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I really love the setting used in this - I've been guilty of daydreaming a lot during school. I like the contrast in that there is nothing to do in the classroom other than to take stock of my current weapon, health, score, enemy positions, and wait for the teacher to turn around, whereas all the action is in the daydream - It makes me feel impatient as I'm forced out of the daydream and have to wait to return to the main area.

I might have been unlucky with my runs, but it feels like the period where the teacher faces away from the students is often shorter than when she faces to the students, and that the frequency that the teacher turns to face towards the students is rather high.  

The use of the score multiplier resetting on switching out of the daydream is clever, as I'm tempted to remain in the daydream section to squeeze out the most of my higher multiplier before it resets. The sound effect for when the teacher faces you is helpful in being reminded to switch out.

The use of warning indicators for enemy spawns is extreme useful. I think it is a good design choice for this type of game as it gave me a chance to plan around incoming enemies. The locations of the weapon crates and that they randomly open also discourages me from running in a large circle around the map to try to kite enemies. The base weapon is alright for small groups but it eventually cannot handle larger swarms. The amount of enemies that appear necessitates getting these weapons for better crowd control, and increases the rate that I can increase my score. 

I think a possible improvement would be to have a mode where there are stages with a global timer. For example, the level ends when the class finishes and you have a final score. This would increase the sense of impatience when the player is forced out of the daydream and would tempt them into trying to stay in the daydream to maximise point gains and risk a game over due to being caught daydreaming. It would also allow different enemies, weapons and level layouts when the stage changes i.e. a new class starts.  This may also help with forming a story for the game in general, which is the game's only major weakpoint.

Overall, I like how the two dimensions gave an effect on each other, and how it encourages scoring the maximum amount of points.

A relatable arcade game about engaging in fun escapism during boring periods.

Thank you for playing and leaving such an in-depth review! Glad to hear that I was able to deliver to feeling of wanting to stay in daydream as much as possible. And thank you for the suggestions. I'm sorry to hear about your run, while I did set the writing phase maximum time for the teacher higher than the talking phase, I also set the minimum really low, so that can happen. I'm going to make adjustments for the minimum time in the future version.