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Dream Machine's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #70 | 0.862 | 1.167 |
| Originality | #72 | 1.354 | 1.833 |
| Visuals | #73 | 0.862 | 1.167 |
| Fun Factor | #73 | 0.862 | 1.167 |
| Overall | #73 | 1.108 | 1.500 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Is your entry a video game or a physical game?
Video Game
Was your game made solo or in a team?
Solo
Did you use any third party assets, if yes what assets did you use?
Yai's SFX pack
Did you choose from one (or more) of the optional secondary themes?
Nope
Does your game contain any 18+ content?
Nope
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Comments
After i doubleclick on the parts in the beginning, i get a red basket. Killing the basket drops a hearth. I cant rly do much esle and when i move left i fall it seems.
Here is a screenshot if this helps somehow. I use Windows 10 Pro.
Nothing wrong there actually. That's unfortunately as far as I got as level creation goes.
Ah i see, thats all good. I was worried that maybe the cam wasn moving with me or the level gliched out.
All right, it should work now. Turns out Godot has a funny quirk when it comes to exporting a project with files of the Resource type that it loads. First time I've ever done such a thing, so I ran into it. Not the first super annoying bug I've ran into when it comes to the Resource type, but at least it was an easy fix after research.
Okay, I see what's going on now. A very weird discrepancy is happening between the in game player and the export where it appears to be failing to to read some files somehow.
Sadly none of the inputs seem to work.
The game does nothing after pressing new game. I tried clicking the head and pressing keys but I couldn't get it to respond.
Nothing at all? Can you tell me what platform you're playing on?
Windows 10, it just seemed to freeze and do nothing
All right, I got the actual description in. So, what went well and what went wrong?
Well, I think the first week went pretty well. I basically never made a platformer in Godot before so I started with the movement controller. The movement controller was the most time consuming part of the project for all the wrong reasons. I ended up letting my ambitions getting the better of me over engineering it and expanding the scope far, far too much(for example, to potentially handle a difference between bipedal bodies an wheeled ones). The amount of time I spent trying to adjust and fine tune that instead of focusing on basic functionality probably cost me at least two dev days at best and four or more at worst.
Kind of a shame on that too, because I've been working on my illustration skills on and off and wanted to show some of it off. Those days probably could've gone into an actual level and making art assets. I had Arms to the point where making them is fairly easy. Hit detection is actually down to a science, so enemies would've only require art and AI.
The creation menu, well that started as a finely tuned scene but that quickly turned into a bubblegum and duct tape situation as some methods I was relying on turned out to have never been properly coded. So it was a real rush getting that together in the last hour and I'm frankly it shocked its as functional as it is.
For what it's worth, in retrospect I also focused on the wrong things, and while my game plays, it still has some very weird design choices with the fullscreen for example.
But hey! We both made something, and I would argue that we both learned some lessons about gamedev and maybe even learned something about ourselves. And you can't put a price on that :)
Yeah, this project sure taught me quite a bit and some new ways I could do things in the future.
I selected a head but it seems the head did not want me.
Is there anything beyond the select head screen or is the game just unfinished?
Yeah, sorry about that. If you're using a mouse you gotta double click. Keyboard it's z to select. I'll be getting a proper description in here soon.