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Dull Reality & Colorful Dreams's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme - How well does it incorporate the theme? | #6 | 4.477 | 4.477 |
Overall | #42 | 3.541 | 3.541 |
Audio - Does the game have nice sfx and music? | #66 | 3.409 | 3.409 |
Completeness - Is it an unfinished tech-demo, prototype or a complete game? | #72 | 3.477 | 3.477 |
Graphics - Is the game aesthetically pleasing? | #92 | 3.523 | 3.523 |
Gameplay - How fun is it to play? | #116 | 2.818 | 2.818 |
Ranked from 44 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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The hand-drawn style is very cool, great watercolor portraits. Though I also find the child-playroom dreamworld style very unnerving, so, kudos if that’s what you were going for…
Great audio work.
It’s hard to navigate without getting lost. I can keep some reference if I look at the map at the very beginning but I tend to lose all sense of where I am before long, especially with the ice and the other-world transitions. (Also, I once ‘woke up’ on a water tile and was unable to move.)
I’m impressed with you getting a turn-based tactical grid combat system into a week-long jam. I thought the combat was impossible, clowns were just warping into me in one turn and annihilating my party, but then I saw your youtube gameplay clip and felt that my original party composition was just completely worthless for battle. Taunt wasn’t helpful as I’d still take enough damage to die. I don’t know how I’d do it without Lion/Witch for the stuns and move speed. (And even then my party got wiped very fast after managing to navigate down some stairs, so that’s as far as I got.)
All in all fairly sophisticated, but could definitely use some balance/difficulty adjustment, and some way to keep a sense of where I am on the map.
Thanks for playing extensively and the extensive feedback, all your criticism is super fair.
Displaying coordinates in addition to the direction would not have been unfair, if we work further on the game one character will likely do just that.
Thanks for your comment about the grid combat system. I had never done anything like that and thought it would be quite a challenge so I'm very happy someone mentions it. I made three compromises from the start to make it over the timespan in addition to everything else : no extra mouse support, enemies warping instead of looking for a path and the player never having to select a target. Even if enemies warping is obviously more confusing than if they didn't I'm happy with the result and think these were more or less the right choices for my skill level, if I had to recommend a way it would probably be something like that depending on how comfortable you are with pathfinding and all the bugs it could lead to.
Regarding balance I thought people would either explore or get lost a bit and would ultimately get levels from wolves (even teammate working on the art did ;) ). At least you're never totally stuck I guess. Yet xp could definitely be gained a bit differently so the game is easier on replays and some encounters from the beginning and the first floor of the dungeon especially could still be a bit easier either way. The encounters from the first floor after you enter the dungeon can definitely be close to impossible if you're rushing there. There's also some small randomised adjustement factor to an encounter leading to possibly more enemies, clearly if we're talking about the starting, outdoor, floor there are some very winnable configurations and some much harder ones.
By the way the audio work is the one thing we did not do ourselves and used third party assets instead in case you'd be interested in the assets, the links are on the game page.
Thanks again.
That all makes sense! Pathfinding is not a challenge I’ve ever tried to tackle yet myself.
I confess I had no idea I could level up from wolves. I settled on fleeing, thinking it was just a dice roll to overcome the danger one way or the other. I might’ve figured it out if I playtested longer, so I’ll give you that one. I was more concerned with trying to rush ahead in order to conserve food/potions.
Don't worry, successfully fleeing from wolves gives you xp while trying to fight them is almost suicide, and advancing to try to get potions and food is the right way to go, sure by playing longer your characters would have naturally got strong enough to deal with encounters but you did absolutely nothing wrong.
I liked it! I think the combat and Ui could have been a bit more clear, but it's always hard in game jams to focus on stuff like that so I understand. I think the game used the theme well and I had fun overall.
Thanks, I'm very glad you appreciated the game.
I liked the different characters, and I liked the flipping between the two realms. Combat was absolutely brutal though with enemies just being able to teleport wherever they wanted. My mage was the only one capable of doing any significant damage, but she was taken out in one hit by most of the enemies I encountered.
It also crashed on me repeatedly.
Overall liked the concept but the brutality of the combat and the crashes brought it down in the gameplay.
Thanks for playing.
Regarding the crashes have you launched the game by clicking on ColorfulDreams.jar? Using the launcher instead might prevent that in that case.
I really like this game, the interesting combat system was really fun, the hand-drawn style looks really good although it can make the game a bit confusing at times. the movement was a bit weird though, i would expect s, a and d to move however they are used to look around. the different player classes are really cool, and i appreciate that the player portraits change when changing worlds!
Thanks, I'm very happy you like the game.
Since I am using a AZERTY keyboard myself I've been only implementing both WASD and ZQSD (and arrow keys too) and then there's no intuitive keys left to move left and right but next time I might just implement WASD+QE (+ arrow keys anyway) which is indeed very more standard instead.
I like the hand drawn maps and controls. The duality theme is very strong and the graphics support the dream / waking world. I liked that you could select 3 from 5 characters, which makes replays more interesting. Thanks!
Thanks for playing, I'm happy when people mention liking the maps.
