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Chasing Dreams's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Story / Writing | #32 | 2.492 | 2.786 |
Challenge | #36 | 2.683 | 3.000 |
Use of Theme | #37 | 2.715 | 3.036 |
Concept | #42 | 2.811 | 3.143 |
Gameplay | #43 | 2.619 | 2.929 |
Audio | #45 | 2.236 | 2.500 |
Overall | #46 | 2.460 | 2.750 |
Visuals | #52 | 1.661 | 1.857 |
Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I think I reached the end. This was both an incredible experience and an incredibly frustrating game.
I think up until about 200 deaths, this was my favorite game of the jam. It just does so many incredible things:
Now, the game also has some problems as well. Even after close to 500 deaths, I often ran into bullets the moment they activated. When an enemy spawns next to me, I have to quickly update my plans to either go for them or avoid them, and I often just make the wrong split-second decision and get hit just as the bullets activate.
There are a few "solutions" I could think of; I have no idea if any of them would actually work, and they might also clash with the mysterious atmosphere of the game:
These are just fixes to slightly improve the core "melee" mechanics, which are already quite good. The game also has more general problems with how the RNG can sometimes just give you really difficult patterns.
Also, the game crashes on exit for me. And thus it crashed after the final dialog (after 'Good night'). For jam games in particular, it's good to have a proper "The End" screen, just so the player knows that the game closing is intended, since jam games are sometimes unfinished or buggy. I'm not even sure I reached the end. Can the developer confirm? (I took a screenshot of the earlier part of the ending sequence.)
Also, I'm not sure how this could be done given how your game looks, but you need to market it better. The sad reality is that people don't have time to play all the games. I almost didn't play it due to how the screenshot looked. At least, have the screenshot be an animated gif. Well, I'm not sure it would have helped, but this game really deserves more players.
In the end, it's a brilliant game, both gameplay wise and in terms of its narrative vision. I decided to write down every flaw and potential solution I could think of because I loved the game, and would love to see an even better version at some point.
very cool. i was incapable of figuring out how to progress past the third dialogue area but the invincibility mechanic is interesting. in the game description you say that it might feel too easy, but i play lunatic and i thought it was just about perfect considering how different it is from usual touhou type of stuff
if you make an update or anything i will be checking it out
I think the storytelling device used here is interesting and could be explored further, but it feels very… underused?
For one, I have no idea how to tell how I’m progressing and what I need to do to get to the next level. I got stuck on the third phase at N3, tried dying 50+ times to the phase, but still stuck - but another streamer got to N2 and died only 3-4 times and managed to get past the phase? (They got stuck on the fourth phase.)
Secondly, the gameplay loop felt very repetitive? There’s no sense of difficulty (and thus no progression), its just the same enemies and the same patterns spawning randomly over and over. The mechanics are nice but they didn’t really carry the game enough.
I know this can be harsh criticism but I do like the game’s concept! It’s just that there’s so much more you can do and a lot of untapped potential for interesting and atmospheric gameplay. Maybe try putting clear goals for each level (“Destroy 30 enemies”, “Dodge for 1 minute”, etc.), and introduce harder enemies the further in you go for a feeling of progression. Also, adding a clear pattern for enemy and danmaku spawning instead of random spawns will help a lot.
Pretty neat vibe. I played for a while and got several messages, but nothing ever changed in the level and there were no signs that there was any sort of progress happening other than the messages.
Interesting take on top down style games. I liked the idea of pouncing on the enemies before they get a chance to shoot at you and the "grace period" on the bullets in the beginning is cool. I'm never expecting the burst-shotgun enemies when they show up ! Always surprise me! Nice job