Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

DreamCore HouseView game page

Prepare at day. Survive at night.
Submitted by ahhVasa, Projex — 2 days, 13 hours before the deadline
Add to collection

Play game

DreamCore House's itch.io page

Results

CriteriaRankScore*Raw Score
Sound/Music#573.5713.571
Overall Fun#793.5713.571
Controls / UI#873.2863.286
Art / Graphics#1013.5713.571

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Ai Usage

Human made

Genre

Action

Shooter | Platformer | Slasher | Beat em Up | Base Defense | Survival | Racing

Horror

Any Horror

Rating

For 13+

Leave a comment

Log in with itch.io to leave a comment.

Comments

Jam Host

Hey! With FQ9 ending soon, I wanted to let you know that I won't be able to cover your game until after the event. If you're okay with waiting, just keep the game on the event and I'll be getting around to it over the next couple of months or so. :)

Developer

OK!

Submitted(+1)

Wow, the horror in this game is REALLY effective!

It's really neat to see a horror game that's so brightly lit, and has such a unique perspective, while still being properly scary. Having a kind of zoomed out perspective while also having vision obscured based on camera placement was a really neat mechanic that I haven't seen done before. Great job!

I think it would be nice if camera placements stayed the same after you died - It felt like most of the time after i failed a level, I would be re-collecting the cameras just to place them in the same spot. It made it a bit harder to think "ohh I'll try one more time," since trying again required so much set-up. That being said, knowing i'd have to redo all that did make the monster chases much more tense! I dunno! I also had an issue at one point where I had all of the boxes I needed and opened the door, but I couldn't figure out how to properly exit the level, and got killed at the last second. That was a bit frustrating - Ultimately it was my fault for panicking, but it would be nice if it was a bit easier to end the level once the requirements were met.

The dog is PROPERLY scary, and introducing more mechanics like the apples and the wooden planks stressed me out SO MUCH, although I don't think I had much of an issue with any enemy apart from that darn dog. I'd be really excited to see how the game builds upon itself, and adds more monsters with unique mechanics. I can imagine an enemy that picks up your camera and moves it to another room, or maybe an enemy that drops whoopie cushions that make loud sounds when you step on them. The possibilities are endless!

I had a lot of fun with this one! I played it on stream around 2:15:45 and I was stressed the WHOLE time. 

Developer(+1)

Thanks for playing my game! I have to say, you’re the most hardcore player out of everyone who’s tried it! You’re the only one who made it to levels 2 and 3!

I’m currently working on improving the in-game tutorial, and I’ll definitely add your suggestions regarding camera saves!

There’s also an update planned that will introduce new monsters and mechanics.

If you have any other suggestions—like ideas for monsters or things that need fixing—please let me know!

(1 edit) (+2)
  • Youtube Link / Twitch Link
  • Graphics : A bit weird tbf, our character is somewhat monsterish looking hisself. The monster looks more like a weird monstrous horse than a dog , and sounds like a hyena. The grass texture might do with replacing, it's easy to see the tiling.
  • GUI : A bit rough , the inventory icons and , position etc could all be changed up for the better IMO.
  • Performance : Fine.
  • Music / Sfx : 
    • Music : Fine but strangely calm for a horror game.
    • SFX : Fine , but the monster's sfx can kinda stack.
  • Gameplay : A rather unfair feeling horror game. With the game seemingly only spawning boxes outside of the house and the speed of the monster, it feels more like it's attempting to be a rage game and just meant to be unfair.
  • Misc Issues : 
    • Controller support is only partially finished?
    • The monster's legs kinda glitch out / stretch
  • Notes : 
    • The monster can see you through the window, even if you can't see it because it's off screen!
    • The sound needs to be positional (or refined if it's attempting to do so) , it's far too easy to blunder into the monster by accident.
    • It'd be nice if we had something other than cameras to use , wardrobes or other things to hide in or behind , it seems like you can somewhat lose the monster's aggro but in it's current state there's no real way to ensure it doesn't just casually walk into you again.
      • Noise makers, single use or a re-usable thing like cameras
    • The monster is far too fast in it's calm state, sneaking around you're maybe about half the speed, meaning that it's practically guaranteed death if it's heading to the room(s) you're in.
  • Final Thoughts : Overall I can't say I particularly enjoyed this, the monster felt far too 'strong' without anything to really help the player, the cameras are a fine addition but with the speed the thing moves in, knowing which room it's in doesn't help all to much as by the time you might finally leave the room you're in by sneaking, it's already wandered into the same room.
Developer

Hello! Thanks for the feedback and for the video. I’ll improve the tutorial in the game.