It was an interesting idea to go into a tactical turn based combat system for encounters. Very much like Battle brothers, but on a square instead of hex grid. It would have been good to see how many movement points the enemy had and also see an animation of their movement. They were suddenly on you when it was their turn.
The graphics weren't a style that we're keen on, but they were self-consistent, at least, which is good.
Having the maps, even hand drawn, was a nice touch. We needed a "You are here pointer" though.
We couldn't remember the keys once in game and couldn't see a way to bring them up in game.
Auto save was a nice feature, seemingly after each combat.
Messages blocked progress until you pressed Escape, which wasn't obvious and sometimes brought you to the Exit game message if you pressed it too eagerly.
We kept expecting the music to kick into the "Cagney And Lacey" theme.
When you die the game doesn't seem to have a way to restart, we had to kill the Java process. Is that right?
The duality theme was interesting, although it seemed to happen randomly. We suddenly went all monochrome and icy and we weren't sure why. It then seemed to go back to the original world when we moved.
You might want to check the Windows checkbox on your download so you can install and run it directly from the itch.io app. Also, when you filter by platform on the submissions page it doesn't show up under the Windows section. Someone pointed this out to us on Discord. We missed your game when looking for Windows downloads.
Out of interest, could you supply a Linux and OSX launcher for this since it's written in Java? That would be neat.
Well done for making a unique and interesting entry to the jam.
It was an interesting idea to go into a tactical turn based combat system for encounters. Very much like Battle brothers, but on a square instead of hex grid. It would have been good to see how many movement points the enemy had and also see an animation of their movement. They were suddenly on you when it was their turn.
The graphics weren't a style that we're keen on, but they were self-consistent, at least, which is good.
Having the maps, even hand drawn, was a nice touch. We needed a "You are here pointer" though.
We couldn't remember the keys once in game and couldn't see a way to bring them up in game.
Auto save was a nice feature, seemingly after each combat.
Messages blocked progress until you pressed Escape, which wasn't obvious and sometimes brought you to the Exit game message if you pressed it too eagerly.
We kept expecting the music to kick into the "Cagney And Lacey" theme.
When you die the game doesn't seem to have a way to restart, we had to kill the Java process. Is that right?
You might want to check the Windows checkbox on your download so you can install and run it directly from the itch.io app. Also, when you filter by platform on the submissions page it doesn't show up under the Windows section. Someone pointed this out to us on Discord. We missed your game when looking for Windows downloads.
Out of interest, could you supply a Linux and OSX launcher for this since it's written in Java? That would be neat.
Well done for making a unique and interesting entry to the jam.
Thanks for playing the game and for the detailed feedback.
I just checked the Windows checkbox, thanks for the heads up. I will definitely have to add a Linux launcher to my games some day, I just want to have a distribution installed so I can check that it works and I currently have none.
When you die you normally just press ESC or ENTER and the game restarts, reloading your savegame.
I really liked the idea of a different characters and how dream world and reality were represented. But I found combat system a bit difficult to get my hands on.
Thanks, I thought enemies teleporting might be the right compromise for a jam (I'll figure out whenever I implement movement if that was actually doable without bugs in such a timespan) but for sure it is more confusing than if they walked.
Yeah, maybe I was just surprised by the difficulty spike, as I was always getting wiped out in this fights. Had more chances in Dull Reality, shooing wolves than in Colorful Dreams battling with enemies.
I absolutely love the visual style of this game, and I think it's probably the most visual evocative version of the theme I've seen. You did a great job establishing the contrast between the dreams and reality. Good work!
Thanks, each of us drew one realm by the way (I did the easy one).
This is funny but this game scariest in the jam. So liminal space vs raw real world. Realy cool.
Thanks. For the record the ending is pretty light-hearted though'.
Seeing the game go from dream world to cold wasteland is probably one of the most emotionally shocking and interesting things I've seen from the jam so far. It feels seriously unsettling.
With that said, it's really frustrating because what enemies do in battles isn't conveyed well, and like people say, they teleport all over the place. The idea of it is fun, but it made me give up pretty quickly.
Thanks.
Right or wrong I thought that trying to deal with enemies looking for and following a path would be a lot of time spent with on top of that the risk to add bugs to the game in special cases so I just decided to have them teleporting near a character each turn like they have instant movement, which for sure is much less clear to follow.
I really like the different player classes. The graphics are great.
Thanks, I'm glad you appriecate the game.
A lot of work went into this game and it shows. The art and presentation are really great. its handdrawn and feels very lovely. "Reality" being that "bad" and frightening gives you sense of urgency regarding the story right away, in stark contrast to the colorful "dream-world", where exploration is much more pleasent. At least until you meet some of the monsters, haha.
I like that there is already a choice at the beginning of the game, where you can choose between several characters who have different abilities.
The game itself plays pretty smooth, though it was a bit overwhelming at first with all the different gameplay mechanics I have to understand (exploration on 2 planes, rations, fighting, reading the maps etc.). But once I understood it it feels very rewarding. It felt a bit like a survival simulation at times, which is pretty cool.
