Such an amazing project full of love!!
What mazes us is how close it feels to an actual "port" of Yume Nikki, as if it's what the original developer intended for people to play on the console.
We find that the environments look quite accurate, although the low draw distance and model pop in hinders the exploration quite a bit . Perfectly captured atmosphere aswel, and we are really exited to see all of Yume Nikki elements implemented in the game,like 8-bit world could turn ever object into a 2d sprite, or the big environments using expansive skybox. Also the scrolling background in the block world is convincing but lacks "scale", we are aware of the Ps1 limitations, so, maybe some prospective trickery with the speed that the background scrolls at can make the effect more convincing.One question arises with the inclusion of the jump button which feels quite out of place. turning the limited and contemplative movement of the original into a platformer like control scheme that might take away from the experience. But all said, this is just a demo, and a wonderful one at that, perfectly capturing what makes Yume Nikki special. We wish a bright future to the development of this project!!!
Viewing post in Yume Nikki PS1 (demo) comments
Thank you for playing. :)
Yes, a lot of PS1 limitations didn’t allow me to make it a perfect experience, but maybe if I port it to PC, the draw distance can be somewhat improved.
As for the jump, I deliberately put it in a bit of a weird spot so that the player doesn’t feel motivated to use it (pressing triangle isn’t that pleasant when holding square). I might have hidden it more so that the “OG” feel is preserved, but other people have enjoyed jumping so far… But I understand that this is a bit of a controversial mechanic.