed to obtain any other materials other than the starting two, the upgrade cards may need to be less random/more structured for the early rounds so you can get yourself going.

When I press the P button I see this:

I would also say that the second page of the tutorial is a little bit confusing due to the screen layout, the item being referred to in the text that I'm being taught about is almost completely covered up by the text box itself. I see it's the only lit object on screen but was still a bit confusing, it might need the box moving or an additional arrow to aid clarity:


Very nice, I liked the introduction of the toilet part way through that was very funny. I guess if the game is going on for a very long time it needs a large number of potential fish to catch so the player gets that ocassional excitement of seeing a new fish to keep them engaged.

Very nice. Revealing the items gradually was a nice touch rather than walk into the room, collect everything, then wonder what to do with it. Initially I thought going through the door would return me to the previous room which I'd already searched so didn't try that option for a while. 

Fun version of frogger. If the environment or cars had been weird it might have been enough to fit the theme. I'm also not seeing the online leaderboard in the browser version.

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Nice work. Little bit slow to get going when you start quite far away from a planet and crawl towards it at 5 speed. Only managed to orbit maybe 1 planet on average before crashing, I liked the tip...that was very useful. Theres a big disconnect between the music and the visuals when travelling fast, the screen is shaking like crazy telling me everything is fast and exciting while the music is calm and serene.

Good work, I like that it's different clues/locations every time. Even when I had both clues I still found it really hard to identify the correct suspect, the clues felt like they overlapped with more than 1 suspect. Maybe that could be fixed through expansion, slightly longer time in the level and 3-4 clues collected so that if you manage to collect all the clues your pretty much guaranteed to get the right answer but still might be able to correctly guess the answer with less clues. Also really missing the looping feature for the game so that when you either die or guess a suspect you return to the start screen to try again. 

Very nice, really enjoyed the wall jump animations and the character slowly sliding the wall. The difficulty and required precision ramp up pretty quickly, that might need a larger map to introduce the challenges more gradually so that issue may be beyond the scope of a 1 week jam. Also really missing some music or ambience to accompany me on the journey. 

Nice idea. The gameloop was maybe a bit short at just 30 seconds, you've barely got enough time to get into it and it's over. Also, there were combinations that led to it being imposible to win - client wants 2 rooms but every floorplan has more than 2 so no matter what the player does they can't win/progress to the next client.

Nice work, wasn't a big fan of the turning controls while reversing, I also ended up turning the opposite way to where my brain was telling me the van was going to go. Nice use of the practice area before the game starts too.

Excellent work, the only problem is that the levels were so quick that 8 were not enough. I wonder if you could do some puzzles by having a limit on how many glitches you can activated at any given time so you have to plan your route ahead carefully?

Nice work, wasn't fully what I was expecting when I read point and click but it was interesting to include some combat.

You nailed the strange levels, the way they looped around themselves was great. Picking up that small box was really hard.

Nice gameplay idea. Not sure I made it out of the tutorial, really difficult to work out where to go.

Excellent character design throughout. I also avoided clicking on hints for a long time thinking it was spoilers. Similar issue with the music stopping after maybe 5 minutes or so.

Really enjoyed that. Having the gun auto-fire is a nice touch, I'm going to be spamming the shoot button constantly anyway so why not do it for me. The VFX of going into the worm hole each time looked really good. No option to exit the game though on the front screen, have to ctrl+alt+del to exit.

Nice work, I like the design of the rover and the head swivel. Controller movement was a bit awkward, having forward be accelerate limited the ability to turn as I could only put the thumbstick diagonal and felt like I was missing out on some turning ability (it makes me appreciate why games put the accelerate on a seperate input). It also made the turning circle quite big and slow when navigating in amongst the rocks at a slow pace. I was also sorely missing an invert y-axis option for the camera, as that's the way my brain has been wired since childhood.

Nice work, really liked the lining up of the mask to perform an attack that was very original. Ultimately got stuck in the hospital, I couldn't work out the clue or see a pattern to the rooms and was just wandering around aimlessly.

