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!