I love maps with annotations which integrate into the story like that. Though sometimes I just got lost, but my sense of orientiation isn't the best anyway, haha. Battles were a bit hard at the start with enemies teleporting through the entire grid, though. This was a very great entry, it took me sometime, and some restarts to "get it", but then everything went much better. :)
Thanks for playing, I'm glad you enjoyed the game and liked the maps even if they are indeed often not very helpful.
The graphics were excellent with a unique style that fit well the theme, the audio was a nice touch, and the abilities of the characters made the gameplay very interesting.
Now while I have to say I liked the surprise when we quit the dreamworld and understand better where the game is leading us in matter of story, I have to confess I didn't managed to complete the game despite having tried different party, also trying hard to understand the map...
The fights are too harsh, as all enemies seem to teleport and we don't deal as much damages as they do... and sometimes the dungeon is vicious in the sense there are holes in which we can fall and die if not enough health, electric floors or tile pushing us backward without anything to warn us.
I even ended up soft-locked by reaching a place by crossing a tile of water with the pirate in dreamworld, but ended up back to reality without ration and no way to leave the place, having to restart the game.
I've made three full retries and never managed to beat the game. I guess the difficulty is a bit too hard to me.
But still : no grudge since the experience was good overall, I still did enjoyed it and it deserves to be tried! Maybe if there's an update after the jam, I would give it a fourth try in which I would maybe beat the game this time! haha
I am very sorry you got stuck with the pirate, I tried to limit the possiblity as much as possible in particular by making sure you would consume rations only on empty tiles, I knew there were still some places it could happen and hoped it would not.
I am also sorry you really took the time and still did not reach the end.
If you started to fall into holes and such you probably were already not that far away from the end, there's one stairs down in the south eastern part of the third floor (the location indicated on the map) which leads to a way where you need a ration and another one in the north eastern part which technically does not require one yet the message to solve there is a bit harder to solve than the others (it's not super crooked either, if you think of something and try with the first word you should manage to solve it).
So yes, thank you very much for taking the time to play and sorry it did not fully pay off.
I like I lot this game, this is a great application of the theme, great job!!
Thanks, I'm glad you like it.
The only thing that prevents me from going further is losing a sense of direction. The map could be a little more informative with some landmarks. The combat was quite unique but also somewhat confusing. Clowns just teleport half the combat grid.
If I understand the map, maybe I would have a chance...
If you are planning to update your game so that it is easier to locate where we are on the map, I will definitely check back!
Thanks for giving the game a try, and thanks for your feedback.
Don't worry, the game is definitely hard to navigate,
The maps are directed with the north on top, and when walking you can see which direction you're facing among the information on the bottom left of the screen. From the maps the top left one is the one of the floor where you're starting the game, the water is blue, the road is brown, the ice is not depleted (the trees of the dreamscape are not either). The arrows indicate the position of two stairs you can use to enter the dungeon, although' if you're in the real world you might need to look for an illusionary wall to enter (there are two more in the water you can access in the dream world only if you own the pirate).
The further maps are very empty, only indicating some stairs and some small parts so that at some points you can potentially know where you are.
The game can probably scale to something bigger so it's possible that we continue to work on it, and I can totally see one character helping with the map, indicating your coordinates and position and the location of all the stairs or something like that.
Enemies teleport near your characters because I did not want to take the time to try and make them find and follow a path during the jam.
Oooh, something like Wayward Compass from Hollow Knight? I’m down.
I liked the different characters to choose from.Navigating was very hard, got lost very quick. Map didn't help much.
Graphics and music are great, great submission
Thanks for playing the game.
A unique entry, nicely done.
The character selection is varied, each with distinct abilities not only in combat but during exploration, allowing for tackling the dungeon in different ways (neat!). Not to mention, they're very flavourful given the premise of the game. Speaking of, the premise is very cool, and implements the theme well. The visuals are fitting too.
The game was super challenging! Maybe less so for old school/experienced dungeon crawlers, but I was terribly lost most of the time, and I found the enemies very deadly. I was able to beat the game, but probably not the right way – only through grinding the random wolf encounters and save scumming was I able to get strong enough to brute force my way through the dungeon. And the lion's ability was vital while I tried to find my way around.
I'm glad there's a happy ending after the initial gut punch upon leaving the dream world for the first time. Looks like our games' ending messages are kinda similar ;)
Yes, after such rough travels you need some light-hearted feelings.
I'm glad you enjoyed and completed the game, thank you, and don't worry it is challenging.
Wow! Great job! The graphics are perfect for what you were going for. The painted textures are whimsical, and the hand-drawn black and white graphics (and the absolute lack of music, excellent choice there) provide a stark contrast between the dream world and reality.
When I started the game, I kept trying to press E to enter the dream world, not realizing I was in it! When my hunger got too much, and I was shunted back into cold reality, my jaw dropped as I realized the implication of what was happening.
Nicely done!
Haha, yes, where you start could be a real world just as well in a different context. Thanks for playing the game, I'm glad you liked it.
I liked the graphical style of the game even though it feels like it could need some refinement, liked the Audio! The game was pretty confusing to me. Certainly very good fit for the Theme category :D
Thanks for the comments and thanks for playing the game.