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A jam submission

Twilight DreamView game page

Use your grappling hook to survive in an endless repeating dream
Submitted by Yernemm, YoruVII, mMonolith, Arad_E — 2 hours, 9 seconds before the deadline
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Twilight Dream's itch.io page

Results

CriteriaRankScore*Raw Score
Artwork#144.8004.800
Audio#2054.0004.000
Enjoyment#14523.5503.550
Creativity#16993.8003.800
Narrative#29412.5502.550

Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
The game world loops around on itself in all directions. When you fall, you end up above where you were before, etc. You can see the looping parallel worlds around you.

(Optional) Please credit all assets you've used
See description for full credits.

(Optional) What would you like to be called if GMTK features your game?
The Tunnel

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Comments

Submitted(+1)

Your Average rank is #560 in GMTK 2025! Congrats!

Here is the link with all the rankings: 

https://docs.google.com/spreadsheets/d/1pcYEGvaHF3y30mMEWwywmkRd2FCpo-u3_ZFpPFSo...

I felt bad that there is no average score, because some teams aimed for all categories, not just one. So I just scrapped the results page and made a table. I agree with Mark that "Overall" is questionable, but I still think "Average" is a valuable score, so I decided to share it.

Submitted(+2)

I love the atmosphere in this one and the grappling hook feels really good, well done!  Feel free to check out my entry, make sure to adjust mouse sensitivity if it's too high :)

Submitted (1 edit) (+1)

The atmosphere is amazing, just flying through an endlessly repeating maze of chains and streetlamps, chefs kiss, I love it. The gameplay could use some work, as I see it there is no reason to not just fall endlessly and never even make use of the (somewhat janky) hookshot, since falling seems to be by far the most effective at avoiding enemies while you aim behind you and pick them off. Which is a shame, because hookshots feel amazing to use when done correctly. In general, I think the gameplay could use some clarity; where are the enemies, when do they spawn, what do they do to hurt you, how can you avoid that etc.

Developer (1 edit) (+1)

Thanks for playing! I do agree with your feedback, it was difficult to decide on game balance when there's not much time for testing so we decided to lean more into the easier side just to be safe, to not risk the enemies being too frustrating. Over time, the enemies do get faster, at around 1:30 they end up being slightly faster than the player can fall so they will eventually just catch up to you but they aren't too difficult to dodge. We considered having more enemy types and obstacles to deal with this but ultimately didn't have time to finish those.


 One of the earliest obstacle ideas we had was a giant moving wall that would spawn which would force you to either loop around the bottom, top or sides of the level but we ultimately couldn't get this to work well and decided to just focus on one enemy type in the time that we had. That would've been one way to prevent the player from just falling endlessly.

Submitted(+2)

Theme looks really amazing🤩, i wish i could play in my mac 🫠

Developer(+1)

Thanks. Yah unfortunately none of us have or use a mac so we could not build for it. 

Submitted(+1)

No worries, i will try in windows if possible and provide a feedback.

(+2)

Very good game for such a short development, I really liked the graphic style, I think it's really beautiful, I can't wait to see what happens next


P.S.: If you would like to check out the game I worked on, I would be grateful 🙏 (In your free time of course)🙏

/jam/gmtk-2025/rate/3767244

Developer(+1)

Thanks! Yah I also checked out your game very neet.

Submitted(+2)

Really enjoyed the vibe and the feeling of being stuck in eternal space! I like how the grappling is somehow forgiving in it's usage. Kind of reminds me of a training ground for an arena shooter.

Submitted(+2)

Holy hell man, that was amazing. Like traveling across eternal space. Is that all procedural? Has a little problem with performance, but otherwise really cool.

Developer

Thanks :) The level is actually looping the chains represent whare it loops Sorry you had some performance issues just with the way the game works makes it so there are a lot of objects probably resulting in a fair chunk of draw calls I tried to optimize it as much as I could but you know time restrictions and the computers we were using are fairly beefy so its difficult to test performance.

