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A jam submission

Dream ChildView game page

An action/adventure platformer with some RPG elements!
Submitted by dreamchilddev — 30 minutes, 52 seconds before the deadline
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Dream Child's itch.io page

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Comments

Submitted(+1)
  • Very interesting, nostalgic, mysterious, cozy and comfy. Congrats.
  • You have a nice start to a good aesthetic, but you must be mindful of your game's pixel depth: the resolution of textures vs the size of the models they'll be applied to (the main offender being the mountains vs the grass). It's not easy to get this right in 3D, but is a must for this kind of look.
  • Nice work on the controls, specially for the analog sticks. Menus needs support for the D-pad (and maybe for the movement too, for that retro feel), and the camera needs a sensitivity option (it's too slow).
  • A run (+speed, -turning) button would be a good addition.
  • Maps seem too big for their own good, and easy for you to get in a bad/boring situation (falling in the water, for example), at least without better movement options (bicycles? floating? rolling around?).
  • Equipping items and attacking doesn't seem to be working at all when using a gamepad (and the mouse+keyboard).
  • Missing details: Do something about the blank bathroom mirror; Needs a spashing effect for when you jump out of the water too. 
Developer (1 edit)

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.

Submitted(+1)

Controls are weird, sometimes you need to be in third person, sometimes in first, switching between them isn't possible while walking, so you have to stop, switch, and then continue. Also there seem to be 3 different interaction buttons, Space for menus, LMB and F, Why not one? Mouse controls in menues would go a long way I think, same with better highlighting of what things are selected. DebugText for all DebugQuests was the same one as for Quest 1, might be just a typo, might be a bug where they all reference Quest  1. 

When climbing in first person, the Camera goes into third person view, but the player model stays invisible. 

Jumped of the Big Wall thing in the Dream, could walk on Water, but didn't find a way back up.

Really nice Environment Graphics, I dig the Textures. I somehow feel I got lost too early and didn't really experience a lot of the Content there is.

Developer

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!

Submitted(+1)

I played for a while, but I couldn't figure out how to progress any further, so here's what little feedback I have to offer for now:

- The camera feels pretty weird, any time I turn it it has to re-center itself on the character for some reason.

- The arrow trap seemed pretty punishing but it seems sometimes (and only sometimes) you can hug the wall to avoid them.

- I wish I could switch the levers outside of first person mode too.

- Exiting FPMode can be done at any time by pressing RMB, but you need to stand still to be able to enter it.

- By the end of my session, I couldn't use my weapon anymore with LMB in third person mode.

I'm not going to talk about things needing to be communicated better to the player, as it seems clear at this point in development a tutorial isn't in place yet, but maybe you should mention holding LMB to interact in the game's page!

Developer

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.