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Dreamshift's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creative Use of DreamLayer | #9 | 3.125 | 3.125 |
| Gameplay & Fun | #13 | 2.750 | 2.750 |
| Overall | #14 | 2.969 | 2.969 |
| Visual World & Art Direction | #14 | 3.250 | 3.250 |
| Originality | #16 | 2.750 | 2.750 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How did you use DreamLayer?
DreamLayer painted every visual in the game through the Agent API, driven by a script (npm run art): 16 text-to-image assets, 5 background removals and an 8-frame run sprite sheet. The game is about shifting between three layers of one dream, so the three backgrounds come from one shared composition brief (same hills, moon and five tall shapes) painted as a mushroom forest, a volcanic ruin and an underwater kingdom. The bedrock tile also gets three materials from DreamLayer, one per layer. The dreamer, mushroom, urchin, shard and door are text-to-image plus background removal, and the run cycle is a DreamLayer sprite sheet made from the painted dreamer. Press G on the title screen for an in-game before/after gallery of all 17 assets next to the programmer-art drafts that served as their briefs.
Game Engine / Framework
Phaser 3 (JavaScript) with Vite
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Comments
Shifting layers mid-jump where the art itself is the puzzle is a great idea. Painting all three worlds from one shared composition so the platforms line up is really clever. And a G-key before/after gallery, same idea I had, glad to see someone else did it too!