thank you for taking the time to try it out and you even recorded it, awesome! there's a lot to fix, but the main menu being glitched like that concerns me quite a bit. it must be stuck in some loop of restarting the game, i'll definitely look into that. <3
dreamchilddev
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-They're mostly placeholders, but I appreciate it! I'm putting them on separate layers so the flashlight will ignore them, good call.
-Their speed is bugged. I had it tied to the player's speed multiplied by Time.deltaTime for some reason? In any case, I fixed that and it will be in the next update.
-I wrote a bunch of little music loops that will replace the placeholder dialogue music, so the next update will feel even comfier. 😌
-The camera follow pivot point is a bit above and in front of the player. I plan on overhauling the camera later on, so it's at the bottom of my todo list at the moment.
-Good call, I didn't even think about that.
-The map will be fixed when I figure out how to program a virtual mouse cursor controlled by a joystick. I'm using Unity 2017.1 and upgrading isn't an option at this point.
-I agree and it's something I already thought about. I made a simple clothing system that will be in the next update. 😌
-That's a glitch and I fixed it already. Also, I disabled jumping in first person because I couldn't think of a clever way to prevent prop jumping, lol. That will change eventually.
-Also a glitch that I fixed. I apologize because it's frustrating when that happens.
-The key is in a mudball that you find in the home world. You have to put said mudball in the washing machine to get the key. Unfortunately, the key is glitched and doesn't get placed in the Infobook podium. I fixed it, though.
I'm glad you had fun! Thank you for playing and providing such useful feedback!
There is a plot reason why you start in the Dreamloop world, but I didn't have time to add the dialogue that explains it. Honestly, the more I think about it, starting at the hub house does make a bit more sense. The player shouldn't be able to attack in first person mode at all, so I appreciate you finding that bug.
Your feedback is extremely valuable because I'm playtesting, lol. Anyway, thanks again for trying it out!
First of all, thanks for trying it out! I hate excuses, but I rushed this update out to meet a jam deadline and it kinda shows.
1. It's supposed to move slow in the Dreamloop world, but I seriously hate it too, lol. I'll fix that by adding some motion blur. You should be able to adjust the damping in the start menu settings.
2. I forgot to add a controls poster in the Dreamloop world! Very sorry about that.
3. I totally agree and it's something I'm currently working on. I'm planning on uploading a mini-update in a couple of days.
Nice catch! I'll fix that too, lol.
Yep! If you collect the coconuts from the palm trees and get the coconut launcher, you can take out the tiki guy so he stops shooting at you.
I have a bunch of different puzzles jotted down and the next update will include more as well as opening up the maze some more. Glad you found them to be a little challenging!
I've been rethinking the first person system quite a bit lately. I wanted it to be similar to Arx Fatalis with the separate combat mode/interactive mode, but it's not really working out so far. I'm still toying with it.
Next update will get rid of using Rigidbodies for the pickup/dropping system because it's been nothing but a headache to get working correctly.
Thanks a lot for playing and giving such useful feedback! I'll be trying out your demo as soon as I have a little free time!
It's extremely helpful and I appreciate it.
-Oh, I see what you're talking about now. Last time I had this problem, I loaded each dialogue "line" as transparent and then revealed each letter by setting it to opaque to simulate the typewriter effect. Kind of hacky, but it worked, so I might do that here too.
-I'll probably scrap the built-in fixed joint and just make my own. Some other time, lol.
Thank you for playing, friend.
-Yep, the spotlight for the flashlight is set to Render Mode: Not Important and the shadows are turned off. Simple fix, thanks for pointing it out!
-This happens because of the execution order in the arrow script. Also an easy fix, I think.
-I've had this happen to me too and just ignored it, lol. The rotating planks will be inaccessible while the totem head is still active.
-The UI inputs will be completely overhauled next because it is just atrocious. I'm using Unity 2017.1, so it's even worse that I can't take advantage of the new system.
-That's strange because the text wraps perfectly fine for me. I tested it on my main rig, my toaster, and my wife's toaster. I'll look into it, though!
-I'm using a fixed joint for all the interactive pickups and I'm not even sure how to fix the wonky handling at this point. I've tried fiddling with every setting and read the crappy documentation many times. This should be a priority, but I'm too frustrated at it to make it one, lol.
I'm glad you enjoyed it! My long-term goal is for everything and more to be interactive in the player's home world, as well as adding several different islands, each with their own unique theme. Give me five more years and I'll be done, lol.
Again, thank you for testing it out and leaving such valuable feedback! I greatly appreciate it.
