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A jam submission

REMView game page

Journey to dreams end
Submitted by Cancri — 3 hours, 18 minutes before the deadline
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REM's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#92.7242.974
Best Audio#92.2542.462
Best Visuals#93.6634.000
Best Game Play#102.2542.462

Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

A very different approach to the game jam! The whole concept, the art style and the game mechanics are certainly very strange, but not in a bad way. 

 My favourite part is the art style, combining 2D and 3D elements to create that beautiful effect.

 The gameplay itself is strange and not traditional and maybe with a bit more tutorial information, the whole concept would be easier to understand.

 The mechanics are clear, but still they feel a bit odd, maybe more work on them could be useful.

 Overall, a great addition to this game jam that could be improved in the future.

Submitted

The world you've created is really distinct and I love the idea of a kid using a toy as the core mechanic so I think it'd be great to lean further into that. 

The player movement was a little floaty which made platforming awkward at times but I wanted to keep going to see what wild bubblegum fantasy was around the corner!

Submitted

Lovely dreamlike aesthetic, where both the 2D and 3D elements look great. 

Though as other has said, the movement and controls feel sluggish and its hard to get the character to do what you want. 

I imagine with more time you will be able to make the game play as good as it looks .

Well done.

Developer

Hi Jawbyte, thank you for the kind words on the aesthetics, was there any movement/mechanics in particular or would you suggest it all needed work? I agree especially with the throw mechanic should be practically instant. I sadly had to do a lot of chasing and doing the odd jobs I needed to get more in game, modelling ,sfx, asset, placement etc.  I think if I had another week I think it could be fine tuned at least the player.

Submitted(+1)

The jumps and jump slams would be a good place to start. As they feel quite floaty.

As in it takes too long to fall down, and you have little control of the initial jump.

It may not be physical accurate, but most platformers increase the gravity or fall rate when the player reaches the peak of their jump curve, or when the space bar is released. That way the player can do a shorter or longer jump, and it doesn't feel like they are falling forever.  Then for the slam make the fall velocity much greater to create that contrast. 

This video explains that idea around 2;30 seconds in
Submitted

As others have said - really cool art style! I love how weird and wonderful it is, there are some really creepy enemies. Sadly, with my sleek but impractical Apple mouse, I wasn't able to do any of the attacks since I couldn't right click and left click at the same time, so I was limited in what I could play. There were a couple issues of bumping into invisible walls and getting stuck too. But overall, this was a really well thought-out experience, congrats!

- Matthew, MoonSprite

Developer

Haidock Thank you  sorry to hear you couldn't experience the game correctly/or as intended. If you have a controller I would recommend that option next time. Thanks again about the visuals. As for the invisible walls and getting stuck do you roughly know where this happened or at least what level (we only had two levels). 

Submitted(+1)

No problem, it's just Apple being dumb as usual. I'll see if I can track down a controller to try!

It was around the fire wall that you had to walk through - I think I accidentally jumped into a zone to its right that I wasn't supposed to get to.  😁

Submitted

A nice combination of 2d and 3d elements. It is pretty good and everything feels right. It gives me the "Alice in Wonderland" vibe. Though, the control could have been improved as slam attack is extremely hard to use; I failed a lot of times. Also, I am not sure if it is a glitch or it is meant to be that way; when the player gets attacked, the camera shakes a lot which gave me motion sickness. Other than that, everything seems great. 

Developer

Thank you Team trident, the art team will be pleased, may I ask if you played with controller or keyboard? Is there anyway I could make it easier to use  would a different button work?

As for the attack I think it depends what enemy you encountered?  

The bat uses a black hole which expands when it hits a player adding gravitational pull towards its center it can be I guess a bit jarring, if it's the lady then she can hit you and launch you sometimes it can even be a ridiculous amount. The spider shoots webs which then creates a web on the floor causing slow movement and the snake similar to the spider but shoots acid. 

Thank you.

Submitted

Well that was terrifying. I think I've had a dream like this once.
Aside from almost everything being janky an weird as is not unexpected with jam games, it was pretty well executed within limitations which is all that could be asked for. Most annoying thing is really the delay on throwing cat plush thing, it's just too long. Seems to have a good amount of content to it though, with checkpoints at nice intervals and interesting uses of the mechanics, as well as fun ways to cheese past things ;). Not sure exactly how much content because I got past what I think was the second "boss room" (where the music changed), threw cat plush thing through the giant cat-flap and pressed q, which completely stuck the game for some reason and I had to Alt+4. 
Nice work here.

Developer

037, I completely agree with the delay on the plush throw, I think that will be something to look at as well I feel it should be instant or a split second delay. Yeah not sure what happened with the Q thing its happened only a couple of times I've since made a slight change hoping that fixes it, again it feels like a 10% chance that it happens. 

Thank you.  

Submitted

Such a pretty game. 

I don't know if it's me, but I kind of struggled with the controls.

However on visuals alone this game gets a big ol' thumbs up from me.

Developer

Thanks Pip, I think a few people have felt the game to be sluggish as such, was you playing with a mouse and keyboard or the controller method? 

If both any suggestions on what you would change? 

Thank you the art team will be pleased :)

This game was......confusing. The art-style is cool, especially the 2D stuff. However, I feel that the controls are a bit too sluggish and I think that the game could have benefited from some narrative details to help give some context to the players actions. 

Overall though an interesting concept with some cool mechanics and a fun looking, if a tad esoteric narrative. Nice work.

Connor - Banana Folk.

Developer

Thanks Connor for the feedback. Was there any part in particular that was confusing, or was it the whole game as a whole? 

As for the mechanics themselves, a lot of them were tied to animation and I think need to be sped up and altered, I tried to get her movement speed, jump/slam to feel good but not be too hard to control either.

(+1)

Having read the narrative brief on the game page I am now slightly less confused 😅 

The only other things that I found difficult to understand were where the plushie was going to land which made aiming quite difficult and if I was damaging the boss at all. 

Submitted

The art -style is very unique and eye-catching! (Pun intended). The gameplay is fun, but there is a lack of a tutorial to teach the player how to play. The level design is well-thought out and compliments the game mechanics. Overall good play! 

Developer

Thank you for the feedback, it's very appreciative. I was trying to teach players using the graffiti on the walls for the slam and the throw/possession.  Any suggestions for future games?