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Spooky Dreams's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #6 | 4.278 | 4.429 |
Creativity/game design | #21 | 3.519 | 3.643 |
Overall experience | #23 | 3.381 | 3.500 |
Gameplay | #44 | 2.898 | 3.000 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Does your submission follow the required limitation?
Yes. We used yellow, red, blue and purple (with theirs value variation) as the 4 colors.
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Comments
The art is amazing ! The music and sfx are nice too. But at first its feels a little slow and as we progress the map just gets a little bigger and the pattern changes. And we can just stay near the Dream hex to kill enemies (it will be enough time to complete the level) so there is no need to move far away.
Thank you for the feedback!! And that's all true, we are making a full version to release in the future, and all this stuff are being fixed!
This was one of the games that really felt like a complete POC / demo. I'd like if maybe the beats clicking were more interesting and difficult. I wasn't sure if there was any benefit to getting a perfect, for example. And I don't really know that there's much strategy. I'm not even sure why I'd move more than a space or two most times.
Biggest issue is that I don't know how much it fit with the intended Jam limitation of 4 colors, but that's more for the Jam hosts to deal with.
All of those things are more nit-picks for a game made in 3 days, though. Ultimately, the game looked professional in its execution. It was really well done.
Thank you!! We appreciate a lot of your feedbacks, we are developing a full version of this game and all your notes are very helpful!
About the color limitation, I talked with the hosts, and there is a misundertanding about if the colors are about matiz colors or hex colors (they targeted the hex, but some people got it as matiz). They appologized bc of the unclear description and it's all fine now.
Really interesting! I don't think I've seen something that's rhythm-based using hex movement before! I really like the art, and the overall presentation is really nice!
Thanks!!!
The art is very cool, but I didn't really get the idea well, you just wait for the bar to hit the line and then you click some enemy, but in the third level it already starts to be like very difficulty and I don't really know how should you better damage them, because the bar to click doesn't come that often and sometimes even though I clicked an enemy it dealt no damage and what was the point of moving, you didn't need it for anything and you just waster a turn you could have used for damage.
Hey, thank you for your feedback and sorry about the frustration. We are improving this details about the game design to make it more clearer and more UX friendly in a future full release.
But just to explaing better, our ideia is about a tatic game that you have to chose when to attack or move, maybe a wrong choice will have bad consequences (and for now you need a little of lucky too XD), because your actions could happen at the same opportunity that the foes - in the rythm's time. So in addition of these, your choices need to be made in the rythm of the music (like a rythm game as well). The action responses are made through clicking the surrounding floors/tiles at the right music time, and it will result in a walk (when the space is available) or in an attack (when its filled with a foe).
Some similar games that use this kind of mechanics are Crypt of the Necrodancer and Rhythm Fighter (very good games, I really recommend them).
Anyways, thank you again to share your feeling about our game, it's very helpful to guide us in a better way of game design decisions!
Very good art, crazy what you can do in 3 days
Thank you!!!
Graphics and audio are amazing. Would love to see further development of this game
Thank you!! We're planning to keep developing a release a full and more cool version o it :D
this is very nice. looks almost like a commercial game. you are good at art
Thank you!!
Woow! what an exciting and creative game idea!
The overall mechanic of having to strategize while keeping an eye on the beats is really cool! But I would have wished for the difficulty increasing through the beats getting more complex and harder to time rather then having tougher enemies and bigger maps, because the timing became a bit monotone after a some time, while the map felt like having to stay as close to the kid as possible or having to be in multiple places at once.
Despite these wild suggestions the game still is very aesthetically pleasing and has got a fun concept behind it.
Very happy that you enjoied it. And thanks for the feedback, it's very precious. We are thinking about to make a complete version of it in the future and your words are very precious! Thank you again!