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A jam submission

Yume: The Last DreamView game page

Submitted by Shiresoft (@shiresoftgames), ZioSam, Bazibon, Requieem, Metaphor7092, AtreusArtic, Vikram — 3 hours, 18 minutes before the deadline
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Yume: The Last Dream's itch.io page

Results

CriteriaRankScore*Raw Score
Narrative#5433.7413.741
Artwork#9284.0744.074
Audio#15623.4153.415
Creativity#23053.7333.733
Enjoyment#30613.2593.259

Ranked from 135 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 whole narrative setting takes place within a count down, during a child's dream. Also, various dynamic props in the levels have their own countdowns synced to the global clock.

(Optional) Please credit all assets you've used
Pixelify Sans - Google Fonts
Kiwi Soda by jeti - DaFont

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

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Comments

Viewing comments 60 to 41 of 93 · Next page · Previous page · First page · Last page
Submitted

I like the puzzle style of objects flipping between states on a turn-based timer, causing me to have to plan each step carefully. But I think it clashes with other elements: real-time projectiles don't really fit here because it's too much to deal with both the turn-based stepwise planning and watch out and avoid obstacles in real-time. And, the overall countdown timer doesn't fit either, since I'm just wasting steps while puzzling things out or while being hit by projectiles and sent back.

(If the game had a limited step count and an undo button, and the puzzle was to figure out the exact sequence of moves to fit within the step count, that would work, but this puzzle isn't so precise, so the step counter just acts as a "you spent too long figuring it out" punishment, which doesn't feel good while I'm working on a puzzle.)

Lovely dreamlike vibe and art style, though.

Submitted

very cool game! its a little frustrating getting sent back every time you're hit, but i thought the artwork and music were very pleasant! great job!

Submitted

I thought it was nice, but i can't get past the 3rd level as the purple balls hit me with seemingly no way of going around them. other than that, i thought it was cool, gives crypt of the necromancer vibes, i just wish that things were more consistent to the turn based timing. also, i thought that the wait between levels was a bit annoying. the music and art are pretty good tho.

Submitted(+1)

 Cool idea and very unique artstyle! You should try to develop this further after the event, when you have more time :D

Developer

Thank you so much! We're really glad you liked the idea and the art style.

That's exactly what we're planning to do! We're already collecting all the feedback we've received, and once the GMTK Jam voting period is over, we'll be working on a polished update with improvements and new features. Stay tuned!

Submitted(+1)

Great entry, tho I am confused by the countdown, It said the night ended when I had more than a 100 steps left.

You have a lot of real state in the screen at all times and many times the player gets obscured by the scenery. The Q and E rotation is not well communicated, I found it out of instinct for doing a similar game. Controls could be present in a GUI in that free real state on the sides of the game.

The switching of the props in the scenario are also not very clear, maybe adding feedback on the step before it will switch can help the player plan a better route and learn the rhythm better.

I am biased by the mix method of the art cause we do the same! And the music is dreamy and on point, gonna follow this one to see if there is a new and improved version later.

Developer

Thanks a lot for the valuable feedback and for taking the time to play our game! As for the high number of remaining steps, that was intentional. We wanted to be generous with the step limit and avoid adding another layer of difficulty, so that everyone could comfortably reach the end of the experience.

We're already collecting all the feedback we've received and we're planning a big update once the GMTK Jam voting period is over. So yes, we're really happy to hear you're interested stay tuned!

Submitted

Great job! I liked when those projectiles started appearing so you had to balance the turned-based aspect with timing. 

Submitted

Very cool stuff! I wish levels didn't reset when you get hit by the projectiles but other then that very cool!

Submitted(+1)

Wow, what a submission. Great game!

Submitted(+1)

I love the pixel art and graphics. Its a very well made puzzle game

Submitted

WOW this is so well made.

2D sprites in a 3D world is so cool.

This was really fun. My only (small) complaint is that sometimes its difficult to distinguish along which tiles a horizontal projectile is traveling on  because of perspective so it wouldve helped to have shadows. 

Developer

Thank you so much!  We're really happy you had fun and that you liked the 2D-in-3D art style!

And thanks a lot for the valuable feedback too

Submitted

Played at https://twitch.tv/hedge_in @ 3:31:45 <3.  The 2.5D was really cool!!

Developer(+1)

Thank you so much for your kind words and for taking the time to play our game! 
We really appreciate your valuable feedback, and we're happy you enjoyed the 2.5D style. Thanks again for your support!

Submitted

A short and enjoyable experience :3
I think this would definitely benefit from a tutorial and som minor graphics adjustments, but overall the concept was really interesting!
Only issue for me was the fact that there are no checkpoints, which can make losing pretty frustrating, but I know the devs are already aware of this and since the amount of polish in other aspects is unbelievable, it only makes sense that they wouldn't have had time to rebalance the whole system :)

Developer(+1)

Thank you so much for the precious feedback!  We really appreciate you taking the time to play and share your thoughts with us.

