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A member registered Aug 13, 2018 · View creator page →

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Trying to describe Daymare Morphs or really Daymare in general, to some degree: Defeats the purpose of the work.

Its meant to be experienced, read, and considered. Not so much summarized. But if I were try attempt to do so:

Imagine a mix of surrealist horror, beautiful ink-work, and Aesop's Fables. Short, loosely connected short stories that all share the same universe, and occasionally the same characters. Existentialism and what it means to be human, or even simply what it means to exist, and other such questions are part and parcel of the work. 

All of it grounded with some tongue in cheek humor, and the occasional bit of graphic violence, added to their end as one might find a period at the end of a sentence. 

If you like to explore nightmares: You've found the right book.

Y'all good. That's all part of the process :)
Progress gets faster as you better understand the fundamentals. But given the rest of what you've developed so far I imagine you've kind of seen it for yourself, hopefully at least a little bit.

The movement is responsive and the shooting functional, for a jam game this is quite nice :D

okay, ngl, Isometric platforming isn't what I thought I was getting into, but I'll be a monkey's uncle if it isn't actually REALLY fun.

This makes precision platforming in a 3d space really easy and enjoyable.

If I could offer a recommendation if you return to 3d platformers in the future: A drop shadow would increase usability exponentially here. 

This video does a pretty good job of explaining how to do that: 

Either way though, this really is a solid proof of concept, and I'll openly admit to wanting to steal the basic premise to use myself one of these days :D

hahahahaha. Yeeeeah.... Its set to your framerate, and each time a bubble spawns the next spawns a frame faster. Which if the game is running at roughly 60fps leads to it completely swarming at around the 30-40 second mark. 

Good to see you around as well :)


Thanks for the heads up! I'll update that then.

you to mate.

hahaha, You're not far off.
I didn't give up in the middle so much as I ran out of time in the GameJam. 
But yeah, I'll be kinder to myself in the future.

I really like the interface and sound effects. The premise is fun and works well with the gamejam's theme :D

it did feel like the timer was a bit much, i understand why its there, but i don't know that it added a lot to the experience. Its a fun enough puzzle just by itself, the inclusion of a clock ticking to a "Fail" state seemed like unnecessary stress in this situation. 

nevertheless, the rest of the puzzle was well designed and thought out.

Had a bit of trouble getting it to actually run.
But once it was up and going, the simple premise was enough to carry me along for a few minutes. 
I love the basic concept of using children as ammunition against old ladies. That's just fun.

thank you, i appreciate the feedback :D

I like the creativity here.  The music was also a nice treat. The controls were responsive and movement was smooth. It felt chaotic and overwhelming, which I assume was the goal. Well done, looking forwards to what you three build in the future :D

well. That was quite the enjoyable little experience! I loved the idle animations of the sprites, the pacing was well done, and the overall silliness really lended itself to a fun little game. well done! The only issue I ever really had is the buttons sometimes not responding very quickly. that's it though.


honestly I'm shocked someone even decided to play it. Thank you so much for the feedback! I'm glad you liked the story.

Unfortunately that wasn't a bug... that's just... the end.

I made this game in between 6:00 PM the day before submission was due, and 11:00. I got it submitted with only a minuet left on the clock.

as a result, it is a rush job. It was originally intended to be a Turn Based combat game in the same vein as Final Fantasy. But... well. All of the Unity tutorials on making turn based combat never actually talk about how to accomplish turn based combat. As a result, I had to cut a lot of content. And hilariously enough I just didn't have the time to code in an actual end sequence.