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DreamchaserGames

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A member registered Dec 22, 2016 · View creator page →

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I purchased your kit for the AI in it but when I migrate it to my project, the BP for the AI gets a few compile errors and I don't really know how to fix them. All of the errors are on the "On See Pawn" event as well as the "Bad Cast Node" and I typed them out below:

Can't connect pins "pawn" and "object": This cast has an invalid target type.
In use pin "As third person Character" no longer exists on node "BadCastNode".

Are you able to help me figure out how to resolve these?

hello there, thank you for playing through it again. I don't have a final release date yet and progress has been slow for a bit since I'm solo developing this title as my very first project. It's been a hell of a learning experience for sure. I'm back on track with development though and if you'd like, I can make sure you're one of the first to know once I have more done. Since you've played through the first part of it twice now though, I and others have played through it at least once as well I'll be looking into a way to let you and others skip straight to what comes next once I get it put together.


I'm really sorry you've been waiting so long for more but thank you for the support and interest you've shown. It really does mean a lot to me. Thank you. 

Diary of Broken Dreams is a psychological horror game that tells an autobiographical story of what living with severe depression and childhood trauma can be like. The game uses a unique nightmare dream-like visual and audio style to build its atmosphere and is heavily inspired by games like Silent Hill 2 and Amnesia: The Dark Descent.

Check the free demo out here: https://dreamchasergames.itch.io/diary-of-broken-dreams

Thank you for the reply! I enjoyed reading through your thoughts here. The flashlight I do feel the need to stress is still far from it's intended vision but I'll get it there. I'm really glad that my game managed to have such an enthralling effect on you! 

The Condemned games definitely were great, I always thought they did an excellent job with atmosphere and immersion in those games. I'm totally sailing in the same boat as you on Resident Evil by the way. I loved RE 7 and the remakes but I admittedly haven't played or even watched someone else play RE 8 yet, I really should get on that. 

Thank you for the input on the patreon page too. I need to help myself fund this project somehow but it honestly feels strange to consider things like patreon since people who support projects on patreon easily end up paying the developer more than what the finished product usually ends up costing so it doesn't sit right with me. At the same time though, I know that people pay into patreon subscriptions because they actively want to support their developer of choice though so regardless of how I feel about it, I do need to do everything I can to set myself up for success with this game. I've recently been advised by someone who helps with indie game marketing to start setting up a kickstarter too so I'm also going to be looking into that.

Thank you for playing, I'm really glad that you liked it! :D

Ah, my bad. I appreciate the thoughtfulness of that!

There's more to what I want to do in terms of giving the flashlight symbolism but ultimately my goal is to create gameplay mechanics with it that can help convey how narrow and fleeting hope can feel like and the anxiety of losing that hope. Right now though, it's far from doing any of that and is only there as a function to help the game visually. I don't want it to frustrate players out of being immersed in the game though so feedback around it is vital at the moment.

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For some reason neither the reddit post shows up nor the video you made on youtube. That said I'm really happy that you enjoyed the experience so far and I'm glad that your wife has someone like you in her life to be her anchor. I'm very grateful that you decided to include the suicide hotline numbers in your video. Thank you for doing that and being thoughtful.


That said, this game is definitely still in production. The rules of the ' Finally Finish Something Game Jam' allowed for game demos to be submitted and not just finished games so as someone who has always wanted to make games I used it to get me to actually finish at least just a demo of something which is what this project currently is, an alpha demo. By the time I finish this game I intend for it to be at least an hour long experience and I have so much still planned for it. My current plan is to create roughly 10-15 minutes of more gameplay and story narrative every 2 months or less until I reach that goal of making it an hour long experience. While I do have intentions to add at least one monster; I want to continue as I have with it to keep the game's focus on the subject matter. I also want to keep players as immersed as possible within the game's atmosphere. So even the planned monster is going to be contextualized within the game's narrative and subject matter. I actually have a stand in for him in the game that no one's noticed yet while I wait for the 3D artist I'm working with to finish the character model. He's intended as a monster that doesn't actively seek to scare you though so it works that no one's really found him yet.

With regards to the flashlight, I have made some adjustments to it to make it less frustrating. I'm not going so far as making it infinite because the flashlight is meant to be a gameplay mechanic that simulates the way depression can feel dark and hopeless at times, however, I also don't want the flashlight to be so frustrating that it takes people out of the experience. For now I've made it so that the flashlight lasts slightly longer and the batteries now will fully restore the flashlight's duration instead of just a fraction of it. That change will be part of an update planned for the end of next month that will also feature at least 2 new puzzles and more story elements to progress through.

Sorry for the wall of text reply but thank you for playing the game and also thank you again for being there for your wife and also thoughtful enough to add the suicide hotline information to your content.

Thank you for playing! I'm really glad you enjoyed what I have here so far! Thank you for sharing a gameplay video too! :D

Well my goal is to have at least an hours worth of a playable experience by the time I've finished. On my way toward that goal, my plan is to create about 10 to 15 minutes worth of additional gameplay every 2 months or less.

Thank you for those wonderful compliments and I'm glad that you enjoyed the experience! I definitely plan to see this project through to the end. I've finished doing a bunch of QOL improvements and some bug fixes and now I'm starting work on another puzzle before progressing the narrative of the game some more. My hope is to be able to extend the game's gameplay by about 10 to 15 additional minutes every 2 months or less and wrap the game up with a minimum of  1 hours worth of gameplay or more. I'm excited to continue this project! 

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Thank you for playing and thank you for the wonderful compliments! I'm delighted that you enjoyed the experience so far! I'm planning on having more out by the end of next month including some new puzzles, story elements, and more should you decide to periodically check back! :D

It doesn't always matter that a sound was free or custom, it matters how they're used and I'd say you used them well. Even Akira Yamaoka from the team behind Silent Hill used a lot of samples he downloaded and that included his sound effects. Anyway, I just wanted to let you know that I thought your game sounded good while playing it.

