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Dreaming anxiety's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #25 | 2.239 | 3.167 |
Art | #25 | 2.121 | 3.000 |
Overall | #27 | 1.974 | 2.792 |
Gameplay | #28 | 1.768 | 2.500 |
Innovation | #35 | 1.768 | 2.500 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
This game's levels certainly have a striking dream-like look. However, while I get it's meant to highten the challenge, every level that has obstacles in it is made a bit too hard by the small light cone, plus the fact that the hazards are the same dark color as everything else.
I'm also wondering why you opted for a random level order, when there is (in my opinion) a large difficulty difference between them. There's a level without hazards, then there's one with hazards but at least generous platforms, and then there are levels with one-tile platforms, with the light cone not reaching the hazards, the next plaform, the jutting-out blocks on the ceiling that'll block your jump and dump you into the hazards, or some combination of them. I'm afraid it's not a difficulty I enjoy, despite the novel premise and the nice look of the game.
From having played the game a lot during the development I can say that I completely agree with your point. The combination of flaws in the level design and the slow character acceleration when jumping does make for a rather unrewarding difficulty. To add on top of this is the lack of being able to have multiple attempts at a level before losing.
A random level order was chosen to give the impression of each level being its own dream, where the dreams would not necessarily always occur in the same order. In retrospect I do agree that it would have been better to stick to a fixed level order, especially as the level difficulties turned out to be so very different from each other.
Very epic game, I approve.