Moving In and Moving On
What's going on with the manor on 400 Ulme Lane? Play as Daena and find out! Explore the grounds, conduct a seance, and figure out the mysteries preventing the former inhabitants from moving on.
How to Play:
* Use the arrow keys or WASD to move Daena around.
* Press SPACE or ENTER to advance dialogue and to interact.
* Press ESC to view or exit out of your journal and conversation log.
* Cleaning messes up takes two shots to register on the first mess.
* Player should no longer get stuck on oboe - however, text may still write over itself multiple times.
* UPDATE: Hotfix for oboe bug also enabled speedrunning. SPEEDRUNNING IS NOW SUPPORTED
Changelog:
* v1.0 = initial LD Jam submission
* v1.1 = changes to text descriptions on LDJam.com and Itch.io - updating software/tools used
* v1.2 = added changelog, hotfix for oboe bug
* v1.3 = Oh so many bug fixes
* journals can no longer be opened in dialogue, this used to cause the game to crash
* after opening journal, if you press space you can look through the journal entries. these are actually working now and properly paginated (this wasn't working before, it was just borked). In rare cases this could cause the game to crash.
* fixed a bunch of journal entries that weren't getting added properly.
* fixed a game breaking bug in the music room where playing the lute would freeze you there FOREVER.
Credits:
* Ally Studham "Vulspera" - character art, concept art, animation, pixel art, game design
* Cris (Christine) Luu "Ariyassa" - sound design, music, production, programming
* Galen Skibyak "Leanasta"- narrative design, game design
* Jenna Ivey "soulpuncher" - voiceover
* Sisi Peng "artmuse62" - narrative design, game design, marketing, production
* Tess Winlock "Miraiya" - programming, game design
* "waterhog" - voiceover
Assets:
* Mana Seed assets for some of the art
* All other assets were created over the course of the 72-hour Ludum Dare 55 jam time period.
* Character sprites hand made by Ally Studham "Vulspera"
* All audio and sound assets were made and mixed by Cris (Christine) Luu "Ariyassa"
Soundtrack:
* You can now listen to the OST on Soundcloud!
Software/Tools Used:
* GameMaker (engine, game design)
* GitHub (programming)
* VS Code (programming)
* JujuAdams/Scribble (programming, text ui)
* JujuAdams/Chatterbox (programming, narrative)
* Ableton (audio)
* Audacity (audio)
* Garage Band (audio)
* WangleLine/LineAudio (audio)
* REAPER (audio)
* Aesprite (art)
* Photoshop (art)
* Procreate (art)
* Spine 2D (art)
* Crochet (narrative design)
* Yarn (narrative design)
* Google Drive (production)
* Miro (production)
* Trello (production)
How to Play:
* Use the arrow keys or WASD to move Daena around.
* Press SPACE or ENTER to advance dialogue and to interact.
* Press ESC to view or exit out of your journal and conversation log.
* Cleaning messes up takes two shots to register on the first mess.
* Player should no longer get stuck on oboe - however, text may still write over itself multiple times.
* UPDATE: Hotfix for oboe bug also enabled speedrunning. SPEEDRUNNING IS NOW SUPPORTED
Changelog:
* v1.0 = initial LD Jam submission
* v1.1 = changes to text descriptions on LDJam.com and Itch.io - updating software/tools used
* v1.2 = added changelog, hotfix for oboe bug
* v1.3 = Oh so many bug fixes
* journals can no longer be opened in dialogue, this used to cause the game to crash
* after opening journal, if you press space you can look through the journal entries. these are actually working now and properly paginated (this wasn't working before, it was just borked). In rare cases this could cause the game to crash.
* fixed a bunch of journal entries that weren't getting added properly.
* fixed a game breaking bug in the music room where playing the lute would freeze you there FOREVER.
