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A jam submission

Dreamcore Island AdventureView game page

Harold must save the day! After having just saved the day...
Submitted by TTSnim — 2 days, 3 hours before the deadline
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Dreamcore Island Adventure's itch.io page

Results

CriteriaRankScore*Raw Score
Music#43.6673.667
Comedy#142.6672.667
Story#162.8892.889
Gameplay#192.5002.500
Overall#192.6672.667
Graphics#202.1672.167

Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Jam HostSubmitted(+1)

What a pleasant little game! I have so many things to point out that I will expand my usual 3 points system.

Things I liked about this entry:

  1. The calm vibes of the music. It's like pillows in audio form.
  2. Simple, relaxed gameplay. Just find the stuff, talk to people, repeat.
  3. Charming and humorous character-focused writing
  4. I rarely see the "looping" map feature, and it was used well here.
  5. I wondered at first why you didn't use the default portraits for the HTML crew, but then I noticed you did that so you could add emotes. That's a nice "show, don't tell" touch.

Things I didn't like:

  1. The lack of audio cues in some places, like when Harold jumps between platforms in the first quest.
  2. It's hard to tell how close to the goal I am in a given section. A HUD would have helped with this.
  3. Continuing the previous point, there were some points where it wasn't clear that I had, in fact, reached the goal. The water level specifically comes to mind here: I was wandering for a bit after collecting all the pixies because I didn't realize I was done, then I talked to the zone owner and got to move on.
  4. You have to move to touch the pixies. I could stand in the path of a pixie and it would fly right over me, but if I did the same thing but moved before the pixie moves off the tile I'm standing on I would collect it.
  5. Having to talk to everyone before leaving the hub map felt unintuitive.

The rough points seem to mostly be a matter of developing your control over the engine. The foundation is strong, so I'm sure with a little more practice you'll be making some amazing stuff!

Developer

Thank you for the feed back! Not just here but in the forums. All of it is very helpful and I will be referencing your post here while I make my next jam games.

Submitted (1 edit)

Overall: A hilarious little romp with all the chaotic comedy I could expect from a Snim entry, but could do with some tightening up in the gameplay department.

Gameplay: Walking sim with a twist. Unfortunately the items had weird collisions from time to time. Having to walk over the fairy to talk to her in the forest also tripped me up.

Music: Loved ViRiX/Dave's original music throughout, some really great ambient tunes that are among the better I've heard this jam. Dave being able to play any song in your house was a really nice touch. How perfect is it that your own composer fulfilled one of the jam requirements?

Story: A delightful little tale that catered well to the game's comedic tone. Unfortunately there were quite a few typos and one point where the text went out of the text box, but that's not a total game breaker for me.

Graphics: RTP.

Comedy: Harold meeting Snim is like fire and nitroglycerin. I genuinely can't believe FayDHD is more than a one-line gag.

Developer(+1)

I've set expectations? O.o"
Well, I'm glad I've met them!
Thank you so much for the kind review!

Submitted

Dreamcore Island Adventure is a soothing, laid-back experience that serves as a unique platform for showcasing the developer's musical talents. The game thrives on its relaxing atmosphere, making it an ideal choice for players looking to unwind and immerse themselves in a serene virtual world.

The gameplay in Dreamcore Island Adventure is straightforward, consisting mainly of simple fetch quests. While the mechanics might be minimal, they align well with the game's chill vibe, providing just enough interaction to keep players engaged without overstimulating them. The simplicity of the quests allows the music and ambiance to take center stage, which is clearly the developer's intent.

Visually, the game utilizes the standard RPG Maker RTP. While this might not be groundbreaking, the assets are used effectively to complement the game's theme. The charming, familiar graphics contribute to the overall sense of comfort and relaxation that Dreamcore Island Adventure aims to deliver.

However, it's worth noting that the final level of the game deviates from the established relaxing aesthetic, introducing a more intense and jarring atmosphere. This shift feels somewhat out of place and might disrupt the otherwise consistent tranquil experience. It's unclear whether this was an intentional design choice or an oversight, but it stands out as a notable break from the game's overall tone.

In conclusion, Dreamcore Island Adventure is a delightful escape for those who appreciate a mellow gaming experience paired with a focus on music. While the gameplay may be simplistic, it successfully supports the relaxing theme. Despite the somewhat incongruous final level, the game accomplishes its goal of providing a chill, musical journey worth exploring.

Developer(+1)

Thank you for this wonderful, thorough review.
Many people have said the same about the final level, and should I ever update or remake this little game, or incorporate it into another game in the future, I will keep a much tighter hold of the theme's through line for all levels.

Submitted(+1)

You're welcome! And don't sweat it. It is remarkably easy to make one or two tiny design decisions that seem perfectly fine as the developer that resonate differently with your players. To be perfectly honest, this one wasn't that bad at all. It was as subtle as breaking the vibe that you had established. I've done far worse on two other jam games of mine and I even managed to mess up a few things on this one as well.