Submitted(+2)

I really liked this, I'm waiting for the continuation

Submitted(+2)

Others have already said it but the visuals and VFX here are incredible! Did you do all this 3D modeling on 4 days!?!?! Awesome! Great work!

Also I'd appreciate feedback on my submission if you get a chance!

Developer

hehe thanks yah everything was modeled, textured, and animated by me in 4 days the only thing I had beforehand was the base shader for the dithering and that I had to edit a lot for this game. Yah of course ill check out your game!

Submitted(+2)

This game looks incredible. The world is so mysterious. It reminds me of the megastructure in Blame!, but making less sense. The gears make a nice aesthetic. The movement is fluid, falling, swinging is all great. Would love to see this turn into something bigger.

Submitted(+1)

Really interesting entry. Swinging around the world felt really good as long as I wasn't too precious about where I wanted to go. Didn't really engage in the enemy killing aspect, they were too hard to deal with so I just swung around and had a nice time - the looping of the environment worked really well.

Submitted (1 edit) (+2)

Very cool entry! As others have mentioned, the visuals are fantastic. Both the dithering stuff and the overall lighting/fog, but the lamp posts rotated in all directions also really added to the vibe and I am a big fan of the design for the grapple gun! 

I think the enemies are a little hard to see sometimes, especially considering how much you fly and loop around, so some better directional indicator such as sound would be welcome. I was also wondering how large the actual repeating space is, is it the volume of one "chain cube"? I think the level design could have had some more recognizable shape/feature somewhere which would help the player getting a better grip of where you are and how everything relates together across world instances.

By the way, the looping itself was very impressive and smooth! I'm guessing there is some fog effect in order to hide when new instances are created.

Love to see more Godot representation as well, we have used the engine for a couple jams now after switching from Unity and for the most part I think it's just way more convenient for this scale of project, even though some things are a bit of a pain. 

Developer(+2)

Wow thanks for the fantastic feedback I'm glad you like the grapple gun's design I made a gear and then another gear then connected them and asked my teammate mMonolith how a real gun would work and that is how I interpreted what he said. Yah I also feel a noise or better indicator for the enemies would be great. And yah the volume of one "chain cube" is the loop point the chains are actually only half a model and become full chains then the  neighbor loop is created. And yah I think the level design could have used some polish I realized too late that it kind of looks like the level is not looping so I tried to mirror some of the islands you can see some of that in the top of the level but due to time constraints it never fully go there because the bottom of the level is just more or less random and its less loopy as a result. Yah it loops a 5x5 grid around the player and to hide to duplications I added distance fade pixel alpha function to all the shaders I was using to make them transparent when they are near the end of the duplications. Yernemm knocked it out of the park with the looping I have no clue how its that smooth sometimes I forget that I am looping even when it was before I used distance fade so you could clearly see the boxes move .Yah Godot is great morally it is just way nicer to use however I still feel I would steer away from it for a full game it just needs a few years to find its footing I know like for shader coding its a bit of a nightmare right now  because they keep changing the names of things/ how they work so if you are looking at examples from a year or two ago you have to find the relevant updated term for 4.4 I spent a good amount of time on that.

Submitted(+1)

The distance fade makes a lot of sense, looks great with the dithering and the skybox! 

I haven't yet tried Godot for larger projects but I could definitively see how it would be harder to use for that, I know as a programmer that I'm really not sure yet when it comes to best practices around structuring things when the codebase gets larger. I also haven't touched shaders much before this jam but that does sound quite annoying.

(+3)

Sic game! Really enjoyed swinging around your fractal space! Absolutely crushed the visuals also! I would love to see this grow further!

(+3)

Insane vibes, between the art style and music, the game is not quite anything else I've played. Plus the gameplay was very fun. Building up a crazy amount of momentum to fly across the eerie looping dreamscape to gather up a bunch of drones behind me so I can blow them all up at the same time was very satisfying. 

