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Dream Walker's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #536 | 2.357 | 2.500 |
Mechanics | #607 | 2.121 | 2.250 |
Fun | #622 | 2.121 | 2.250 |
Story | #656 | 1.532 | 1.625 |
Aesthetics | #670 | 2.121 | 2.250 |
Music | #683 | 1.296 | 1.375 |
Sound | #699 | 1.296 | 1.375 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game total?
1
Link to your source?
https://drakosea.itch.io/dream-walker
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Comments
Cool game! The attack particles are pretty cool, and I like the addition of the boss battle! I would've like a tutorial, because as is, I didn't realize you could even attack until I looked in the comments. Also some sounds would be nice, as well as maybe some obstacles to maneuver around. But a good submission regardless! Good job. :)
Good effort, maybe add a power up to restore some health before the boss battle
I'm also thinking about a way to recover some health, but the balance is hard when you give too much of recovery the player become immortal. Well I'd need to study and plan a lot in defensive aspect. Thanks for playing my game.
I feel like this comment was meant for some other game. Maybe mine?
It was haha I had a bunch of tabs open and got confused
Great entry and interesting take on the theme! Definitely could use some type of feed back with the attacks. If no sound then something like the enemy flashing or something? Either way, great submission!
thanks for playing my game. I didn't have a good idea on how to implement the visual feedback yet since I'm still learning visual stuffs. But I'll keep that in mind.
Interesting models. But a bit cumbersome to control. Might be due to using a widescreen monitor. The camera is zoomed int on the character. As one mentioned, the platform area is bit plain as well, and could use some love to make it look better.
would you mind clarify how is it cumbersome to control? I don't have a widescreen monitor so it would be nice to get some ideas about it.
best way to explain it is the character model ends up very close to the camera and it ends up feeling pretty awkward. I'll get some screenshots for you when I get the chance.
is it some random time or it's constant? if it's random it's obviously a bug but if it's constant it's supposed to be like that, though in my screen the character is quite far away from the camera. I intended it to be third-person, so it won't be much farther like top-down ARPG
Itch.io won't let me upload screenshots due to increased server traffic. I don't believe it to be a bug. But an unintentional FOV problem with the camera leading to undesired behavior. The way to fix is is to have your camera and renderer be aware of the monitor aspect ratio and adjust accordingly.
I'm pretty sure the camera is suppose to behave like this by default.
This is a screenshot of when I use one of my 16:9 monitors , This looks good, and doesn't feel odd.
This is what it looks like with my 21:9 monitor. Note how the characater is closer to the camera and touching the bottom of the screen. Because the FOV is larger now, when turning the camera it now feels twice as fast as the 16:9 screen. Thus leading to the movement feeling awkward.
Another way to fix it is to allow letterboxing to occur in your game so it targets a preferred aspect ratio. It's and easier short term solution.
Thanks a lot. I should note about FOV so in future games I can implement it in.
Nice entry! The theming is very creative.
The main feedback I'd give is maybe more detail in the environment, or maybe some drop shadows on the characters. The platform is so basic, I sometimes had a hard time telling if I was moving or not. Thanks for posting!
the time is too tight haha