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A jam submission

Dream WeaverView game page

Weave dreams, fight anomalies, fix dimensions
Submitted by ougarangatan — 9 hours, 43 minutes before the deadline
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Dream Weaver's itch.io page

Results

CriteriaRankScore*Raw Score
Mechanics#863.7273.727
Story#1023.1823.182
Aesthetics#2053.5453.545
Fun#2423.1823.182
Theme#2453.5453.545
Overall#2503.2733.273
Music#3122.8182.818
Sound#4282.3642.364

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How many people worked on this game in total?
2

Did you use any existing assets? If so, list them below.
Cherry Blossom - killer rabit media Snowy Mountains - sfelly79 poopie pack - chajamakesmusic invasion sound track - lvkehouse space bg main menu - deep fold space bg in game - jik a 4 flying anomaly - luizmelo agis - papoycore blue portal - frostwindz green portal - pixelnauta pixel character - caz dark forest platform pack - atari boy creature sounds - leohpaz player sounds - freesound.org

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Comments

Submitted(+1)

Fresh One sounds like the protag is straight out of 90s Bel Air. I like it! (Although, by the end, he's more like fresh meat for that anomaly.) Cool idea of putting the pieces together, and I enjoyed the gravity control especially. A little hard to fight enemies consistently but luckily they weren't quite tough enough to stop this fresh one! Fun little game, thanks for sharing!

Submitted(+1)

Nice game, I like the pixel art!

Submitted

The name reminds Gary Wright song Dream Weaver.

Serious question though: how do you get the dialogue to do that thing where it slowly appears, but then fully appears if you press the space bar? Is it an animation on the text element? is it a function in the text? I would love to know!

Developer

Apologies for the very late reply!

The system is composed of "DialogueManager.cs" (handles typewriter effect, advancing lines, freezing player) and "DialogueData.cs" (ScriptableObject to store lines + portrait per conversation).

So it is done entirely in code, no animation needed. I believe it is called "typewriter effect". I use IEnumerator:

private IEnumerator TypeLine(DialogueData.DialogueLine line)
{
    isTyping = true;
    dialogueText.text = "";
    foreach (char c in line.text)
    {
        dialogueText.text += c; // this will add one character at a time
        yield return new WaitForSeconds(typeSpeed); // this will wait between each character
    }
    isTyping = false;
}

It loops through every character in the string one by one, adds it to the text, then waits a tiny amount of time before the next one..

The press space to complete instantly part is just:

if (Input.GetKeyDown(advanceKey))
{
    if (isTyping)
        SkipTypewriter();
}
private void SkipTypewriter()
{
    StopCoroutine(typeCoroutine);
    dialogueText.text = currentDialogue.lines[currentLineIndex].text; // this will show the line all at once
    isTyping = false;
}

Let me know if this helps :)

Submitted(+1)

this is .. really impressive, I wish this were my submission, but it's also very much not something I would ever think to build :D really cool, well done! :)

Submitted(+1)

Gravity mechanics are a win, especially when I stopped using the mouse to attack.  Lean into that, especially with puzzle solving and you have your main gimmick locked down.  I understand what you were trying to do with the two dimensions/two art styles but as it stands right now, it feels like two parts of the game were made in silos and then sort of taped together after.  I don't think you have to get rid of that concept entirely but, you need to solve the puzzle of how to make them feel cohesive otherwise it just looks sort of lazy.  Great start!

Submitted(+2)

Thanks for the game. I had a little problem with how floaty the jumps were. I feel if you tighten the controls the feel takes mess away from the experience (at least for me). I still enjoyed the game.

Developer

Helloo, feedback is greatly appreciated, but just a clarification to all people who mentioned sticking to one art style, the point of having the two different ones was travelling through dimensions, and going into a pixel dimensions makes the character pixelated. There would have been a 3D dimension but the scope would have gotten out of hands! But again all other feedback is well taken into consideration!

Submitted

Pretty neat game. I liked being connected to the fragments and changing gravity. I think the game should've stuck with one artsyle. Also the cliffhanger was neat. Good job!

Submitted(+2)

The gravity mechanic is a nice touch and I like bringing the pieces together for each level. Combat could feel a bit more impactful - the mobs could bounce back a little when hit, for instance - but still like it. Good job.

Submitted(+2)

Interesting approach. 
I really like the gravity change aspect and the pixel art is cute.
I do feel like there are too many directions on a few core aspects that doesn't do well for the game. For example, for the art have both pixel art and cartoonish. For the gameplay we have platform, puzzle, and fighting monsters. I think it would be good to focus on fewer choices but make them a little more polished.

Submitted(+1)

Great art and platformer physics  , feels very much like a demo for a game but thats what game jams are for GGs :3