
Story
Play as Amadeus, a young werewolf struggling to understand his condition, as he navigates a tale woven by Witches. He is equal parts desperate and determined—how can one reclaim agency over themself, when afflicted by a curse that steals it from them every time the moon Aska draws full?Amadeus: A Riddle for Thee is a narrative game heavily inspired by Umineko When They Cry thematically, and Professor Layton aesthetically. Gameplay is a blend of pure Visual Novel scenes + Point-and-Click Adventure scenes. The story is linear, and will be told in 5 sequential episodes.
Episode 1 ~ Waltz will release Fall 2024. Please check out the demo in the meantime!
Demo Features
20-40 minutes of playtime7 detailed, hand-drawn backgrounds to explore
6 portrait expressions for Amadeus
6 original music tracks, including 1 track with 3 dynamic layers
Point-and-Click controls with unique cursor icons to indicate player interactions
Alternate Hover-and-Spacebar control scheme for players who have difficulty with mouse click
Toggle for auto-scrolling text with adjustible appearance speed and delay time between textboxes
Diegetic backlog of previously-read text
Optional splash screen to fill window beyond 4:3 gameplay (may impact performance - see system requirements)
Controls
VN ScenesTAB Key: toggle Auto Text Progression on/off
SPACE Key: display full text/progress text
1/2/3 Key: select choice
Mouse click on the displayed buttons is supported as an alternative
Point-and-Click Scenes
HOVER with mouse, cursor will change to indicate if object is interactible
If cursor changes, MOUSE CLICK or SPACE to trigger...
-Boot: Amadeus will MOVE to location
-Eye: Amadeus will INSPECT distant objects
-Hand: Amadeus will INTERACT WITH nearby objects
-Arrow: Amadeus will MOVE to a new screen
WASD and ARROW KEYS supported as alternative to MOVE Amadeus
SPACE supported as alternative to INTERACT with nearby objects
UI
ESC Key: pause/open Settings Menu
N Key: pause/open Notebooks Menu
To adjust sliders in Settings Menu, use mouse to click and drag the pencil icon left/right
Menus can also be opened + closed by clicking on the buttons in the screen corners
Credits
Game Design, Art, Music/Sound, C# Scripting, Implementation, Narrative - Leo ArcanaXIXClarinet (Deal With a Witch) - Lucas Bere
Marimba (Spellbound Mischief) - Jay Lee
VO (Kain's Ghost) - Nat Ferare
Narrative Consultant - Ashlee Scheuermann*
Code Consultant - Dan Mellott
Mix Consultant (Deal With a Witch, Spellbound Mischief) - Sonia Mokhtari
Playtesting - Derek, Joanna, Luke, Aaron, Ashlee
Playtesting (original prototype) - Alex, Lucas, Skipper, Nathalie, Taylor, Dan
*Ashlee also wished to be credited as "Made Everything Worse." Thank you Ashlee. <3
Major March Milestones
WINGS Women's Day Sale (huge marketing boost) Development Progress (exciting stuff)
[/olist]
A longer and more detailed version of this update can be read on itch.io .
The Women's Day Sale was the single biggest marketing/visibility boost that Amadeus has ever had. The sale brought the game's outstanding wishlists on Steam from around 420 to around 680, which blasted past a major milestone (500) I didn't anticipate reaching for some time.
I've been working on an updated thank-you for reaching that milestone, but it's not ready yet and my top priority is still developing the game itself. But do stay tuned!
Met the major goals laid out for last month: 3 more scenes are built out and are fully playable (this is the biggie) Dynamic music system has some more bells and whistles Getting to the juicy parts of the game's rising action Soundtrack will have live bassoon, courtesy of a MAGWest connection
I have successfully kept up with the "3 scenes built out per month" benchmark, and plan to continue that trend this month. There is much to do still, but at this point, a lot has already been accomplished. With the game's introduction now (mostly) finalized in the form of the public demo,* I've finally been able to start realizing the ideas I had planned for the rest of it. This has been deeply rewarding.
On a subject related to one of these newly-realized ideas, I should reaffirm one thing: Amadeus: A Riddle for Thee ~ Episode 1 ~ Waltz is a linear game. Any "decisions" that may present themselves are different paths to ultimately reach the same conclusion.
But.
I havevery sparinglyimplemented certain "decisions."
Speaking too much on their purpose will give away too much, so I will hold back.
Just know that my target audience is those with stubborn hearts who dislike being told what to do.
Thank you very much for your support and interest. [b]Stay up-to-date here: linktr.ee/amadeusgame [/b]
*Because of what was just mentioned, the one thing likely to change from the demo is the forced nature of the point-and-click tutorial scene...
There are 2 big highlights I'd like to celebrate from last month in this update:
[olist]
[/olist]
A longer and more detailed version of this update can be read on itch.io .
Women's Day Sale
The Women's Day Sale was the single biggest marketing/visibility boost that Amadeus has ever had. The sale brought the game's outstanding wishlists on Steam from around 420 to around 680, which blasted past a major milestone (500) I didn't anticipate reaching for some time.
I've been working on an updated thank-you for reaching that milestone, but it's not ready yet and my top priority is still developing the game itself. But do stay tuned!
Development Progress
Met the major goals laid out for last month:
I have successfully kept up with the "3 scenes built out per month" benchmark, and plan to continue that trend this month. There is much to do still, but at this point, a lot has already been accomplished. With the game's introduction now (mostly) finalized in the form of the public demo,* I've finally been able to start realizing the ideas I had planned for the rest of it. This has been deeply rewarding.
On a subject related to one of these newly-realized ideas, I should reaffirm one thing: Amadeus: A Riddle for Thee ~ Episode 1 ~ Waltz is a linear game. Any "decisions" that may present themselves are different paths to ultimately reach the same conclusion.
But.
I havevery sparinglyimplemented certain "decisions."
Speaking too much on their purpose will give away too much, so I will hold back.
Just know that my target audience is those with stubborn hearts who dislike being told what to do.
Thank you very much for your support and interest. [b]Stay up-to-date here: linktr.ee/amadeusgame [/b]
*Because of what was just mentioned, the one thing likely to change from the demo is the forced nature of the point-and-click tutorial scene...
[ 2025-04-09 01:09:09 CET ] [Original Post]
Minimum Setup
- OS: Linux MintMemory: 8 GB RAMStorage: 500 MB available spaceAdditional Notes: Currently only tested on Linux Mint but should support other distros.
- Memory: 8 GB RAMStorage: 500 MB available spaceAdditional Notes: Currently only tested on Linux Mint but should support other distros.
- Storage: 500 MB available spaceAdditional Notes: Currently only tested on Linux Mint but should support other distros.
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