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lekhu701

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A member registered 16 days ago · View creator page →

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The little mage is super cute, and the spellbook UI is a really nice touch. Generating the boar first and using it as the reference for the other seven monsters is a good trick, they all look like they belong in the same forest

Coral and the beach art are lovely: warm, soft colours and a really consistent look. Using one shared style sentence so every zone, tileset and parallax layer reads as one world is a great DreamLayer tip. Nice job!

1000+ spells is wild for a jam lol. Love the tower on the title screen. Tinting about 120 base sprites by school to get ~200 monsters is a clever way to stretch the credits

The before/after shots are great, turning flat Unity primitives into a gouache western-poster town one surface at a time, all aimed at a single repainted style target. Wrapping the painted sky on a cylinder to drive the ambient light is a nice touch too. Cool duel game!

Sticky is such a memorable character, the lone spotlight and red curtains give it a lovely eerie theatre feel. Building every pose and the live camera reactions as edits of one approved poster is exactly the right way to use DreamLayer. Great atmosphere!

Ha, an art forgery game! Fellow painting-game dev here, love it. Hiding one deliberate mistake in each DreamLayer original is a great detail, and renovating the gallery as edits of the previous room is a really smart way to show progress

Every 10 seconds you become your own problem is such a good hook haha. The ghostly past selves in bathrobes and hard hats on the cover made me laugh, and making all 8 from one Intern #7 reference so they stay the same guy is spot on

Calling the DreamLayer API live in-game to paint new monster fusions and Abyss bosses from the creatures you've discovered is a really bold idea, exactly what this jam is about. The bubbling green cauldron cover sets the mood perfectly. Great concept!

Shifting layers mid-jump where the art itself is the puzzle is a great idea. Painting all three worlds from one shared composition so the platforms line up is really clever. And a G-key before/after gallery, same idea I had, glad to see someone else did it too!

thank you so much means a lot

One villain falling further through three forms, each edited from the last, is a perfect fit for DreamLayer's character consistency, and the arenas look fantastic. 57 edits and 11 sprite sheets is serious commitment. Great boss rush!

Wonderfully grim art direction, the werewolf, the masked customer and the veiled Lady all feel like one set. Making every tool pose a one-change edit of the same hand image so they share one arm is a really clever technique. Great atmosphere!

The faceless steward portrait is genuinely unsettling, really nice. The Duke losing his ring, then his jacket, then his colour until he's gone is such a good use of edits from one reference. Very similar idea to what I did with my paintings, so I loved seeing it in a totally different setting

Really original concept, Papers Please from orbit. The confidential briefing memo and wanted-poster sidebar sell the dystopia right away. I failed Shift 1 when Ambrose Keel walked right past me under an alias, which is exactly the tension you're going for! The one thing I struggled with was the camera following the mouse at Tactical/Scope zoom, a drag-to-pan option would help. Using a DINOv2 check so look-alikes never share a shift is a great insight.

One of the strongest uses of DreamLayer I've seen in the jam. Making each nightmare world an image-to-image edit of its waking painting, so you watch the same street rot when you flip, is brilliant. The cover is genuinely creepy too. Great work!

Gorgeous watercolour look. The perfume shop behind the Spice Bazaar feels warm and lived-in, and the cat is a lovely touch. Mixing perfumes from memories is a really fresh premise, and making each expression with keep-this-exact-character edits from one approved reference is a smart way to use DreamLayer. Great entry!

The tavern art is really cosy, and the fireplace backdrop sets the mood nicely. Giving each faction its own ability (Wizard reveals, Paladin blocks) is a smart twist on the classic matching game. Nice work!

That cover is beautiful, warm lamplight on one side and the cold blue town on the other. Blending each lit scene into its gloom edit in real time around the lantern makes the DreamLayer edit the actual mechanic, which I love. The Unity importer for the sprite-sheet ZIPs is a nice bonus for everyone

Painted Out

Hi everyone! I'm Lekhraj, and this is my entry: Painted Out: Confessions of a Royal Retoucher.

👉 https://lekhu701.itch.io/painted-out (plays in the browser, about 8 minutes)

The Duke is petty, and history is negotiable. When someone laughs at him, they never existed, and you have to scrub them out of every palace painting, plus everything they left behind: a hat on a peg, a reflection in the mirror, a hound still staring at an empty saddle. Freeze whenever the gossiping Countess turns around, or it's a scandal.

How DreamLayer made it: every painting is an edit chain (generate the scene, then "remove the man in red", then "remove his traces"), all built from one master painting so the cast keeps their faces. The Countess walks with a DreamLayer sprite sheet. Edits drifted about 21% outside the edited area, so I cut every removable thing into its own layer to keep scrubbing seamless. Press G in-game to see every chain with its prompts.

Includes stars, combos, a Hard mode and a twist ending. I'd love your feedback, and I'll be playing and rating all of your games too! 🎨