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A jam submission

The DreamforgeView game page

a sickly boy and the sandman make the same wish... To be free
Submitted by Finnuval — 3 days, 23 hours before the deadline
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The Dreamforge's itch.io page

Results

CriteriaRankScore*Raw Score
Fan Favorite#323.6363.636

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

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Comments

(+1)

Very nice puzzle game, but with a few issues. I felt rushed when trying to make the 'perfect dream' and didn't hit the mark more than once. The unlocking of the switches made me feel frantic rather than enjoying it, and having to do it every time was more of a chore than a challenge. I did like the custom art and the sad story, however.

Suggestion: It was a little difficult to find the ‘perfect dream’ until AFTER I was already there. Maybe give some hints before the player goes? Also, a timed puzzle was not my idea of a good time to figure out what to bring. It made me feel rushed and not in a good way. Maybe randomize the puzzle after each trip, to keep it there, but keep it unlocked until you grab the pieces.

(+1)

Great title screen and nice music selection for the opening of the game. The opening cutscene had "the more you know" star/rainbow in it. I couldn't help but think of all the times I've seen that on an educational TV commercial. :) I like the sound effects and general sound design of the game.

I'm not a huge fan when the premise of a game is a sick person dying as too many games try to FORCE you to feel some type of way. To me it seems like this game is trying to force you to be emotional. The game is like "It's SAD! Feel SAD! You feel SAD NOW! DO IT! SADNESS! SAAAAD!" These games make me feel callous when I can't force myself to be sad. It might be a better idea to not play on the fact that it's sickly kid. In my opinion it's better to give VERY subtle hints about the facts, instead of beating people over the head with it. 

Try not to use the same SFX soo many times in the same show text sequence. It starts to take away instead of add to the experience if overused. 

A custom font would have been nice, and man there's just too much dialog.

I like some of your maps. You've made a few visually interesting scenes and that's cool.

I like the frequent use of animations, even though they're default animations. Many games miss opportunities to use them in the text sequences, but this game does it well.

The general premise to this game you go around assaulting sheep and breaking into people's houses at night to watch them sleep. I'll just leave that train of thought right there.

I feel like the switch puzzle 'find the star combos' section is not done right. You should make it less of a puzzle and more of a selection. You can use the same style of map, but less walking around the map flipping switches. I mean they stay the same combo so it's not really a puzzle, it's just a overly complicated way to get to the stars you want. 

The timers that force you to wait are unnecessary when you go to deliver the dreams too. Most of the time you can tell in 15 seconds if the dream is right for the person or not, however sometimes you can spend all 30 seconds and not be sure. I know I gave some dreams to the wrong person after I explored more of the rooms. Basically don't use a timer here. Just let the player snoop around and make a decision whenever they want. Let them leave when they figure out in 10 seconds that this is the wrong room for the dream they made and let them give the dream when they figure out in 10 seconds that it's the perfect dream for the kid.

Let the player have easy to access options to craft a dream without the unnecessary added bullshit of a two minute timer and long back-and-forth winding corridors to get to the events they want to put together. Make something like a circle room(or a star shaped room) that has bridges and section of each of the three stars in a sequence. I feel like the map design and execution of this system could of been done much better. To me, this comes off as a desperate attempt to find at ANY gameplay you could. It's not fun gameplay, it's barely even gameplay at all. The whole project is is actually a great idea soiled by the lack of any real game play.

I like what you've tried to do with this game and it's a very unique project. I think that you've done a good job given the time restraints but ultimately I found it a bit boring. The story is mediocre and the gameplay is repetitive. The dialogs are long and sometimes overly descriptive. While some of the maps are fun to look at, some of them are poorly designed and overly complicated(Dreamscape maps need to be simplified). 

Good job participating and bring a project to the table for this game jam. You have another project to add to your portfolio and hopefully you've learned some new skills in making this game. Well done, and keep your head up!

Developer

Thanks for the feedback.

"the more you know" star/rainbow in it" - must be an American thing? I dunno.

I didn't think i was forcing the player to be sad that much except for the start of the game - depends a bit on the ending you get aswell i guess - but noted. 

