Fugue
A downloadable game for Windows, macOS, and Linux
Mission:
There is something magical about the synergy between games and music. Our team believes in a future where music is as interactive as games — both seamlessly intertwined as multidisciplinary pieces of art.
Game:
Fugue challenges you to use your wits and the power of sound to overcome a series of puzzles in a dreamlike environment. Use your mind and ears to create a way forward through a musical composition that reacts to your input as you solve puzzles.
Notes:
Q: This is cool! Need help?
A: We are always considering new members of the team! At the same time, we want to keep our group small... If you feel that you can add value, please reach out to me at brandoncluff@lcad.edu
Q: Why is it so hard to see?
A: This is an MVP prototype. We haven't gotten around to lighting or gamma correction yet. If you're experiencing issues with darkness, please try the v0.072 build for Windows.
Team:
- Brandon Cluff
- Gerald Clark
- Jordan Mann
- Sky Ferren
- Jon Oppenheimer
- Licheng Mai
- Nicholas Mirchandani
- Angelica Silva
- Enya Oreshkin
- Han Kang
- Nicole Rusk
Contributors:
- Caleb Omusi
- Chen Shen
- Hal Anderson
- Shelly Vo
- Sophia Yacoby
- DoDo Lee
- Brian Fowler
- Ryan Powell
- Kelly Gilley
- Niki Wichman
- Laura Johnson
- Miray Hepguler
- Kindra Dantone
IEEE DevMesh: https://devmesh.intel.com/projects/fugue
SparqLabs: https://sparqlabs.games/games-item/fugue
Status | Prototype |
Platforms | Windows, macOS, Linux |
Rating | Rated 5.0 out of 5 stars (2 total ratings) |
Authors | Brandon Cluff, Gerald Clark, Nicholas Mirchandani |
Genre | Puzzle |
Tags | 3D, asmr, Music |
Comments
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Overall I feel this as a good puzzle game. I loved the echo in the cave. Good sound design.
My initial thought was this camera is super sensitive. I got used to it, but I feel it would be a better user experience if the player didn't have to get used to it. I personally don't know what it takes to change/edit how a camera works and feels in game, but having that might make for a better time.
There were some slightly floating assets, an invisible collider when going up the spiral stairs (I think the one with the hand block). easy fixes.
good visually cohesive game. I'm curious as to how it would look if you pushed the environmental color a bit more (relative to which crystals are nearby, sorta like you have in the concepts)
I'll have you know I felt invested when platforming at the more elevated heights, so good job engaging the player.
My critique is nit picky, I enjoyed the game.