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I love the story you had in this and the amount of detail that went into it, the game was a bit too dark though to the point where it was hard to get immersed into the gameplay. I think it's just a matter of improving the flashlight though. On the other hand, the sound design was the best among all the entries I've rated so far so great work there and also like I said, I enjoyed the story element too. Over-all it was pretty good and it brought back some good memories of when I used to do let's play videos while I played it. Thank you for sharing this project with the game jam! :D

I'm not much for jumpscares or anything so that didn't really appeal to me but that's fine. I did however really like the funhouse approach to the games design and the way sound design was handled as a whole I think reinforced the funhouse vibe quite well. Considering that I'm not really in the jumpscare audience that was still pretty enjoyable so great job! :D

That was... surprisingly enjoyable. I was not expecting that. Good job! XD

Now if only I could find someone willing to sell me a PS5 for that cheap since the stores don't have them. lol

Hey, thanks so much for playing! I really enjoyed your video and thank you for the feedback! I'll look into what I can do to add some form of excitement to the game but I'm really glad you still enjoyed what I have here so far.

That's awesome! Glad to hear it. I could definitely tell there was a little more love in there than something thrown together just for the jam and I love it for that. I'll be following you to keep updated on this project! :D

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This was a neat game, I really like the PS1 aesthetics but I think even having one more enemy type than what was there would have made it an even better experience, the gun-play felt a bit simple. The graphics and overall aesthetic were great though and the gun mechanics themselves also were pretty good. I think there's something here if you decide you wanted to keep working on it, either way, great job! :D

I was surprised by how good the game looked and sounded and it definitely had those TJoC vibes for sure. Great work!

This one actually gave me a few giggles. It's probably my least favorite format of horror but I enjoyed it, the narration was probably what got me the most. I loved the whole monologue about the sinister red button. XD

Nope, the only thing I've uploaded since you played was a patched version of the game that also included a couple redesigns of things. I'm really happy with how positively people have been receiving this project though. Pretty much from the day I started making it I was preparing myself for either no one to play it at all or for anyone who did play it to absolutely hate it and eviscerate me in their reviews and comments. lol

I failed to prepare myself for the opposite of those things though. XD

I'll be sure to post updates as regularly as possible! :

Thank you so much for playing and thank you so much for the message at the end of your video and including the national helpline in your description!

I'm hoping this game can help bring a greater awareness to these issues because I agree with you that words are powerful. They can be powerful enough to send people into a plunge... but, they are also powerful enough to lift people up!

Thank you for playing and sharing your video!

I have every intention of seeing this game through to its completion. My end goal is to create an experience with at least an hours worth of gameplay or more. By the game's completion there will be more locations and environments, more and also improved music, several more puzzles, and other things that I don't want to spoil at the moment.

Thank you very much for playing my game and giving me your input! I'll look into how my flashlight works a bit because you're not the first person to comment about it and honestly I wasn't all that happy with it's current implementation either. I don't know if I want to go so far as making it infinite though either but I'm going to keep a note to myself to consider it because I agree with you about dark not necessarily meaning scary. My intent with it was to simulate a sense of anxiety without necessarily having to throw a monster at the player. It's a tough balance to strike between anxiety and just plain old frustration though.

I also appreciate your input on the subject matter of my game. I'm attempting to be personal about how I tell the story instead of just telling it for the sake of telling it so hopefully you don't need to worry too much about where I take it. That said, as an artist and writer I am well aware that I can sometimes get carried away and even go a little overboard so getting critique on my story elements like you did is likely to be extremely vital in helping me keep things as tasteful as possible for the subject material.

Thank you again so much for playing though and I'm very happy that despite your criticisms you were still able to get into and enjoy what I have here so far!

Thank you so much for the feedback and video!

When watching your video I noticed a couple things that actually weren't supposed to happen and am working on fixing them right now. The barrel that killed you being one of them. That debri in that area is actually all physics assets like the glass bottles and are meant to be grabbed and moved. I failed to ever explain that to players though so that's high on my priority list to fix right now.

I definitely have intentions to expand the environments in the game though too. I want to add a School setting, a playground setting, and a few others still but just couldn't fit those in to my 30 day deadline for the FFS Game Jam. Gameplay-wise though I'm leaning more into making it an atmospheric horror game that focuses on puzzles and storytelling so I'll take your input into consideration toward emphasizing those elements.

Thank you again for playing though and thank you for the honest feedback! :D

https://dreamchasergames.itch.io/diary-of-broken-dreams

Sometimes, it's not death that scares us the most. Sometimes, what truly frightens us is the threat of having to continue to live our lives with all the pain we've buried deep down inside of ourselves.

Diary of Broken Dreams is a deeply personal psychological horror game about suicidal depression, childhood trauma, emotional abuse, and the fear of one's own emotions. It's about my very own mind. It's about my story.



Diary of Broken Dreams is also a game about hope and healing though and a desire to cast off the chains of the past that keep us from moving forward with our lives.

This game builds its atmosphere through depictions of my mental illnesses and memories, portraying how they affect me in a nightmare-dreamlike aesthetic.





Features:
- Immersive gameplay.
- Puzzles that are contextual relevant to the story being told.
- Sound design and original music made by me.
- A unique nightmare-dreamlike visual style.
- A true story that exposes what living with suicidal depression and mental illness is like.


I got a little too excited playing this and made a fool out of myself playing it but this game was just that fun and awesome in my opinion. I can't wait to play more! If you don't mind how overly excited and hyped up I got playing it, I did make a gameplay video if you want to see how much I enjoyed it! :D