"The general premise to this game you go around assaulting sheep and breaking into people's houses at night to watch them sleep. I'll just leave that train of thought right there." - ROFL!  well, it's something different from the usual RPG setting of killing wildlife for their hide and breaking into ppl's houses while they are standing right there :P

"To me, this comes off as a desperate attempt to find at ANY gameplay you could" As explained in previous comments I had a more complex (and in my opinion better) system planned but it got cut due to time limitations, resulting in things like the timer being redundant (but unremovable without breaking the game) and the gameplay - i agree - being lacking sadly.

All in all I think for a gamejam game I did reasonably well considering this is the first game I ever published openly lol
And we can't please everyone all the time, nor will everyone like the same stories so that's cool, but it was fun to make and I did learn a few new things (like not doing a game in a month lol). 

But I did finish a game in a month with a complete story and no gamecrashing bugs - mediocre is good enough for me in those conditions  :)

Thanks for playing and the feedback :)

Submitted(+1)

I found the story original and moving, especially with the (bad) ending. The maps of the rooms were well detailed, and the animations and music were very nice.

I regret, however, that the gameplay was not up to par with the rest. I found it a bit too repetitive, sometimes long (the ability to skip the timer to assign a dream or to leave the room if it's not the right one is sorely lacking) and lacking a bit of challenge. For example, it would have been fun to have different puzzles after each new dream, with stars to collect in a different order. Or to have stars to collect to create different dream levels, with the most beautiful ones corresponding to the most difficult stars to reach. But the choice to combine stars to create a "custom" dream isn't so bad either... although over time I sometimes forgot which stars I had collected to the point of often creating the same dream in the end.

So overall an enjoyable and creative game, but one that I think could offer more.

Developer

Thanks for playing and glad you enjoyed it xD

I agree the gameplay is a bit lacking and I had originally planned for more randomization and more dreams but due to the deadline I had to cut that. This sadly also resulted in the room timers and everything surrounding that - which I couldnt remove without fully breaking the game - being redundant and a bit annoying xD

Hope you enjoyed what was left tho :)

Submitted(+1)

So some thoughts:

The fog really covers a lot of the action sometimes.

One of the sheep is pretty clearly glitched. You can sheer it when it doesn't have any wool and it just disappears.

The timers for the rooms are a bit long and can't be skipped, especially if you are exploring to find out what the rooms require. Might be nice to add an early skip if the player wants to leave.

Seems a bit redundant to have to ask if you want to give the dream twice.

The star map area is a bit annoying to get through with all the back and forth, especially after the first time going all the way through.

The forest area has all sorts of passability/layering issues.

Developer

Thanks for playing and the feedback

-Yes the fog can be a bit too much I agree

- first time I heard about that glitch but noted

- yes the timers for the rooms... as I explained in previous responses they are a remnant of something that didnt make it into the game but sadly couldnt remove them, same goes for the double asking.

- noted and noted

Submitted(+1)

I finally got to playing your game fully. I decided to go a bit differently from how I would usually and tried seeing what would happen if I gave incorrect dreams to the kids. I ended up getting a really sad ending. Good job pulling my heart strings. :(

I did find some minor bugs:

  • I noticed the curtain in the opening cutscene has a hole in it on the left side, I could see the star and flashing through it
  • the portal that appears after you first meet the sandman can be interacted with from any angle, so when I interacted from the back it made me walk out of bounds (not a game breaking though since it teleported me normally)
  • the star jar doesn't have direction fix on, so it changes sprite when interacted from a different direction

Great game with some fun gameplay, the time limit was just perfect for me and kept the tension going. :D

Developer

Sounds like you got the neutral end - yeah that one is the saddest of them.

The bugs : thanks, all of these are news to me so that's good xD

Hope you enjoyed it and thanks for playing :)

(+1)

The beggining was heartbreaking but it quickly became more hopeful. Sadly I didn't get to the end, because I couldn't get past so many unskippable dialogues. I would suggest an option for fast forwarding if you plan on updating it. There was also a lot of cheesiness, but I don't mind it. Other than that, it was a sweet game. Loved the creativity with map design.

Developer(+1)

Ok, yeah it's a bit dialogue heavy - especially in the beginning. Explaining everything and setting th mood.  Once that's done there is a lot less dialogue for the remainder of the game (guess you quit just before that point tho) but i'll take it under consideration of I update the game.