Credits:
* Ally Studham "Vulspera" - character art, concept art, animation, pixel art, game design
* Cris (Christine) Luu "Ariyassa" - sound design, music, production, programming
* Galen Skibyak "Leanasta"- narrative design, game design
* Jenna Ivey "soulpuncher" - voiceover
* Sisi Peng "artmuse62" - narrative design, game design, marketing, production
* Tess Winlock "Miraiya" - programming, game design
* "waterhog" - voiceover
Assets:
* Mana Seed assets for some of the art
* All other assets were created over the course of the 72-hour Ludum Dare 55 jam time period.
* Character sprites hand made by Ally Studham "Vulspera"
* All audio and sound assets were made and mixed by Cris (Christine) Luu "Ariyassa"
Soundtrack:
* You can now listen to the OST on Soundcloud!
Software/Tools Used:
* GameMaker (engine, game design)
* GitHub (programming)
* VS Code (programming)
* JujuAdams/Scribble (programming, text ui)
* JujuAdams/Chatterbox (programming, narrative)
* Ableton (audio)
* Audacity (audio)
* Garage Band (audio)
* WangleLine/LineAudio (audio)
* REAPER (audio)
* Aesprite (art)
* Photoshop (art)
* Procreate (art)
* Spine 2D (art)
* Crochet (narrative design)
* Yarn (narrative design)
* Google Drive (production)
* Miro (production)
* Trello (production)
Comments40
Ran into a bug, and added screenshot of the place. After the dialog ended, I was unable to do anything :(
@pe7e I'm very glad you enjoyed. Great feedback - we'll add them to our list of features to work on post-jam!
@zamizmi @crushedsummers Really glad you liked the sound design and vibes! I'm so sorry you ran into bugs- crushedsummers, was your game bug also in the music room near the oboe? We'll do some more playtesting and try to debug soon.
Having a journal is a nice touch. There's a lot of dialogue and it can help figure out the objective if someone misses or skips something.
As others noted the character moves a bit too fast. Apart from that there are only some minor glitches, nothing blocking.
But up to that point, it was really promising! Especially nice that the interactables were brighter than the environment. And you got to pet the dog (or at least try)! And the voice acting and sounds were great, especially at the summoning.
The soundtrack fits the game very well, too! Good luck to your team in future projects!
* @starstia made almost all the art, and @starstia and @galen-skibyak really made the manor come to life in engine!
* @ariyassa just posted the banger soundtrack HERE on Soundcloud, FYI @usenrame! They did ALL the sound design and music creation and audio effects!
* @tess-winlock just squashed a whole swarm of bugs and pushed the updates up to Itch.io! (Thanks for catching the journal bug @flogram!)
* Our two voice actors also did phenomenal jobs and provided great recordings for our sound whiz!
I am so so proud of this team! Y'all are AMAZING, and I can't wait for the next adventure together :clap: :100: :cherry_blossom:
I honestly didn't feel the need to open the journal at all. The game is straightforward, and you are doing just one quest at the time.
I've just had a long discussion with our team's artists about the questions you've asked, considering the directions from which you should approach them. Since our development environments differ and our social contexts are not the same, much of our experience may serve as a reference but might not be replicable. It would be great if we could help you.
Firstly, our team was officially formed four days before the competition, but our core members were already there in February. At that time, we emulated the most primitive Game Jam environment, starting from scratch without any preparation to grind through a small project. As a result, our core artists and our programmer have a certain level of tacit understanding in the workflow. We all know what the other person needs at any given moment and when to prepare what components.
For example, in the early stages, they would first prepare modular character, background, and UI sketches for testing. This also established certain visual dimensions for subsequent production, which we call "standard parts."
Our last artist arrived two days before the competition, and at that time, I held a meeting with the four of them. They quickly communicated some ideas about the art:
We must not choose Western fantasy themes for this competition. On the one hand, as a team from China, we naturally have cultural barriers and are at a disadvantage in this area, so we must play to our strengths and avoid our weaknesses. On the other hand, we anticipated that many people would choose Western fantasy themes, so we must create something more differentiated.
After determining the general direction of production, they quickly communicated their respective areas of expertise and artistic styles, then compiled a document about each other's works for reference. On this basis, they established a workflow, with some responsible for background images to determine the size of standard parts; some for the title interface, as this is the most visually demanding and requires a strong first impression; and some for the overall polishing, segmentation, and packaging. They quickly set up an "art factory."