Submitted(+4)

First off, the visuals are INCREDIBLE. The whole time I was wondering, "How did they manage this in 4 days". It is fun just flying around, the music just melts into your brain too while you glide, and its just overall really relaxing. 


It did take me a bit to figure out what my objective was (and that there were enemies). I think the visuals are fantastic, but the gameplay could be improved upon. It is difficult to see the enemies, and I felt as if I was swinging around then accidentally running into them which felt really punishing (but maybe I am blind and I should just dodge them). This game like feels easy but like that is because it doesn't feel as if the enemies really have much presence.  

The main thing I think should be added would be to give the player an objective they can word towards rather than just survival. I also think that there should be unique threats alonside the drones that chase you.

Still though, amazing visuals and cool style, especially for a 4-day gamejam. I'd also love to know how you achieved the style.

Developer(+4)

Thanks for playing! Another objective would have been nice, that is a good idea. We had some plans for additional enemy types and obstacles to dodge, and I also wanted to add a directional indicator for nearby enemies to make them easier to find. Unfortunately I was personally a bit busy this year during most of the jam so we had to keep the gameplay and features simple to get it done. The rest of the team did a fantastic job on the visuals and audio though.

Developer (1 edit) (+2)

Its wonderful to hear you liked the visuals I used a type of dithering called Surface-Stable Fractal Dithering created by runevision. It took me a while in the beginning to get an idea of the visuals but once I did it was fantastic but yah it took lots of time. I worked on the visuals for 65/96 of the hours and I still was not able to make some of the UI elements and had to go for boring squares. But yah part of the reason I was able to pull off so many models is that because it is black and white for the most part I only had to worry about the models I did not need textures or to properly UV unwrap a smart unwrap was good enough for the  Surface-Stable Fractal Dithering. Godot also helped in some aspects on speeding up the visuals having volumetric fog and performant real time lights made my life a lot easier I'm looking at you unity >:( but slower in others Godot's model importers suck. Its good to know that the enemies were hard to see I feel a flying sound or some type of bigger visual impact when they are further would have gone a long way. OH and the main shader is a hellish nightmare that I had to add so much to mid jam its a mess lmao. I could go on and on about visuals but ill stop here lol.

Submitted

Thank you for replying! I definetely want to try this out as well eventually! Again, the game looks awesome for a 4-day game jam, I couldn't help but play it after seeing the screenshots. Well done!

Developer(+1)

Yah its a great art style I would recommend. This style and PSX are the my favorite styles for game jams so far because you can do a lot more in less time. Thanks it makes all the time and effort worth it to hear people enjoying the visuals! :)

Submitted(+4)

The vibes are immaculate and I love the grapple mechanic :chefskiss:

Submitted(+4)

Me and my 2 friends who did out submission just saw this game and really enjoyed! Well done for getting the mimicked level mechanics working! 
The artwork was damn near perfect, and was one of our fave parts. 
The only issue is the lack of context on startup (i.e. it took us a hot minute to figure out exactly what was happening, and we never quite figured out the purpose of the score / number on the side. 
Furthermore, as the game was very "space around you" focused, it would of been nice for the audio to be a smidge designed to be a little more easily reactable to (i.e. knowing more reliably where the drones were / if they were on your tail) along with the red outline when a drone is close perhaps being space-determined (i.e. only the left side of the screen goes red if the drone is more to your left etc. If this is already a thing, then it was something I did not actually notice.) 
Either way, fantastic entry, and in Godot no less!
It is an engine I've been considering looking into, and this game has likely been the deciding factor into actually diving into it! 
Well done! 

Developer(+3)

Thanks for the excellent feedback we will take your advice to heart! Yah Godot is solid and it is worth it to check it out because the way it works is very different however it definitely needs a few years to get more consistent in my opinion because some things are great and others are bafflingly bad or confusing along with things just being in weird menus.