The concept of the game and control is a little unclear.
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Dream Catcher's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #58 | 4.011 | 4.011 |
Audio | #80 | 3.596 | 3.596 |
Innovation | #98 | 3.404 | 3.404 |
Overall | #184 | 3.309 | 3.309 |
Game Design | #288 | 3.117 | 3.117 |
Fun | #426 | 2.702 | 2.702 |
Theme | #439 | 3.021 | 3.021 |
Ranked from 94 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
With Dream Catcher we embraced the theme of "diving deeper" by immersing players into an intense experience where they dive further into the heart of fear. As Meek, a dream-walking spirit, you're immediately drawn into a surreal world that captures the essence of venturing into the unknown depths. This theme resonates as you navigate through the haunting landscape of the Abyss, each step emboldening your resolve. Adding an extra layer of challenge, we've interwoven a second theme 'travel and terror' making sure your journey isn't just a run but a nerve-wracking expedition.
Did you write all the code and made all the assets from scratch?
All of the code and Graphics were created during the jam by Josh and Rayner.
The sound FX and music were purchased from splice.
Comments
The art is beautiful and the ambiance is really cool but I didn't really understand anything other than that, the gameplay is a little confusing and I didn't get what I had to do other than just keep my mouse in the center to avoid death.
This won. Nothing to complain, it's perfect. At the beginning I was stumped on how to play it, but when I understood the mechanics I became super thrilled. Honestly, wonderful work :')
It's a pretty interesting premise. I like the art, sound design, and general vibes but tying inputs to mouse movement was just very aggravating. The gameplay is just not super intuitive. This definitely has the bones of a really good game especially if you want to convert the controls to touch later on for a mobile game.
Possibly a better indicator of where the danger is coming from, I.e. make the monsters blend in less with the background or possibly make them red or something if you're getting too close. That could give the player more of a grace period. Also, less sensitivity, though, switching to mobile should mostly fix that inherently.
I got REALLY angry playing this, I played for like 20 mins, but I didnt understand what to do when I saw a monster, If I saw a monster on my back and I ran away, it would eat me, or the monster forward of me will eat me. If I shined the light on it, The light would go out or it would just eat me. I just quickly tapped right and left click, and If I saw a monster, I would just shine the light, or try to run away, but it would just eat me. This literally got me screaming of the top of my lungs if the monster caught me, because I didnt understand it. good game tho, you should put this on mobile.
Spooky! I love it! Kind of confusing but once you get the hang of it it's pretty fun!
Really cool spooky game! I was a little confused on what to do tho but it was still great!
What I like most is the art direction, it looks really nice and unique. Somehow diving deeper triggers black and white themed art. We did something similar in our game EUR01 :). I wanted to understand the gameplay, but failed. Maybe I'm stupid, but couldn't understand what I needed to do to prevent the monster from getting me. Solid entry and congrats on the art style, audio and uniqueness of the game!
I like the art and sound design. the gameplay is , a little hard to get used to, but unique. I'd add some more tips on how it works so the player doesn't get lost and stuck on a death loop. Overall. good job, nice game!
I'm not super into horror games, but I found this one pretty interesting. I really like the simplicity of the idea. The crunchy sound effects were *very effective at getting me when I died. It took me a minute to understand what adjusting the movement speed did. (I just kept dying immediately over and over till I got it). So maybe adding more of an explanation for that, or some more obvious form of feedback. But other than that, I liked it enough to keep playing it over and over again.
Hey Some-Antics, Awesome that you found some joy in our little horror experience! Really appreciate the feedback about the movement mechanic, accidentally mastered the mechanics while developing this game and unfortunately didn't see the learning curve, will work on fixing this issue in a future build!
Whoa. This was intense. I died so many times within the first second and my heart stopped every single time. Cool game, unique mechanic, and finally something not about literally just diving underwater. The art style is very consistent, which is something I'm very happy about because a lot of games I've seen so far just look they threw a bunch of random assets they found on the internet together. Great work!
Cool game! It took a few tries for me to understand how the game worked, but I really enjoyed it once I figured it out. I think it would help the experience a lot if you implemented some way to see how fast you are currently moving (either a meter or having the animation change). Great job!
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