Submitted(+1)

Excited to see another TTSnim entry, and this one seems to be the most polished and complete one so far, with a welcome return of virix! I liked the short and sweet story, along with the silly personalities of the crew. Gameplay was simple, but enjoyable. I did feel impatient waiting for those laser bridge things, especially in the last world. 

Lastly, I'm confused by the dark screen ending. . . we could have just gotten a return to title and it would have been fine. Did I miss something? I saw one post end comment and that was it.

Developer

Yay, thank you!
I've taken the notes that the cave level was far too long in comparison to the other maps.
The dark screen ending was my brain failing to execute 'Think.exe' before the deadline. If I were ever to revisit this and fix it up I'd fix that ending first. It's really rough and unpolished. Even worse I ALMOST forgot to add Theme 6 to the start!
Again, thank you for the feed back!

(1 edit) (+1)

Overall: Short, sweet, to the point.  Kind of wish there was a proper ending, but a chill game still works.

Gameplay: The most charming kind of jank.  Fuck those swapping bridges tho.

Music: It was there.  It kind of worked in context for the action, but I doubt it would be good standalone.

Story: Important note to self.  Don't mess with the fey.

Graphics: RTP is still underrated, but the RTP Crew's faces were all wrong!!

Comedy: I mean, typos are funny.  Especially when they're just correct enough to see what the writer intended to say.

Developer

Question: What percent of the 'charming jank' was me vs MZ? This is vital information for future janking endeavors.

(+1)

Probably about 50/50 with the moving goals (the bubbles in the water area, for example).  If you intended to use Player Touch instead of Event Touch, make it 10/90 in favor of MZ.  RM collision is weird, but it felt like I had be the aggressor in collecting the sparkles and popping the bubbles.

(+1)

The final level with the crystals felt like it overstayed its welcome by 2-3 crystals.

Developer

Yeah, that's a common complaint.
Next year I'm asking for play testers.  >_>

Submitted(+1)

Cute relaxing story! Gameplay collecting stuff is serviceable, but sometimes frustrating due to the way rpgmaker calculates player-event touch. Music by Dave was great!

Developer

Thank you! 
RPG maker's math is definitely ... a form of math.
Do look for Dave out in the wild, he's got a lot more music I'm sure you would enjoy!

Submitted(+1)

An overall 'chill' jam experience. Everybody's mentioning the spelling errors, so that's all I'm saying on that. 

The music definitely was really nice, though I got a bit tired of listening to the piano loop in the safe room/place (with dave n snim) fairly quickly -I wish I could just tell him to stop playing that one- The rest of the music I could probably listen to much longer, so I'll definitely 'wish' for a ViRiX in the wild :3

I'm glad that Harold tries to hear both sides, even if we didn't actually hear the Pixies side of things :P (lemme guess: "it's just a prank, bro!" 0~0). Personally not a fan of the innuendo. Story was ok overall. I think one thing that wasn't explained too well, but the player will probably understand, is that each wish had to be about one person/thing at a time (or just nothing too big?)

I liked the mushroom level the most, honestly. It was the most relaxing area to be, no weird teleporting, just collecting. (kinda makes me want to play/make something all about collecting/gathering stuff in nature, I do have some old ideas...). Otherwise I'm sorta with Knight Shift (ironicbrew) in regards to the gameplay of the floating dots and mazes (not very enjoyable, though thankfully not too stressful outside all the accidental teleports thanks to impatience).

Developer(+1)

I think my next game will have no words, only play and sounds. 
You can talk to Dave again after the initial dialog and he will play the other music on request. Plus Dave said he would probably put the music up on his sound cloud as well, and I'll tell him people would like that. ^_^

I probably need more time to work up to things like innuendo. But I'm glad you liked the story well enough.

That's a very good point about the wish! I definitely ought to have made that more clear.
Maybe I just need to make a soothing Easter Egg hunt/meditation game next. ^_^ A little seek and find game people can chill too.
Thank you so much for the review!

Submitted(+1)

This game was really relaxing. The puzzle is good and not too punishing when I did a mistake. The BGM also good, it enhance the relaxing atmosphere. The last puzzle is kinda long but I did that one while half-meditating (maybe?), that is how relaxing this game is. 

Good job on this game! I really like it. 

Developer

Thank you very much!

I definitely needed to shorten the last puzzle.  But I'm glad it was still relaxing!

HostSubmitted(+1)

This was pretty cute! It was a nice change of pace to get something a little less combat heavy, and I think it had some nice character moments.

The gameplay was a little tedious at times, especially the final dungeon. This took me about 20 minutes to beat, when it easily could have been a 10 minute entry. There were also a LOOOOT of spelling errors, you might do well to write your scripts in a text editor with spell check just to be safe.

