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Underbloom's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay & Fun | #1 | 3.667 | 3.667 |
| Creative Use of DreamLayer | #1 | 4.333 | 4.333 |
| Overall | #1 | 3.972 | 3.972 |
| Visual World & Art Direction | #2 | 4.222 | 4.222 |
| Originality | #2 | 3.667 | 3.667 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How did you use DreamLayer?
DreamLayer made the creatures. Underbloom's monsters are puppets of separate body parts moved by a procedural rig (IK legs, swinging arms, a swaying spine), and the player steals those same parts and grafts them onto its own body. So every species needed one consistent set of top-down parts that join into one animal, which is what DreamLayer's character consistency gave us.
Reference first: from a single style frame of the cast, DreamLayer edited one clean top-down reference per species, every limb separated. Once approved, everything else was an edit of it: elites, wildlife critters, projectiles, the nests as a chain (Clutch, then Colony, then Hive and razed Husk, so all tiers share one footprint) and the adaptation bodies (Wary, then Hardened). Parts were cut from the approved reference, never generated one by one, so the Thornmaw jaws you graft onto your Glim are the same pixels the Thornmaw wears.
One style across tools: DreamLayer sat at the centre of a pipeline with Magnific and Unity, and its approved images were the style anchor for everything around them. The cast's style frame came first; DreamLayer turned it into the species references; Magnific then worked on top of DreamLayer's pixels instead of beside them (background removal, part clean-up and part splits made as edits of the approved DreamLayer image, so the shapes, palette and brushwork carry through). Where we filled gaps with Magnific's Nano Banana Pro and GPT Image (environments, and stand-ins to balance credits), they were given the same art-direction frames as style references, creature stand-ins took the approved body as their image reference (the DreamLayer body where one existed), and a variant body was always an edit of the approved base body so its outline and sockets matched. Every image then went through the same in-engine fitting (fixed canvas sizes, joint pivots on the centre line) and the same lighting and colour grade, so a DreamLayer Thornmaw, a Magnific swamp and a grafted mix of both sit in one world. Every file, its engine, processing and approval is logged in the project's Art Book.
In the build: the player's Glim, the whole Thornmaw species (19 files), the Skitterling reference, parts and elite, the Lanternmoth's Wary body, the Brood Queen's claws, ground warnings and Hollow membrane, the painted effects and the ability and set icons: 65 art files from 87 DreamLayer calls (70 credits). The game page's "How DreamLayer was used" section shows the lineage from reference to game.
Game Engine / Framework
Unity 6 (6000.6), URP 2D, WebGL
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Comments
Extremelly well done!
Thanks! I enjoyed your game's mechanics and style a lot