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DreamCatcher's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #3 | 3.632 | 3.632 |
Presentation | #5 | 4.158 | 4.158 |
Overall | #5 | 3.882 | 3.882 |
Concept | #8 | 3.789 | 3.789 |
Use of the Limitation | #14 | 3.947 | 3.947 |
Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Fax
Software used
Construct3
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Comments
Was not sure the rules of the game. Liked the graphics though!
You just have to catch good dreams (blue feathers) and dodge nightmares (red swords). Each sword you catch make your character feels worst, each feather make your character feels better. The more swords you catch, the more the big bad black nightmare come close to your character.
Happy you love my graphics ^^.
I like how well every part of the game is communicated to you, using everything from UI design to symbolism. The simple rules also contribute to this game feeling very easy to understand. One thing to criticize is that the gameplay doesn't have a lot of depth, the higher difficulties just make the game more of a reflex test. It seems like the waves are random, by designing the patterns by hand you could make the game more puzzle-like and create a natural difficulty curve. But this game is enjoyable as it is.
Thanks for the message.
I add some random values in the movments of objects in order to diversify the level. Moreover, the difficulty steps change the value of the bonus and malus. I'm agree with the fact that the gameplay is very simple, but i only got 36h for this jam and prefer to polish the other parts than add some gameplay.
i was a little confused to what i was supposed to do, but in the end, it's possible to figure out
it's a nice and simple game :)
You can see feathers and swords fly in the intro scene -> First clue.
After that, during the transition scene, you see the dreamcatcher catching the blue feather and dodge the red sword (plus, i put a thumb up blue on top of the feather and a thumb down red on top of sword). -> Second clue.
Always in the transition scene, you can see the feather go on top of nightmare (wich is represents by a big bad black shadow) and make it fade out. -> Third clue.
Anyway i suppose you play and understand by yourself how the game is winnable, even if you miss the clue i create ;).
Thanks a lot for the test and for the message.
oh yeah no the game has really nice qlues, this is completely my fault, i just don't get what to do despite all the clues ^^' happens to me in every game, even huge AAA ones
and yes, i did figure out how to win and did it in the end ^^
Very good presentation! Everything in the game is communicated as clear as if there was no limitation, if not more. Art, music and sfx are also very enjoyable. It is always a subjective point, but for me the difficulty (or difficulties) was well balanced for a jam. Feels very complete and polished, so congratulations for a great jam :)
Thanks a lot for your message.
I try my best in all of my game with the current constraints such as time or in this context, the "no text".
For me a game is an addition of few things and i am proud to see you actually see them in my game.
Great concept!
...And thanks ^^.
Great concept!
Thanks !
Everything looked nice and it was easily understandable.
Thanks for the message.
I work a lot on the "understability" of the game ^^.
Very cool. For some reason it reminds me of the game Loom. Good job.
Thanks a lot.
The colors are similar with Loom...maybe ^^.
Very nice esthetics. Smooth control. I like how you convey the status of the character without an artificial head up display, but the alarm clock is a little too subtle--it's hard to peek at that when our eyes are on the flitting dreams.
The clock is just displaying an information. You are the one who set the time at the start of the level. In this way, you know how much time you have to fight against nightmare. May i should have play around some luminosity in order to warn player when sun is rising up ;).
Thanks a lot for the feedback anyway it always usefull for next games.
Yes, I noticed that, and it's very clever. It's just that the clock is rather small, so it's hard to look at in the middle of gameplay! :)
Thanks for the fun game. :)
Had some difficulties understanding the difficulty options on the clock initially, but otherwise it the menu's were well communicated without text.
I really loved the guitar loop and the feeling of impending doom as the monster started to draw nearer.
To be clear, it's a ooooold clock. In the past, on this kind of clock, this little needle (the blue one) is use to set the alarm. Actually, by setting the alarm far in the time, you increase the difficulty. I also change the bonus and malus with this difficulty needle ;).
Bon gameplay intuitif après 2/3 partie la difficulté est variable selon notre maniere de gerer le jeu et la regle du "no text" est bien respecter je me suis bien amuser a jouer bravo
Merci du retour. Content que ça t'ai plu.
The design was really intuitive and it was really easy to understand
Thanks a lot.
Good job on the instructions and descriptions without using text!
Thank you for the feedback.