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Dream of the Dying's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall fun and playability | #149 | 1.819 | 1.875 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme incorporation
The setting is lovecraftian cosmic horror with some ancient ruins.
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Comments
Is the red part accessible? I never managed to reach it and wonder if there's some stairs going down I missed somewhere especially
There're some rough edges but there're also things I like here. I want to know more about the story, I like the big, detailed dungeon which includes verticality and medkits inside the corners, movement feels good and although weird things happen too with enemies combat itself works with the right difficulty.
I'd play a refined version of this, thanks for sharing.
The good: Nice use of three dimensions and multiple levels; nice, theme-appropriate story; a good amount of detail to the levels.
The bad: Falling through the floor; lots of empty space (needs more small enemies, and a better way to understand the grid); no sound?
I really enjoyed the story on this one and I think you have a solid base here but I had some general issues that need some polishing:
-While the grid movement, turning and verticality were great, I quickly got off grid and the player model often clipped through objects and the environment.
-I fell off the edge and fell forever. In my other attempts, I fell through the ground and got stuck walking around under the environment.
-Big open spaces that largely serve no purpose make traveling a slog
-The combat was pretty buggy, the enemies often were floating in the sky
-The combat could use more feedback
-Sound and music go a long way, even if it's basic public domain stuff just to add to the atmosphere
-Some seams on where wall meets floor need to be cinched up
Like I said, I think there's some potential here but it needs some work.
I really like the visual style. Sometimes items or paths seemed a bit off-grid and I had a bit trouble with the fighting.
Feedback would be nice for when you've hit an enemy and actually dealed damage or killed the enemy.
But really nice work, keep it up!
Unfortunately I found myself (or the stairs) being about half a space off-grid which ended up with my being clipped into the ground a lot, and subsequently falling into the void.
That said, the movement is snappy and responsive, felt really nice to move around, and having ramps is something I don’t think I’ve seen in other entries yet. Felt like there was a lot of effort put into the story via the notes, I would perhaps have gone for a smaller environment so it didn’t take so long to get back after a void-fall.
Anyway, nice work, would like to see this patched up and maybe developed further.
The world / story in this one seemed very well developed! It was a shame there was so much empty space.
I would recommend making it impossible to fall off edges that lead into the ocean / void. The field of view / camera positioning also made it hard to see what was going on around the player making it easy to make mistakes.
You can watch my play through here: https://www.twitch.tv/videos/2111781401?t=02h21m01s
I liked how there was a story with the notes that were left around the map. Unfortunately, the map was way too big for me to find all the notes before enemies tried to kill me or I fell through the sides. I fell to the bottom of the map once and couldn't get back to the city... Starting with a smaller level could be a good idea for this. The enemies were creepy looking so good job with that I liked it! The combat was chunky though, it could be solved with some additional feedback.
Am I the only one who loaded the game took two steps and fell downwards never to be seen again. kinda funny. Had to restart the game, but hey, I got some time to read a few more lines of the super fast scrolling text int the beginning.
Had a few encounters and walked some mazes, before I clipped through the walls and fell down again. I think the level is way to large for a jam version, and that's why it may be hard to fill it with an appropriate amount of content.
Movement is good, and combat works fine as well. The story is done well.
Keep on the good work. Keep on improving!
It was a VERY brave move to try and get such a huge level for a jam entry. It shows how you run out of time. Also 2min, 28 second before deadline submittion. That is a pretty close one!
It always better to create a small level first, polish mechanics and then add beef on top of foundation you already have. That way your time will be spend much more efficient. At the very least you will be able to make more fluid basic combat/interaction.
Keep working on projects! Its a very good practice and quite fun at the end! :)
Wow, that is a LARGE map you have got there. The graphics are fairly nice, but movement could feel a bit better and there is no feedback at all in the battles. Maybe add at least some sound effects there. But I think you have a solid foundation there.
Good job! loved the atmosphere.few bugs were i fell through the enviroment tho!
I really liked the way you created the city level. Lots of "verticality" in there. However the game also shows why its not always a good idea to use the buildin 3d physics engine in a grid crawler. I could walk through enemies when they moved at the same time to the same tile and I fell of the level quiet often. A solid start.