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If this was made solely for this GameJam, i.e. you started working on this for one week, then it's amazing. Creating the idea/story and most important the assets in one week, just wow. Especially the two artstyles choice. (though i find it a bit ironic that the less detailed pixel art is for the "real" world, while the more detailed handdrawn art is for the dream world)

Before i got into some criticism(don't worry, it won't be bad ;) let me just tell you, i would love to see a full game like this.

Now then, my only real criticism(other than the length, which is why i said i want a full game haha) is that the movement of the player is too slow. I get you don't want him jumping around like in a platformer, as this is more of a horror/point&click adventure game, it's still boring to sit through him going from one end to the room to the next.

There was also a bug that happened(minor spoiler for new players!). I played the game first normally, i broke the musicbox and then later "accepted" the situation. He woke up moved a bit and then it faded to black, with the new music keep going. Nothing happened and i assumed it was the end. I then looked into the txt file and decided to play again to get the second ending. I kept the music box as much running as possible, however the moment i "accepted", the game gave me a bug notice and crashed.

the whole game, including all art, programming, music and sound effects, are made after the GameJam begins. That's why everything seems so unpollish, we just don't have enough time. 

As for the art styles, that's because we have two artists in the team(I'm the one who drew the pixel art). Before we start making the game, we were deciding which art style we should go for since our art style is so drastically different. That's when I suggest why don't we embrace the two art styles and fit it to the "dream and real world" setting. 

Having the less detailed pixel art for the real world and more detailed handdrawn art for the dream are actually intentional. Although I didn't make any line ingame that mention this, but this is because the nightmare had hunted the protagonist so long that the real world seems so faint to him and the dream is getting more and more clearer.

There are a few reasons why the player movement are like this. At first, our initial plan is to even have a different game style in two different world. One would be more about plzzle solving and the other to be more of a platformer to emphasize the theme of duality. And cause of the platformer part, we have to avoid using a point and click interact system which would be more suited for what we have now. Also because the movable space is so small, the interactable items in the real world are more packed together. So the player movement has to be slower as well in order to let the player to control what item to interact more precisely.

For the music box part I know that there are some bugs and I'm still looking for a way to fix it. (ending spoiler ahead) The ending you got is the true ending where the protagonist wake up in the morning finally and escape from his nightmare. The intention of having the musicbox effects the ending is that the "accept" option will only show up if the music box is playing(sorry I can't find a way to code it in). So that if you break the music box or the music box is not playing, there will only be a "kill" option. And if you keep choosing the "kill" option, the sleeping pills will eventually run out and all left in the real world is an empty pistol and a bullet will appear at where the shadow stands. I spent more time on this ending so it should looks better than the true ending, maybe you can go back and try it if you want :)