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An award-winning, fully hand-animated puzzle adventure, brought to life with visually stunning, wordless cinematics and a breathtaking original soundtrack.
An award-winning, fully hand-animated puzzle adventure, brought to life with visually stunning, wordless cinematics and a breathtaking original soundtrack.
1,110 backers pledged £17,570 to help bring this project to life.

January Update 2019

Posted by Lantern Studio (Creator)

Hello LUNA supporters!

Happy New Year Everyone! 

Hope you all had a wonderful Holiday Season, relaxed and well fed, and now fully boosted to welcome wonderful adventures in the brand new 2019! We can’t believe time passes so quickly - this year will be one of the most important for LUNA, because we are aiming complete production and deliver our final release! 

Game production and level gameplay optimization

Right now, these pieces of work are all going ahead together. While Betty works on the last few bits of animation and UI design, Susie is beginning the musical composition for our cutscenes. Fox and Guan, meanwhile, are full on with coding and optimization. Aside from all this, we are also continuing to work on our own real-time gameplay tests for LUNA, before moving towards external QA. In a nutshell, we will play the completed 25-level game ourselves from beginning to end countless times, to ensure it is smooth and well balanced.

Gameplay testing is vitally important. Over the past few months of initial proofing, we received a great deal of important pieces of feedback. As a result, we rearranged some of the levels to make sure that the puzzle order is nicely structured. Our original design might have looked good to our eyes, but at the end of day your enjoyment of LUNA is the most important aim for us. Third-party viewpoints are incredibly valuable! 

Some screenshot from the cutscenes animations
Some screenshot from the cutscenes animations
Susie’s working progress for one of the animation cutscenes
Susie’s working progress for one of the animation cutscenes

Player friendly hint and guide 

We have thought a lot about how to apply a hint system in LUNA. Different games do this in various ways, so there is really no golden rule here. We don’t wanna take away the challenge and fun for puzzle lovers, but at the same time, we have to consider what will happen if players actually do get stuck. 

The trend nowadays for many games is to rely on a step by step guide, which some say is helpful for players to understand quickly, but in our opinion, sometimes it dulls the experience of the game itself. LUNA’s fundamental core is point and click gameplay. The player explores their environment with the cursor. Above all, we really need to make sure when player focuses on an interactive area, they receive clear feedback that points towards the result, a direction or a solution. One of the key reasons we all love indie games is the freedom to break away from standard game industry design rules - if rules make our game less fun, why should we follow it.

In response to this, we’ve improved some of the mouse functionality and the appearance of interactive objects, so that the player doesn’t feel like they are just hunting for pixels! We’ve also designed a new loading UI/system to help people find their location inside the game better. 

The improved cursor designs (arrow/hand/feet) for a clearer interactive experience in the game.
The improved cursor designs (arrow/hand/feet) for a clearer interactive experience in the game.
New loading screen, also serve the purpose as an in-game map, level selection page
New loading screen, also serve the purpose as an in-game map, level selection page

 Colorblind friendly optimization 

In testing, we learned a very important lesson when we realized that one of our levels might appear to be particularly difficult for colorblind players or those with similar visual impairments. During the past few weeks, we redesigned some parts of the offending level to allow all players to see it clearly.

We also wrote a devlog about it, explaining how we attempted a more color-friendly redesign! We’re now testing this level again with players who might have found it confusing before. If you’d like to volunteer to help with this, please contact us - it will be very much appreciated! 

Next few weeks plan

Professional QA will be invited to help us debug, meanwhile we are working on ways to size down LUNA for final distribution. Last but not least, visual effects will help create an even better atmosphere for the game. How can magic be magic without pretty particle effects! *Lumos Maxima!* 

By end of January, we’re aiming to finish all the cinematics and in-game animations. So the third milestone will hopefully soon be reached. 

A new demo will be released soon in the first Quarter of the year, available for everyone to play. We will also be sending out a second round beta test after the debug is complete. 

So that’s all for this update, LUNA will be waiting for everyone very soon in 2019!  

See you guys very soon with more news!  

-Lantern Studio Team

Kim van Straeten, Nathan Camp, and 17 more people like this update.


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    1. Lantern Studio Creator on

      @Ana Maria Selvaggio

      Hello, thank you for checking with us! Apologize for not being able to update as frequent as we hope. Thank you so much for being supportive and patient with us all time along! We know the delivery date is way overdue according to our original plan, however, LUNA has become a project almost 3 time the quantity and quality than what we intentionally thought what we can achieve, none of this can happen without you guy's patient and understanding.

      However, we're going to post a new update with some exciting news next week!

      Meanwhile, we do short updates quite often on Twitter, welcome to follow us there!

    2. Ana Maria Selvaggio on

      Hello! Any further updates? Realized delivery on the game was originally 2017; reviewing projects I’ve previously backed. When will the beta be released? Thank you.

      Please update more frequently. Realize life gets busy - Busy and I are on a first name basis - but even if it’s what you had for lunch and a bug fix, please let us hear from you. Thank you! xo

    3. Lantern Studio Creator on

      @Jaime Thorin @Ana Maria Selvaggio
      Thank you for the comments guys, we read every single reply, message and feedback from you. It is the magical fuels that keeping us going in the most difficult times! (ง •̀ᴗ•́)ง

    4. Missing avatar

      Jaime Thorin on

      Luna was an special game when I backed it. With a lot of time in the making, Luna will be one of the most special and cute games when it's released. You're working hard and I aprecciate a lot what you're doing. Thanks :)

    5. Ana Maria Selvaggio on

      WOOT Can’t wait to play it. I’m pretty “nitpicky” when I beta test so you’ll have thorough, helpful notes from me. :) So proud of what you’re making. Keep up the awesomeness! Thank you for the update.

    6. Lantern Studio Creator on

      @Gron Proudflayer
      Yes, once we complete the main production and fixed some of the major bugs that might lead the game to crash, we will then be able to invite some of our backers to participate in the beta test! We will definitely let you know when will this happen via our updates and emails! Thank you! ヽ(●´∀`●)ノ

    7. Gron Proudflayer on

      Is this now getting really close for us with "early bird Beta launch and also participate as a special guest game tester" Pledge? ٩(●ᴗ●)۶

    8. Lantern Studio Creator on

      @Piotr Bajbak
      Hi there, as the production part of the game is almost done, we're aiming to release it during the early summer this year! LUNA has come a long way since it's Kickstarter campaign, now it's getting closer and closer towards the final release and thank you so much for the support :)

    9. Piotr Bajbak on

      I almost forgot about this project, when do you plan to deliver?