Thanks for playing and glad you enjoyed what you did play :)

Submitted(+2)

I really liked the story (reminded me in some parts of Neil Gaiman's Sandman graphic novels) and I thought it was a creative game with different elements (figuring out if a dream was suitable, and the puzzle part of the levers and matching the settings). Loved the stars moving in the background, and the lighting and special drawings that were made for each dream. The music was nice too.

I didn't run into any bugs, but I did have some feedback: I thought the writing was good, but I did feel like sometimes the conversations ran a bit long. I failed a couple times at first in the lever room but then got the hang of it; I'd suggest having arrows to hint at the directions in which new platforms appeared when you pull the lever, since time is a major constraint. I also thought that the timer for the room investigation was too long, but saw your explanation below regarding not removing it.

Overall, I thought it was a cool and creative game - glad to have tried it! :)

Developer

Thanks for playing :)

Hinting Arrows - see now there is an idea! Definetly taking that one if im going to update it :)

Glad you enjoyed it!

(1 edit) (+1)

Okay, so, I played a bit of it and I love it!

The story tugs a bit at my heart string, the mapping is great if not a bit inconsistent, the sound and some art design has some rough patches, but it's overall good! 

But sadly, I don't think I can finish playing the game without ending up developing hard feelings for it x'D

Why? Well, I've always been a slow person, so I end up failing the gathering stars part a lot. It's really frustrating, especially having to remember where all the levers and stars are. My brain ain't loving it. I had to stop the moment I got motion sickness, lol.

Maybe consider lengthening the time? Or implement a difficulty system?

Other than that, other issues I have are minor and nit picky, like punctuation stuff regarding commas, lol. I love my commas--

But yeah, I'd gladly play the game again once the gathering stars timer is implemented better for people like me. Looks like I'm in the only one struggling tho, oop x'D

Overall, as far as a  game jam submission goes, I'll give it a 4 out of 5!

Great job, Finn! Doubly excited to play your other games now ^w^)/

Developer(+1)

Sorry to hear you couldn't finish it but I understand the issue xD

Glad to hear you enjoyed it regardless tho :)

(+1)

Yep uvu

Submitted(+2)

Hi Finnuval,

I just played the game and really enjoyed it. I got the ending where Bruadair became the sandman. I didn't come across any bugs as far as I could see, but I do have some feedback:

  • The timer during the room puzzles: So I always finished up early and it kinda annoyed me that I had to wait between 10-20 seconds, before I could progress.
  • The star minigame: Maybe I just interpreted it wrong, but I thought I could only take one star piece at the time. I even checked the book in Sandman's room, but I still was convinced that was the way. Took me a few tries to realize I was meant to take a star piece from each category.
  • Somehow the faceset for Bruadair doesn't seems like it matches the rest of the art.

The artwork was great, as was the music. You guys did a great job.

Developer

Thanks for playing and for the feedback!

- The timer, yeah as I've answered previously that's a thing xD

- Okay, well noted that it could be explained better

- Yeah I can see what you mean.

Thanks again :)

Submitted(+1)

Yeah, I noticed someone else had complained, but I wanted to mention it again since I had the opposite reaction to it (it not going fast enough). Which honestly is also thanks to your great maps, I could usually discern pretty easy what dream the kid needed. :)

Developer

"also thanks to your great maps" comming from you that's a big compliment so thanks :)

Submitted(+1)

The music was great. It felt very fitting as a dreamlike trance. Here's some feedback:

  • Honestly, premise of the story is interesting but the implementation is a bit weak. The sandman chooses this random sick boy as his successor, but then needs to test him? Also what makes Bruadair so special?
  • There's a bug after the transformation cutscene. You can step on the "waning moon" and he'll scold you even though that part is over
  • The 30 second search minigame in the child's room was interesting but I felt that it rushed me. Maybe consider taking out the timer and just talk to the sandman whenever they're ready?

Overall, good job with the game!

Developer

Thanks for the feedback!

As to your feedback- nothing makes him special. He happens to make the same wish as the sandman at the same moment in time, hence why he still needs to be tested.

- when you think you caught all bugs someone will always find another one xD

- I agree. It's a remnant of a more complex system I had planned and took out due to time constraint, etc. However I couldnt remove eveyr piece of it without breaking the game hence the timer is still there.

Hope you enjoyed playing it and thanks for the comments :)