The music was great! This David friend of yours is very talented! I would have liked a little more music throughout the game but I understand that in a jam environment like this that's not always doable.

Cute entry!

Developer(+1)

Thank you!
I did try to write most of my text in a text editor, spell check it, and then copy it to the game. But even then I knew it was a loosing battle for me. Spelling and making battles... not good. T_T
You are right and I definitely ought to have cut the last level short. Build up and pacing, then final construction was all off, for sure. I'll be taking notes for my next game.

As soon as I saw I NEEDED a David for the game I was thrilled. I might not have even entered otherwise! Really I only do these jams for two reasons, to learn through wonderful feed back like yours and to show off my friend's music!

If you look for ViRiX on sound cloud you can hear a lot more of his music!

Than you so much!

Submitted(+2)

I really appreciate what this game was going for; I blasted through it on-stream and recognise I probably didn't get the best impression because of that, so I'll avoid commenting on the story and instead focus on what I played.

So, this game is Pac-Man, but the dots move, and occasionally go into the walls of the maze. Its stated purpose is to be an excuse for the player to relax, but between shonky collision on the collectables and repeatedly falling into water under bridges which change on a timer (not connected to the music so there's no sense of rhythm) I fels like this experience was more frustrating than it was relaxing.

Maybe I'm not the intended audience for this, but this style of game never really appeals to me. I'm a gameplay-is-king person, and the gameplay here was mazes-with-extra-steps. The dialogue seemed charming, and I appreciate the message of taking time to slow down, but this can be perceived as busy-work or time-wasting, so if there are to be follow-ups in this I'd recommend really clearly labeling them as slow-paced experiences so that you don't accidentally foster resentment in your playerbase. Especially if they're not particularly engaged in the story and don't want to talk to multiple characters as a mandatory exercise in exposition between mazes.

I found the concept novel, but as I said - the dots floating out of reach was more frustrating than it was relaxing, and given that I was able to sprint I think that made me more impatient. If the game had forced me to go slow and take my time maybe this wouldn't have been an issue? Or maybe custom art in a less vibrant, noisy style would have helped - the RTP really isn't "cosy art to chill out to pastels", so I think the game's movement and presentation was at odds with the chilled-out experience the author was going for.

I appreciated that it was using the engine to make something non-standard though, so for that I give the creator full kudos!

Now, onto the game's strongest aspect: The music.

This game's music is absolutely incredible. I also loved that when you talked to David the music stopped because he stopped playing it. The game is an auditory FEAST, and as a way to get people to listen to game music as a way to relax I think the game is actually a really interesting exercise. I appreciated that it was basically an album where you had to earn the next track, which is kind of a cool ludic statent in and of itself.

Overall, a good effort, but due to the issues I experienced while I did have a good time I'd have a hard time justifying a rating over 2/5. Maybe if I'd been more into the story it'd have elevated it, but I just didn't vibe with the narrative and as such am engaging with this on gameplay alone.

Good job, hope this review helps!

Developer (1 edit)

The review does help. I did lament, at some point, that I ought to have removed the sprint function entirely, as that would have forced the pace to be slow. I intended this to be, in part, a little nod to Men's mental health awareness month (Instead of what June has turned into) and I know a few guys IRL who do need to slow down and appreciate friends and connections over goals and 'winning'. That is what the game's vibe is aimed at, even if it's not out right stated.


David, my IRL friend who made all of the added music ages ago, is legally blind, so I for him to play this disaster I did make the colors contrast as much as possible. I considered making duplicate maps and having one set be less contrasting and the other set for the visually impaired, but there wasn't time. I am considering this for larger games however.

If you search for ViRiX on sound cloud you will find a lot of his music. He's amazing and the main reason I made this game is because I *HAD* to have a David in my game and what else could I do. I might have skipped the jam otherwise. ^_^'


I've always known my games are kind of trash, but I also know Dave's music is 100% the best part. So I keep making the games to more people can hear his stuff!

Thank you for the honest review!

Submitted(+1)

You are more than welcome. Can you elucidate on your issues on "what June has turned into"?

Developer

Rainbow insanity.
It doesn't really help with men who are struggling, (Like some guys I know IRL) at all and that's sad to me.

Submitted(+1)

Speaking as a bloke, and quite a blokey bloke at that, I don't particularly think Pride Month being a thing denigrates the awareness of men's meantal health - but to each their own :) 

Submitted(+1)

I'm usually used to RPGs with battles, but this was a nice change of pace. Very relaxing and enjoyable to just collect fairies and shrooms for the people. xD There are some really nice puzzles too and stages that require your patience so you don't fall. Also found the quirky NPCs very funny and entertaining. XD Overall, its a cute and relaxing experience and I did enjoy it overall! Great job! <3

Developer(+1)

Thank you!
I'm not very good at making battles, so I went in the opposite direction.
I'm glad you liked it!