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Deep Dream's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #91 | 2.449 | 3.000 |
Mechanic | #92 | 2.586 | 3.167 |
Technical | #93 | 2.449 | 3.000 |
Story | #113 | 1.361 | 1.667 |
Graphics | #118 | 2.177 | 2.667 |
Music | #120 | 1.361 | 1.667 |
Atmosphere | #124 | 1.905 | 2.333 |
Sound Effects | #126 | 1.361 | 1.667 |
Overall | #126 | 2.041 | 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
Nice concept. A different color for the ones above especially the one getting ready to wrap to the bottom would go a long way to making this more enjoyable. Also, you could enhance it with some graphics, some sound effects, an ambient music track, especially one that could speed up as the void gets closer (like in Super Mario World when the timer gets below 100, a tone plays and the music speeds up). Other minor polish after that could be a slight bounce or graphical effect when dropping onto land, maybe a whoosh sound when you drop through a gap, some cheering if you clear 1, 2 or 3 gaps without hitting land, maybe even a score multiplier for doing this. This would make a great mobile game with touching either side of the screen controlling left/right movement.
wow, that's an impressive review, I didn't even considered half of the details you mentioned, you made me reconsider finish it, thank you sir, have a like
Mr, I followed your observations and addressed most of them, could you check the new update and tell me what you think, if it really got improved? (you will find that now it can be played in the browser)
thank you
Have a nice Day
I could tell you implemented the changes, but I ran into some major issues playing in the browser. I've noticed that for some reason without hardware acceleration Unity Web seems to barely run. I switched over to my other machine and had a better time, but for some reason the music and sound effects didn't load for some time. I was halfway through the level before they started playing. Maybe see if the assets can be preloaded maybe? Not sure. Also, occasionally the game would either overlap two rows or give me a solid row (not sure which) but it was an auto game over. Also, when the frame rates drop at the beginning of the game it is possible to fall into the void from above. That is an instant death and weird, too. Not sure how to fix that except maybe if the void is below the player, then don't drop the player down, but bring the rows up?? It was weird. Sorry. I loved the touches you added, but overall the game became less playable for me. I'd be willing to test it again later if you want to try and fix these issues? You might have to find someone with an older or lower end machine to test the low frame rate issues (if you even want to bother). I still love the game idea and changes you've added. :)
It seem that the bug is due to low frames, I will update a desktop version, It should work the same as the game jam one, just give me a second.
Is up and ready, I will search how to preload prefabs, I am still an amateur to game development
Love the fast pace and the fact that you can somewhat predict the pattern. A bit more interesting graphic style wouldn't hurt, though!
thank you, yeah, it need a lot of polish, and a better way of platform generation, right now is not clear that the platforms appearing above you, when they reach the top, will appear at the bottom (that was my interpretation of the ouroboros )
Hey M8rix, I followed Josh Dyer's advises, and improved some things, also changed the graphics, could you check the new update and tell me what you think?
(you will find that now it can be played in the browser)
thank you
Well I have to say that you improved plenty of things. It's super nice that the music changes slightly with the intensity. The new graphics and sfx effectively make the game feel more like an actual game, if you understand what I mean. However, some of the fonts and kind of the void as well seem a bit out of place graphic-wise. I dunno, maybe consider reworking those and then you'll have something that really could be ported to mobile devices! Gj
thank you
you are right, but I haven found something that works, for the fonts (UI designe experience is where I lack the most) and the void.
Also, I found that in mobile, the post processing that I am using is pretty demanding, it drops FPS to 15, so I may have to change again the graphics a little bit, its a shame because I started to like that neon look.
Fun concept! A bit frustrating because we can't view the second platform below us.
It may not be clear, the same platform that appears above the purple line, is the same that will apear in the bottom, like if it was wrapped around in a loop. So you will have to look on the top of the screen to predict the trajectory you have to move next.
I didn't noticed it! But I am not able to pay attention to the platform right below me and the prediction above me :(
yea, it need tuning, but it was my first gamejame and my 3rd or 4th game, and my lack of experience consumed a lot of time, my initial idea was that the player started in the top of the screen and move gradually to the bottom, until it reached the very bottom, and just by looking at the top of the screen you could move without* colliding with another platform, it seems that the place where the player is* right now makes it hard for the brain
*edited