I've seen and played a lot of "dream" themed RPGs in the past. It's really hard to get them across because you need to be concrete enough in your language to communicate the fiction of play, but dreams don't feel like that. The key innovation of this game is the give-and-take between feel and detail. Each participant has to connect with a feeling, and that feeling prompts the development of a concrete detail. This give-and-take is also a natural fit for a 2 player game like this. I really like it, you've got an innovative approach to a perennial RPG problem. Congrats!