Nothing wrong with stretching your mechanics, I guess the skill lies in being able to recognise when you're doing it and putting those sections right at the very end of the level/game then gradually building up towards them.

Glad you liked it. The ending can be a bit of a positive feedback loop, the longer you take or more times you fail the harder it gets until it becomes imposible

No worries, I had a feeling it had ended prematurely.

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Instead of setting for just textures like he does in the video you can do the whole set of game settings at once.


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Nice little game, the slingshot felt really good and the level design was nice - I liked moving between areas through the hollowed out trees. Crashed both times for me just after the water section as I moved up the slope into the next area.

If people are having a hard time playing your game and it lags then you need to add scalability settings in the ui; several of my previous games suffered from this and I only learnt how to fix the issue today (so too late for the official jam entry!). It doesn't matter what you have the scalability settings at when in the editor, Unreal will override them and set them to Epic when building for windows so only the most high spec computers can handle it.

Follow about the first 8-9 mins of this tutorial and you should be good - 

Nice work, most of the visuals were very nice and varied too. The identical SFX and heavy screen shake from the click itself got old quite fast.

Really nice, the notepad is a great touch and really enjoyable to use. I gave up on the key after a few attempts, I knew what I was doing, had a drawing of the shape but couldn't be accurate enough with the shape I cut.

Very fun, lots of strategies emerging as the board fills up. Playing in full screen mode the scoreboard was overlapping the score above the persons head which made it difficult to read on certain squares. Also, the squares could probably take up more of the screen, thats where the action is taking place.

Excellent entry. The unveiling of the battle arena was great, as was how it changed over the course of the battle. When I went through the door at the end I thought it had crashed as there wasn't really an ending, like a fade out or return to the credits, and all the universe was still flying by.

Very nice visual effects and visuals in general. Gameplay loop itself was very confusing, I picked up balls and threw them at square glitches but the throws were never powerful enough to bounce off more than one wall and then I can't pick the ball up again.

Nice work. Found the movement a little frustrating, everything else was click on the highlighted square except the movement which was click and drag on the character. I kept clicking on green squares expecting movement then am disappointed when nothing happens. 

Very nice, I like his little smile every time you jump and the eyes moving left and right while hanging off a ledge. Took a few minutes to realise holding space gave a bigger jump and ultimately a bit too difficult for me, I didn't complete it, only made it up the backpack and partly back across the bed.

Thanks, cut scenes are not my strong suit so I always put them off till late in the process.

Nice idea. Strange controls, I mostly found myself clicking the direction I wanted with LMB and ignored most of the other controls. Cubes took a long time to register as being collected so lost some of the satisfying feeling of hitting them. Also the music ran out before the end.

I made it to the end eventually. Nice audio visual style to give it the liminal vibe. Really disliked the camera control, dragging it around felt bad, sluggish and slow plus it sometimes zoomed in or out by itself when not clicking RMB. Would have much preferred something like moving the mouse cursor to the edge of the screen to scroll the screen in that direction or even simple directional arrows to move the camera.

Good work. It was over far too quickly as i managed to do it all in a single night but still very enjoyable.

Excellent work, one of the best I've played so far. The hand drawn texture around objects when hovering over looked really good. I was slightly confused by the numbering of the clues being /3 and then a 4th clue appeared.  Also, for me the music wasn't doing too much - maybe some ambience instead to sell where the player currently is located, am I in the police office (quiet background office sounds) am I in the alleyway (street sounds)?

Thanks for checking it out, I'm glad you liked it. The cube doesn't change state with every terminal, there are a total of 3 state changes triggered after certain terminal numbers are reached.

Great design, trying to keep track of everything was a lot of fun and it ramped up and down in difficulty nicely.

I only saw one of your fractals but it was very nice looking. Found it really difficult to turn around and kept going out of bounds or getting an alien behind me. Was also really in need of an invert Y-axis option, I was constantly going the wrong way and hurting my brain.