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I Eat Dreams As a Living's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #3 | 4.533 | 4.533 |
Theme | #6 | 3.867 | 3.867 |
Overall | #10 | 3.933 | 3.933 |
Narration | #12 | 3.667 | 3.667 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Beautiful, surreal and satisfying game.
I loved how well the art supported the story. Congratulations on getting such a consistent style and apropos images out of the AI. I never have such good results!
The concepts of the individual dreams were all interesting and the worlds felt very ‘dreamlike’.
I get the feeling from this game that you had a very clear idea of what you were aiming for and you totally hit it.
This is SO good! I love the concept and the artwork is top notch.
This midjourney stuff really messes me up - so hard to decipher intent from the art; impossible to not try and guess the source prompts. Still, this is likely the perfect type of story to pair with the images, which are definitely compelling. Playing really gave me an uncanny, queasy feeling of dreaming. Pretty powerful tbh.
Trippy, atmospheric—imagery and dream contents (writing). I'm not sure I figured out what caused my sanity to increase/decrease entirely which was a bit confusing but also added to the dreamlike, doesn't-behave-like-normal-life effect. Well done using images so effectively to heighten the feeling of experience overall.
Hi Brian thank you for playing the story! You are right that the game need more work on readibility of the numerical system.
Super neat surreal imagery and intriguing dreams. This is also some of the best use of Midjourney art I've seen in the game. Very pretty and nicely designed. (There are some translation issues, but that's no big deal.) I had the same feeling about sanity as a mechanic--cool mechanic and I don't mind it being high difficulty, but the outcomes seemed so random that I just felt like I was flailing around. (Being blown up by a school bomber increases your sanity?)
Hi Katz,
Yes! We did put a lot of time into adjusting the prompts when we used Midjourney, since we don't want to just have some "good looking images" but rather to use them intentionally.
The rules behind the sanity system are collectively decided, and so for example the bomb story's writer decides which one is the supposed best solution for her story. We could have had more discussions on the consistency of the rules/choice styles.
Thank you for playing and the good words!
Surreal and captivating. This was an experience.
The mystery hit me on first contact with the game, and it was paced wonderfully. Living through different dreams had just the right amount of detail and filling in the blanks, along with a nice peppering in of choices. While the game looked like it could have used a pass from a native speaker, the atmosphere came through very strongly all the same.
The sanity system was interesting and made me excited to play a mechanical game with the story, but I couldn't figure out what would increase or decrease my sanity. Perhaps it was remembering which passages were "good" and which were "bad" - but I didn't want to replay through "good" passages while avoiding "bad" ones to try and beat the game.
By the way, I noticed you guys ran into the cursed scroll bug when tall images are used - the fantastic @nicotupe fixed it on our game by replacing a line in main.js on export:
Replace this:
var storyContainer = document.querySelector('#story');
With this:
var storyContainer = document.querySelector('#story');
// Extend height to fit
setInterval(() => {
var needToScroll = (storyContainer.style.height !== contentBottomEdgeY()+"px");
storyContainer.style.height = contentBottomEdgeY()+"px";
if (needToScroll){
scrollDown(contentBottomEdgeY());
}
}, 500)
edit: nicotupe made a blogpost here https://theworldasastage.com/dev/20220906-imagesonink/
Hi Stepwise. Thank you so much for playing! The stories do need some grammar check, I agree. I personally have never written a game, and mostly made non-text based games.
And the solution to the bug you posted should be helpful. We will try implementing that soon!