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A jam submission

Dream WeaverView game page

Since the dawn of time, the Dream Weavers have been keeping watch over our dreams, and keeping them from falling apart.
Submitted by Zirk Coetsee — 23 hours, 59 minutes before the deadline
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Dream Weaver's itch.io page

Results

CriteriaRankScore*Raw Score
Mechanics#13.7003.700
Overall#33.5753.575
Audio#53.3003.300
Visuals#83.9003.900
Writing#93.4003.400

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous.

  • A cool take on the theme, and the idea of playing as a dream weaver really pulled me in! I also loved how you integrated aspects of the Ravel jam into this creation! Connecting memories could have provided same great storytelling potential, but as is, I don't think that really hit home fully. The dream weaver's ability to gather elements and construct platforms was another great idea! Unfortunately, the platforming itself felt very floaty and cumbersome, which made for a trying experience. I really enjoyed the music on this. My only audio note would be that I wished it had been longer. Well done for all the creativity and thought that went into this!

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Comments

The rope grappling system is such a fun mechanic, and the way you presented the opening credits scene is so cute! I loved your art and your special effects compositing (the dust particles, the light beams), it really added such a nice atmosphere to your game! There was one segment in the beginning where the shift-dash jump advice wasn't working (I ended up having to just double jump after a few tries) but no major movement issues I noticed so far on my first playthrough. Are you planning on adding HP loss or something for when you hit the thorns and obstacles? I haven't noticed any damage mechanic there yet and that might be really interesting.

Overall, really ambitious game for a week-long jam, and one that certainly pays off!!

Submitted

I really enjoy the rope grapple system to grab the dream bits to build the platforms

Submitted

Well done really liked the style and everything that was going for it but there were a few bugs here in there like when wall jumping on a edge then not pressing anything you'll float  and how inputs get disable when only pressing jump button but apart form that I really liked it

Submitted

Holy heck, this is great. I can't believe you put this together so quickly. I love that you build level access as you go, and that that forms part of the narrative. Well done!

Submitted

Hey had fun playing this.
Art was great and I love the feeling of dragging the blocks into you with string.
The writing was good, I felt Like you could have got away with getting rid of the text in the beginning and explaining it less literally to start the game. Trust your audience to figure it out.

The credits in the beginning were a lot of work that was a bit unnecessary. I think to start a game of your first impressions are quite important. I think putting that at the end would have felt more rewarding.

I think a smart way to "end" the level would have to just have an expensive block limiting you from passing. That you had to finish the other sections before going through. 

If I had any mechanical crit, it would be the jump. Check out "Ghost jumping" just add a delay to when you can jump after leaving a platform and it adds 1000000% better feel and control.

Overall great mood and a well put together project. Good job <3

Submitted(+1)

Loved the art in this. And shooting the thread is really satisfying (both when you are jumping and manage to grab a piece, and just the shooting animation itself). I liked the mechanic of building platforms (and choosing which ones to build) by using resources you collect. It incentivises going and finding the resources, but also gives you a bit of freedom in choosing where to spend it. (I think this idea can be pushed a bit further by allowing different uses of the resources as well; but then you could end up with a soft lock, so maybe not.)

I had a lot of trouble with the wall jumping, particularly because the in-air controls are opposite of what I'm pressing when jumping off the wall (i.e. I'm pressing the direction the wall is in to wall jump, but then moments later, the in-air controls push me back towards the wall). Also, it felt like I needed a bit of coyote time  (or more of it, if there already is some).

Overall, a great-looking game with some interesting mechanical concepts. Nice!

Submitted(+1)

Really enjoyed the game. Visuals is amazing, well done Sushi. Mechanics works great. All and all a great experience.

Submitted(+1)

This feels like a fuller game and the visuals are awesome! The pull mechanic was also very creative and well thought out. Loved the classic platformer feel and the sense of wonderment the story had.
It was sometimes difficult to use the movement keys (eg; for me it felt as though 'w' to jump would have been more comfortable)

Thanks for the feedback man. I personally think platformers play way better with controller, so I can understand some difficulties using keyboard & mouse.