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A jam submission

Dream ChildView game page

An action/adventure platformer with some RPG elements!
Submitted by dreamchilddev — 2 days, 1 hour before the deadline
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Dream Child's itch.io page

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Comments

Submitted(+1)

Made it to the checkers wall which I assume is the end. I love the art style and the older game feel of this game. The puzzle gameplay is great and got me thinking which is the sign of a good puzzle, almost got stuck but then I got it and that felt nice. The first person mode is a bit strange and I didn't like being forced into it to interact with the environment. Picking up objects didn't work the best and dropping things was happening a lot. The environment itself looks great and the house itself is made beautifully! Look forward to more being added to this game!

Developer(+1)

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!

(+1)

Holy mother of SOUL

A few notes:

  • The flashlight shines through the Great Wall: https://imgur.com/0OmcxEF
  • The arrows sometimes bounce off the player instead of triggering damage and disappearing: https://imgur.com/O70qHyt
    • Normally this wouldn't be too noticeable, but it stands out because of the trail
  • Dunno if this was supposed to happen, but I glitched to the top of this totem pole guy without jumping there. I was standing on one of the rotating planks, and I think a collision triggered that pushed me up there. https://imgur.com/1ft9bfh
  • The menu navigation is wonky, particularly the quest menu. For example, if you scroll down and select a placeholder quest, then press right or left a few times, it'll move the cursor on the main menu (map, quests, etc). It's hard to explain, but it's basically just Event System hijinks. I've had similar problems before. Perhaps the main nav should be disabled while you're navigating a submenu. A similar problem occurs when you're in the map submenu and the cursor gets stuck on the scrollbars; it's hard to escape and return to the main menu.
  • Don't forget to look into text wrapping. The text doesn't wrap properly when it's reading out, which causes some words to jump from the end of one line to the beginning of the next when the word hits a particular length. I think TMP can handle this?
  • It was surprisingly hard to carry the levers around in first-person mode. They kept colliding into walls and falling out of my hands, which isn't realistic.

I think that's all.

This is a genre that I like, and not just for nostalgia. I love the sense of wonder and possibility that can be conveyed with adventure platformers, especially in 3D. Even with this tiny sampling of gameplay, there's a sense that you don't know what will happen when you turn the next corner. I don't think I even found out where the snoring was coming from.

Good luck!

Developer (2 edits)

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.

(+1)

No worries, I hope that helped.

>That's strange because the text wraps perfectly fine for me
To be clear, I was referring to wrapping while the text is reading out, not wrapping for the finished sentence. Let's say you have a long word that appears at the end of a line, and you're typing it one letter at a time (like myText.text += nextLetter). In the middle of the word, the Text component will realize, "wait a minute, this word can't fit; let's move it down to the next line." I think I saw this a couple of times, but I could have been mistaken.

>I'm using a fixed joint for all the interactive pickups and I'm not even sure how to fix the wonky handling
Yeah iktf. I have dealt with HingeJoint2Ds for a few minor objects, and it's wonky. Dunno what the proper solution is, but I can understand not wanting to focus on it lol.

Developer(+1)

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.

Developer

Oh yeah, the snoring noise is from the tree enemies that are close to the floating witch head near the maze entrance.

Submitted(+1)

The atmosphere is very comfy, the low poly look is really well done. I think you should focus on tightening the level design and signposting of what to do.  Once I entered the dream the area was just too vast and I had no idea where to go. You might walk on those brick walls or swim somewhere and find nothing of interest for minutes.

Interactable objects should have some kind of faint glow or other indicator that they can be used. I know the game is called dream child, but I still didn't initially realize that I can use the bed to progress into a dream world.

Developer

Thanks for playing and you have made a lot of very good points. I accidentally deleted a line of dialogue that has the mom telling the player to go to bed when he gets tired, lol. I'm going to add a glow to interactable objects right now!

(1 edit) (+1)

I really like the feelings this game evokes. munching on pizza in dreamland. I’m worried at my age I won’t be challenged by it though.

From watching webms in the thread I thought the camera would be really janky and barfy but it’s probably my favorite 3rd person camera I have ever used

Jump animation doesn’t match the action imo. maybe a different animation while Y velocity is positive?

I went to bed without getting the flashlight. possibly unintentional

you could visually differentiate the gates for the cutscenes by providing some context in the framing, though I don’t know if you WANT to do that.

also I spent like 5 minutes walking down the walls that surround the hedge maze island LOL

Developer

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!

Submitted(+1)

Incredible atmosphere and sound design, good music. Just wish the camera would stay focused more when moving it around, feels quite drunk when moving it

Developer

Thank you! I'll have more audio updates in the next version (combat music, volume fading at night, etc). I personally like the smooth damping setting on the camera, but maybe I'll add a slider to adjust it in the options later on.

Submitted(+1)

Gave it another go, you do get used to the camera and it has its own charm, an options slider would be nice still. I was really pleased with how interactable everything in the house was, I could actually cook up the pizza and potatoes!

Not sure if there's a strafe ability during combat, I suppose you have that planned though

Developer

I'm glad you gave it another chance! I actually added a slider for the camera damping and made the washer/dryer work for the next update, lol. The entire combat system will have an overhaul before the next update as well. Thanks again for the feedback! I'm gonna give your demo another go!

Submitted(+1)

Dream Child looks very nice until you look at Champ's parents. That being said it seems like a lot of work has been put into the game otherwise. I'm excited to see where it goes from here.

Developer

Thanks for trying it out! The textures for the parents are placeholders that I made. Every sprite or texture that looks good was made by my wife. The parents also won't have actual mouths modelled, so they'll fit in with every other character in the game.