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mousetail

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A member registered Jun 20, 2016 · View creator page →

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I guess but more variation in artifacts would make it look much better, and still keep the trippy style

I think if you trained it on a few hundred more images the results would look much better, though I understand that's a lot of effort. 400 images is very little for a network like this and it's probably why the images have so many artifacts.


Overall a very impressive project though, making it run realtime must have been a challenge. Respect.

Today I'm re-releasing my game on itch! 

https://mousetail.itch.io/dictionarygame

This game is a trivia game about guessing the correct definitions from words. Players can add definitions, and gain points if people guess them. Give it a try, tell me what you think!

@Kanu Pham

Awesome! Your portfolio looks like the type of thing I am looking for.

I have received quite a number of application, so in order to make my choice easier, I would like to ask you to perform a simple task: Recreate any object from the demo room in any style you like. Please submit before tomorrow by sending an email to mousetail [at] mousetail.nl.

Thank you for the interest!

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Are you a 3d artist who likes adventure games in the style of “the room” or “rusty lake”? Then there might be a job for you. I am working on a project, development name “Submarine Adventure”, however it seems I can’t do 3D art as well as I would like.

A demo with some basic features can be downloaded from: https://mousetail.itch.io/submarine-adventure-prototype password is “submarines-are-cool”. Some screenshots: https://imgur.com/a/QrnZhM7, right now the prototype is only one room with very simple puzzles.

I hope, with your help, to eventually make this a game with many high-quality puzzles, a strong consistent story, and hopefully decent looking.

In general I am looking for:

  • An artist with any style, both realistic and stylized are both fine as long as you can make it look consistent. You do not have to be experienced.
  • You should also be willing to help out with designing the puzzles and story, marketing, and other thing that come up during the development process
  • It is not necessary to put a lot of time in, I am also studying full time so I’m fine with a slow and steady workflow
  • Likes adventure games

I myself can bring to the table:

  • Experienced programmer, (studying comp-sci, working as web developer) but not especially in gamedev
  • I don’t have huge amount of free time, so work will be slow, mostly concentrated around weekends and holidays.

I myself can bring to the table:

Payment will be in the form of profit share. However don’t expect huge profits. For now I think two people is best for this type of project, however we might decide more is worthwhile later.

Interested? Comment below or send me a PM

I loved the graphics for this game, and the challenges where sufficiently difficult. The main problem is the lack of motivation, and the lack of direction. The game has many perilous passages to explore, but there isn't much of a reward after finishing them. I got stock in the red zone eventually, so maybe the game becomes more purposefull later, but no I feel unsatisfied after finishing a difficult set of enemies.

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I am pretty sure nobody ever reads this forum. I know I wouldn't, but even if I get one view it's better then nothing.

I found several shooters on this site, of mediocre quality but many downloads. I thought, I can do better than that.

ABOUT THE GAME:

The game is about flying around, shooting stuff, then collecting the remains. There are 5 types of enemies, all unique, all annoying. You have to kill as many as you can in one minute, without being killed yourself. If you die, you get a score penalty, but you also have a chance to re-earn your points in a special death world. (That's the weird game-play quirk)

The short length means the game is ideal for short breaks, when you don't have much time, and just want to relax. I use it that way myself all the time.

Here's the link: lazer of death