I watched how you play, and I can say that I originally intended for the player to approach the game more strategically.

You can’t outrun the monster in the game, and as you said yourself, the monster can simply enter your room at any moment and kill you. The idea is that your goal as a player is to prevent exactly that from happening!

By placing cameras around the house and checking all the connected rooms, you can make sure the monster doesn’t just walk into your room unnoticed. If we see it approaching from one side, we can move in the other direction.

But if you run around the entire level blindly like you did, then yes, the monster can always catch you.

As I understand it, you were running around the house mainly to find the boxes. That’s my fault — I’ll try to make the tutorial emphasize being careful above all else.

You also don’t need to crouch all the time, only when the monster is nearby, for example, in the next room. I’ll explain this in more detail in the tutorial text.

Overall, I’ll make a dedicated tutorial level. And we won’t use those bulky notes with lots of text anymore.

Also, what exactly is wrong with the controller? Is something not working, or is the layout uncomfortable?.

Submitted(+1)

I only played the first level, because the hub area of the second level looked the same as the first level, down to the note about the controls, so I thought it as just level 1 again.

It seemed fine.

Toggling sneaking instead of needing to hold down the shift button would be nice.

If there aren't enough cameras to keep the dog in view at all times, maybe level 2 just needs more cameras?

You can have a monster it's hard to see who can jump out and scare you at any moment, like the Grunts in Amnesia:The Dark Descent, but they're slower than you, or they corner worse than you, or something, so it leads to a chase scene instead of a curb-stomp.  Or else you can have an unstoppable monster like in Alien: Isolation, where careful observation and avoidance is the only option.

Based on CodyBrealey's comments, The Dog in Level 2 seems to be doing both at once: an unstoppable monster that you also can't see (and therefore can't plan around or evade.)

Submitted(+1)

A good concept with a great art style, but unfortunately I couldn't get past level 2. The dog just seems too hard to counter, as soon as it sees you it's a guaranteed death, and since you can't see where it is most of the time, it just feels like you die out of nowhere. I can see in theory how it's supposed to be countered, setting up cameras tactically around the house and using the alarm clocks to move it somewhere else, but in practice the distraction amounts to little help since you have to place the clocks maually and wait for them to go off and the level is too big to keep the dog consistently in an area the cameras cover. The game tells you to use shift to stop it from hearing you, and it does give some warning in the form of sound, but neither of those seemed to help much either. Maybe this is all a skill issue, but I feel like some sort of nerf to the dog would signifigantly reduce the frustration factor of the game.

Some other notes:

+ I mentioned above, but I really like the game's art style. The player character is cute, the houses look nice and the dog looks appropriately scary. My only complaints visuals wise are that the nesting chicken thing could maybe use more shading on the neck and body, and there are a few visual bugs I encountered that I'll describe below.

+ The cameras are a fun mechanic to mess around with and seem to have decent depth. It's nice working out where best to get a bunch of rooms connected by windows with one camera, and finding the best spots to strategically place them is fun.

+ The music is quite good, and enhances the uncanny atmosphere the game has.

- While you can see quite far above you (screen-wise), the perspective singifigantly limits what you can see below you, which can further compound the issue with the dog insta-killing you out of nowhere. Just having the option to turn the camera would fix this.

- I encountered some visual glitches: 

                 - When you open a door, it z-fights with the top of the wall

                 - Water seen through one of the windows is all white as if it were just the edge, and multipe layers of                         water texture planes can be seen when the water areas fade away from view

                 - There are often random jagged shadows on the walls, I beleive they are from trees that aren't currently                   in the visible area but are still casting shadows.

- When downloaded, the game's folder is just called "Windows Build", which maybe makes sense on the downloads page but gets confusing if when you download it and leave it in a folder. with other games

The game looks very interesting overall, and I wish I could've gotten further. I do look forward to seeing where this game goes, and wish you the best of luck in further development.

Developer

Thanks a lot for the feedback!

Yes, I’m aware of the issue with the game's difficulty. I’m already working on an update that will allow the player to look around.

We’ll be fixing visual bugs as well.

A major update is also planned for the game, adding new mechanics and monsters. So, the game is still growing.