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A jam submission

DreamonsView game page

Submitted by OwenTidy — 15 minutes, 38 seconds before the deadline
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Dreamons's itch.io page

Results

CriteriaRankScore*Raw Score
Quality of Game#72.7142.714

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • - Custom exe icon - nice touch :p - No official trailer :( - UI - Nice layout on the control screen - Weapon choice is missing from the controls screen - as is double jump. - REALLY liked the background change when you hover over the play button :D - Like that the menu has sound effects for a bunch of the interactions - although the mouse over sound is quite quiet in the audio mix - especially compared to the selection sound - Menu isn't very functional on the game pad - it's best to keep the player on a single input device for the entirety of the game so they don't need to keep swapping. - The HUD conveys all the information it needs to well - although on my first attempt I think the weapon HUD hadn't appeared, so I spent the start of the game with no weapons quite confused... - It could've used a tutorial, or something in the "how to play" section to say what point on the map you're defending, what the weapons did and how to interpret the UI. - Your game title logo is great! - Game - Fantastic concept and ambience - The music choices throughout fit the game perfectly and really add to the darkness of the game. Generally excellent audio :) - The game map was well thought out without too many dead ends where you could get trapped - although there were a few bottlenecks that meant you could block in all of the enemies. - The weapon combinations are good - the contrast of the fast sword with minimal knock-back and less damage, to the hammer with a larger knockback and more damage is great! Consider adding a cooldown to the weapon changes, so players can't constantly quickly swap, so there's a little more strategy and consequence to the choice. I really like that the weapons also affect your manoeuvrability! - The enemies are super creepy - particularly the octopus the little goblin things. - Really glad to see the faster enemies are easier to kill than the slow ones - adding a layer of choice to the defence - more than once I was weighing up which enemy would reach the child first and which I could get to first, when deciding which enemies to take on. - Being able to navigate the map so quickly is quite refreshing for a wave defence game - I felt like quite a super hero jumping all over the map, and changed how I went about mounting my defence, as I knew I could get around the map so quickly, I could focus on the bigger threats. - Really like the Teddy character - the eye animations are an excellent touch! - The level lighting is excellent - I really like that the spawn locations are clearly marked - it's kind of like the enemies declaring they' inevitably win, so we don't care if you know we're coming. Some of the health packs are quite cunningly hidden - very nice. Also, I'm glad they're so bright, to make them look positive :) - The level assets are generally to a good standard too! Consider adding some mesh around the child’s next so the bed sheets cover up the areas where you've not modelled something to keep it simple :) - Sound effect for completing a wave is great - it means I don't need to refer to the HUD and I can instantly return to my default position on beating the last enemy of a wave.
  • Game looks very good visually but is lacking mechanically. Lack of tutorialisation of game mechanics & flow leads to confusion, the little monsters will attack me but also the girl in the bed? so i take it i'm defending her not myself? Enemies don't really react to being hit so no way to tell if / how much I'm damaging them. Combat feels floaty and lacks impact. The big floaty blue things (i'm guessing monster spawns?) look interactable but aren't. could really do with some tutorials / more in depth mechanical explanation.
  • Very nice style. Not immediately obvious what is going on and what everything is. But once you figure it out it plays nicely.
  • Wave concept protecting the child from nightmares was cool but there was a lack of polish in the mechanics to achieve this. The map has too many access points and seems sprawling without any clear use of that space, I did not find traps or turrets or reasons for this space to matter to the player. the glue gun seems ineffective and both weapons seem to be the same. The concept is there but it does not achieve much enjoyable in the final game, looking at concepts like Dungeon Defenders 2 or similar would better fit the design here. bugs/feedback - Very low frame rate drops for no reason - Why is the glue physics planes? - Weapons seem the same - no clear use for the multiple lanes in the game except making sure you cannot guard both ways and will eventually die, am I trying to last the whole night or just as long as I can? the objective wasn't clear
  • Atmospheric and legitimately scary. Very good, and I liked being a kick ass teddy bear! A tutorial would have helped - I didn't know why I should use different weapons. Also couldn't figure out how to use bullets.

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