We are already aware of some of these issues and we’re planning to work on improving the game once the Jam voting period is over. Adding more polish, improving the overall experience, and addressing things like the checkpoint system are definitely among our goals.

We’re really happy you enjoyed the concept and the amount of effort we put into the game. Thanks again for your support! :3

Submitted(+1)

Good lord, the polish is unreal. Most impressive submission I've got to play so far. By a long shot. Bravo. 

Custom(?) music, voice acting, opening cutscene - etc- Art's absolutely beautiful. Even the page is stunning. 

Only real complaint I can voice is the ending - or lack there of. Considering how elegantly the game starts, it ends rather abruptly. ( asuming I it didn't simply bug out for me ).

Developer (1 edit) (+1)

Yes, the music is custom-made by me!! I also did the voice-acting! Thank you! :]]

Submitted(+1)

Coming from the streamn this was geniunely awesome, very polished for a 4 days jam ! 

Developer(+1)

Thank you so much! That really means a lot to us. We put a lot of effort into polishing the game during those four days, so we're really happy it shows.

Thanks again for playing and for the kind words! 

Submitted

Very well done! The story is very well integrated, and the props are cool to figure out. I do wish the progression was a little smoother. The game jumped into longer stages very quickly and didn't spend any time introducing the hazards.

Developer

Thank you so much for the kind words! We're really glad you enjoyed the story and the overall presentation.

Thanks again for taking the time to play our game and leave such thoughtful feedback!

Submitted(+1)

The visuals and the art are amazing! It's clear you put in a lot of effort into making this, and I love it. The mechanics are creative and interesting. Maybe the levels are slightly longer than they could be, but they aren't too hard. Great work on this one!

Developer(+1)

thanks so much for playing and thanks for the useful feedback <3

Submitted

The presentation and visual style are far better than I'd expect from a game jam entry, with great-looking characters and environments!!

Submitted

Really unique take on the theme! I had a weird bug the first time I tried where A was move down and S was move side, I have no idea how that happened. But I reloaded and then the correct WASD controls were right and that made it much easier to get through the levels. The concept of everything having a different movement countdown made for some fun puzzles. The artwork and audio also play together so well. Great job!

Developer(+1)

Thank you so much! We’re really glad you enjoyed it.

That controls bug sounds really strange, we haven’t encountered it yet, but we’ll definitely look into it. Thanks for letting us know!

Submitted

I like what I played here, it can be tricky to get used to the idea that when you move everything moves, not just a few things as the usual in games but after some time it feels good to play

I think my suggestion in general is, it would be nice that the camera is more above than is right now, I know you can rotate it and there is feedback on what tile you are but I would like to see a little better what is in front of me, near of spike traps I always had to double check if those were really in front of me or I was missing one tile to be on front of them.

Other than that, all is ok, the fire projectiles are good, there are good spaces to move in case you need to pass time to activate the doors or wait to deactivate the traps, so it never felt unfair or bad. Maybe it can feel a little tense that your moves are for all the game and not just for the section, I thought I wouldn’t reach the end after a few retries on the 2nd section so I restarted the game haha. Also would be good a restart button, in case the player wants a cleaner run

I like the vibes of the game, visually it is interesting, it reminds me of old games or something I would play on the PS1, the audio is ok, never felt repetitive and covers the sfx needed. I didn’t get the ending because Yume says something about the door and then the game ends, so I think it is incomplete? Idk, maybe I read wrong haha

There is a bug that if you pick “play again” it softlocks on the intro, and I think that’s all I have to say, was a good little game :)


Developer(+1)

Thank you so much for the detailed feedback! We’re really glad you enjoyed the game and that the main mechanic started to click after a while.

You made some very good points about the camera and the restart button, we’ll definitely consider to implement them. And thank you for the bug reporting.

We’re also really happy you enjoyed the atmosphere we tried to create.

Once the jam is over, we’ll release an updated build with bug fixes and some of the improvements that players like you are helping us come up with.

Submitted(+1)

It took me a while to clear the levels, mostly because of the hard reset and the absence of checkpoints, and some of the structures blocked the camera view so it was hard to see where to go. But at least I got a bug as a prize on level 3. Im a saiyan now :)

Developer(+1)

First of all, thank you so much for taking the time to play our game and leave such detailed feedback—we really appreciate it! It will be incredibly useful for the small polish update we're planning after the GMTK voting ends.

As the game designer, I'll happily take the blame 😅. In some places, the level design is definitely too punishing. The idea was that the more the player rushes, the more the game pushes back (especially in the later levels), but a little extra guidance would probably have made this concept clearer without taking away the challenge.

And finally... thanks for finding that bug! You've officially earned a spiritual award for helping us squash one more issue in the post-jam patch <3

Viewing comments 60 to 41 of 93 · Next page · Previous page · First page · Last page