Thank you! It is intended to be a game for people of all ages to enjoy.
What you said about the camera really means a lot to me because I used to get so much flak in dev threads because of how it appeared in webms.
The jump animation is actually the fall animation. I just never bothered to hook up the real jump animation, lol.
I'll address this by adding some more torches around the maze world and the flashlight/swim goggles will be sidequests collectibles.
This is a really good idea and I'm embarrassed that I never thought to do it before. I'll add some symbols to each gate/puzzle area to help guide the player to the correct location. Brilliant!
One day I'll add the miniboss and skeleton enemies on the great wall!
Thanks for playing!
-Thankfully the mountains are placeholders. The grass textures are also placeholders, but they're low on my list of fixes at the moment.
-Dpad support is planned and will be in the next update, as well as mouse support in the menus. The sensitivity slider will be functional too.
-I only see this as a necessity when exclusively using keyboard+mouse controls, but I'll think about it.
-The Great Wall is planned to have various enemies and collectibles, as well as a mini boss at one point. There's a dashing mechanic that I'll add in the next update. Underwater swimming will be brought back too.
-Can you elaborate on the weapons not being equippable? It works on my computer and my wife's laptop. Only issue I've run into is if you already have the sword in your inventory and you pick up another one, it will cause the weapon hot slots to malfunction.
-I have mirror reflections kind of working, but I want to optimize the shader a bit more before I enable it.
-I agree, water splashes should be called when you enter and exit the water. It's low on my list of additions, but at least it's on the list now.
Having a lot of fun with your combat system!
Your combat battle system is extremely polished and I love everything about it. I liked the bomb, turret, and drone enemies, but I wish there were a few more thug variants. The grenades are extremely overpowered. I was able to defeat every enemy with just one grenade. The weapon and armor customization could use a little more polish, but I'm sure that's being worked on as well.
Thanks for trying it out, Tomo!
-The First Person/Third Person switching has been addressed and I have an update planned for today, but thank you for confirming how annoying it can be.
-I've gotten so comfortable with how the inputs are, I just didn't even think about changing them before I uploaded, so I will revisit those.
-The quests don't actually work at the moment, so I'll just add some text to indicate that instead of displaying broken buttons.
-Didn't even know climbing in first person was possible! This will be fixed today, thank you!
-When you fall off the Great Wall, there are vines near the pirate ship that the player can climb up. More vines will be added to various points so the player won't have to backtrack so far. I'll mess with the swimming so the player isn't walking on water anymore as well.
-I will also be adding some subtle hints and a few signs to direct the player around the world.
This is some great feedback, thanks again!
This is probably my favorite game so far! Super cute designs, feels very polished! Had to stop at the fifth level to go to sleep, so I'm glad the saving and loading works so I can continue tomorrow morning before work.
As far as glitches go, the only thing I've noticed so far is that the "delete save file" buttons will randomly stop working if you press them too much. I'll come back when I'm finished with it and add more feedback!
Had a lot of fun with this! I don't necessarily think you need a lock-on function for your combat as Knight Shift suggested, but instead maybe some attack variation? The worm-looking enemies don't feel very threatening and I wish they responded to being attacked by becoming more aggressive. Finding where to go after obtaining the crystal confused me for a few minutes.
The saving/loading did work for me, so great job with that! Really love the comfy vibe in the town as well. Very fun, look forward to the next update!
Thanks for taking the time to try out the demo!
-I have a love/hate relationship with my camera. It will eventually rotate with the player's forward direction as well as allowing you to orbit freely.
-This is a problem with the arrow triggers being too thin. I just fixed it, so thank you for pointing that out.
-Eventually, you'll be able to punch the levers, hit them with a blunt object, or push/pull them in first person.
-Thank you for pointing this out as well, I've gotten so used to it that it doesn't bother me anymore, but definitely needs to be addressed.
-I'll have to figure this one out because I've yet to encounter this bug. I do know that if you pick up a weapon, quit, reload, and try to equip it, nothing will happen. The fix is to open the inventory and equip it again. There's a boolean value that isn't being set to false OnDisable for some reason.
-A tutorial scene is being worked on, I just flat out didn't finish, so I disabled it. I'll add some subtle hints for the puzzles too, so the player isn't trying to guess what to do every single time. And regarding holding the button down, I definitely dropped the ball for not including that in the game page. I've updated the controls section a bit and added a few hints to guide people along should they get stuck.
Again, thank you for trying my demo and leaving such great feedback! I'll be trying your demo out as soon as you update it tonight.