After confirming the main artist's ideas, they quickly collected many reference images and compiled a new document. It includes many details, large and small, such as line thickness, color presentation, and overall style references. This saved them a lot of communication costs in the later stages, allowing them to focus on art production rather than communication details in the second half of the competition.
Alright, now let me provide something more concise and valuable:
1.In the early stages of team formation, understand what game engine you are facing. On the one hand, many things can be implemented by the program rather than necessarily needing to be drawn. On the other hand, you need to know the limitations of this engine and what format and standard of materials it requires from you.
2.Before establishing a theme, have a general expectation of the direction and art style you want to take in this competition. At least know which aspect your desired work leans towards and in which aspect your teammates excel. You can prepare some relevant materials together, such as a bright color scheme and a gloomy one to cope with the next game being light-hearted or terrifying.
3.It is crucial to allocate the workflow in advance, prepare work standards, and confirm reference details. This will allow you to quickly form productivity, avoid much unnecessary time waste, and greatly reduce the possibility of "rework."
4.There must be as complete a value assessment of the art work as possible, ensuring that your time allocation is spent on effective artistic performance as much as possible. It is very likely that some art and animations you have spent a long time on may not be very noticeable in the game, making them ineffective.
5.Always try to maximize your strengths and create differentiated or very familiar things. This will help your art realization more.
That's all we can think of for now, my friend, as our artists are still quite "zombie-like" at the moment, and our experience is not very abundant. We have told you everything we can think of without reservation because we believe this is the embodiment of the "independent spirit" and the thing that should be done more in this competition.
We are very willing to communicate with you in depth and are also happy to become friends with you. At this moment, even though we are at the other end of the world, I still feel that my heart is connected with yours.
This is what I call the most precious thing.
But I also had that problem with walking over assets:
I remember then, in my GameMaker game, I solved it with brute force by using transparent blocks.
Looking at assets and the overall mechanics, I would say RPG Maker MV could also be a good engine for this game. While a bit restricting, it would allow you to do the same things and in an easier way, leaving you more time for development :)
Also, I noticed these buttons on dialogue window that don't seem clickable:
If it's just part of design, I feel like it can be confusing for a player to have unactive buttons :')
Really nice voiceover, always such a treat to hear some voiceover in jam games! The singing is beautiful ^^
Dog spirit is also adorable.
I could "take the rope" from the tree again after talking to Butler. That activated rope-themed dialogue with Butler for 2nd time. However, it didn't affect my quest and he accepted my cleaning efforts.
Also, I think it would be neat if looking at lady's portrait after learning who she is from Butler changed dialogue a bit. Though it still works as is.
I think, when we get to these dialogue lines, it's better to hide baroness's sprite and leave just the MC:
Door of the music room is a bit buggy to get through, you have to go a bit up:
Finally, it would be neat to have some picture/still/words before credits to wrap it up carefully
I'm so glad you enjoyed the game! We have ideas of how to expand it, and we'll keep the itch page updated if we do!
So much work put into the depth of your game: great audio, I imagine a lot of time spent on writing the scenario, the dialog, the interactions, the branching system...
Good job!
from the programming side, we set up a our github ahead of time and our lead programmer put down a lot of boilerplate based on what we roughly projected to be the kind of game the team would most gravitate toward. for audio, we also knew we'd have voice actors, so we decided ahead of time that fully voice acted lines would put too much pressure on the narrative team and we would only have accent sounds. so by the time the jam itself happened, the whole team vibed pretty quickly and we were able to hit the ground running the moment the theme was announced.
I believe that prep work laid down a solid groundwork such that we could support some of the more ambitious systems (branching dialogue, adventure game-style movement with object interactions, voice acting, etc) because by the time the jam itself came around, we already had some base systems to work with :)
sorry I will not review you on: overall, fun, innovation and humor.
but I have reviewed you on the aspects that I can fully enjoy: theme, audio, and mood, all of which you did very well in all these category's,.
The music, in particular is really good it matches great with the art and set the mood, you are also using the theme in a clever way.