Dreamscape

Dreamscape

  • Veralos
  • 3 weeks ago
  • 23rd

Overview

You want to map out the landscape in your dreams, but you can only visit for sixty seconds at a time. Somehow a full night's sleep translates to only a minute there. Dream time is weird. Draw your map, then use your own drawings to help navigate in future expeditions. Just watch out for the nightmare creatures that lie in wait...

Goal

Your goal is to draw each room of the world onto your map. Draw lines covering the pink walls (and only the walls) in the room. When you've drawn a room correctly, it will turn green (both on the drawing screen and map). Here's an example:

Controls

General

  • Move: W/A/S/D
  • Attack: Left Mouse Button
  • Map: Shift
  • Drawing Mode: Space
  • Fullscreen: Alt + Enter

Drawing

  • Draw: Left Mouse Button
  • Erase: Right Mouse Button

Credits

  • Made by Veralos
  • Made with GameMaker Studio 2
  • Sounds made with Jfxr
  • Music made with BeepBox
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  • havik

    Cool idea and concept. Drawing the map as you go and building up your map of the world is a cool idea, but it didn't see to work? Or maybe it needed to be super accurate, I was more 'do it fast and rough' because of the time limit. Even though you keep the map between runs, I still wanted to try and do it fast, since that feels like what the game wants you to do.

    Definitely has potential though, a post jam version could be interesting! Good job!

    • Veralos Veralos
      Level 37
      Developer

      Glad you liked the concept! The map completion works, but does indeed require you to be quite accurate.

  • Jackaroo
    Jackaroo Jackaroo Level 9

    I really like the concept. Sketching out your dreams is a cool idea. The whole design gives me a feel of some older adventure games and RPG's which is really cool.

    I have a couple of isses though. The drawing mechanic itself seemed to fail to register when I had drawn out some of the rooms. I'd map out the walls and fill them in but the room would not turn green. I'd erase the edges so that it was perfectly lined up with the walls and it still wouldn't go green. Then I'd have to erase the entire drawing, do it again and then it would finally turn green even if my second attempt is messier than the first. I couldn't quite figure it out. I think maybe the reason is that it also fills in areas outside of the game window and if those are filled in too much then it won't turn green. I dunno, that's all I could think of really as to why this issue often occurred . Either way it can get quite frustrating when you're mapping out a room thats far away from the starting point and this issue occurs.

    I also found the combat a bit finicky. Specifically with the moving enemies. It seemed that no matter how hard I tried I just could not defeat the moving enemies without taking damage. This might be just me being bad at the game but it was something that I just struggled with.

    This was really cool though and you captured the dreamlike atmosphere really well. Mapping out the rooms is a really nice mechanic, I just wish it didn't have that issue of not detecting a room when it is fully mapped.

    • Veralos Veralos
      Level 37
      Developer

      Yeah the drawing detection can be quite specific. The game checks for correctness by scaling down the drawing surface so each pixel represents a 16x16 tile. The down-scaling is quite unpredictable which is why it can be hard to get it right. It's nothing to do with being off-screen though; the surface for the drawing is only the size of the screen.

      Anyway, I'm glad you liked the idea. Sorry that the execution was a bit off.

  • Tydecon Games

    I think this an interesting idea but somehow the map did show at 0% after I'd drawn something, I also think some on-screen prompts would have been helpful - but these are all minor improvements, it's great to see you've done something unique with the theme, good job

    • Veralos Veralos
      Level 37
      Developer

      Yeah, it seems a number of people don't understand how the map completion works. I really need to figure out a way to make it more intuitive. Ideally I would have added some tutorial prompts too but I ran out a time for that.

      Anyway, thanks for checking it out. I enjoyed your video!

  • Tero Hannula

    I liked the concept, but unluckily I feel the actual gameplay doesn't clashes with implementation of theme, and which makes it feel 60 seconds time limit is slapped on top of the game, and makes the limit more of annoying nuisance. If you don't mind the time limit, I like the game mechanic and idea otherwise.

    Controlling player and fighting enemies was fine. But when you are close to window border, it is hard to aim towards border, as you can easily misclick and go out of game. This could be fixed making attack key other than mouse-click, so you don't need worry about keeping mouse inside game window when fighting enemies.

    Back to theme implementation, instead 60 seconds time limit visiting dream world, I would have implemented theme somehow else. Like you can stay in one room for 60 seconds before it becomes unstable - dream starts to shatter. Which is also why you try draw them, make recollections what your dream was.

    Edit. also though it was good to tell 10 seconds passing with sound effect, I think more pleasant sound could have been made as you hear it repeatly ^^"

    • Veralos Veralos
      Level 37
      Developer

      Thanks for the extensive feedback!

      I'll admit I was mainly interested in the idea of drawing a map, with the timer being somewhat of an afterthought. I didn't anticipate drawing under a time limit being so tricky - probably should've tested the idea more.

      I intentionally made the combat use the same controls as the drawing so that you don't need to move your hands when swapping modes. I do see your point about clicking out of the screen though. I recommend playing full screen (alt+enter). Unfortunately I forgot to enable screen resizing so it's not obvious you can do this.

      I don't totally understand your suggestion here, but 60 seconds per room rather than 60 seconds for the whole world sounds interesting. It would certainly reduce the time pressure.

      I'll see if I can get a nicer sound for the timer.

  • Yosi
    Yosi Yosi Level 30

    Very cool concept!

    • Veralos Veralos
      Level 37
      Developer

      Glad you thought so! Thanks for playing.

  • Ethan Wake
    Ethan Wake Ethan Wake Level 7

    I love the concept; the "draw your own map" idea reminds me of oldschool RPGs / adventure games where you had to literally do just that. The graphics are fitting, and the music has a very dreamlike feel to it. I'm also thankful the map drawing data saves automatically and reloads on later playthroughs. Overall a great experience.

    That said, I am confused as to the goal; the description says you have to draw each room onto the map, and the room will turn green on the map/drawing mode when you do so. I've tried tracing the outer walls, as well as coloring in the entire wall, but I can't get any rooms to turn green and my map progress is at 0%. What am I doing wrong?

    Screenshot 1

    Screenshot 2

    • Veralos Veralos
      Level 37
      Developer

      Thanks for playing the game and for providing such detailed feedback. I'm glad you enjoyed (most of) it.

      Yeah, the drawing checker is quit picky. You need to draw so that the drawing covers all the walls, but only the walls. The second screenshot is closest, but the drawing is going too far over the edge of the walls. My screenshot below shows what it should look like:

      Screenshot

      If you're still having trouble, try checking the map. The scaled down drawing on the map is the exact same as what the game uses to check for correctness - if a pixel is out of place on the map that means it's out of place in the drawing too.

      • Ethan Wake Ethan Wake
        Level 7

        Thanks for the tip! Kudos on making it so the player has to draw "inside the lines," so to speak. Clearing a room of enemies, then carefully tracing the room without drawing out of bounds, all within 60 seconds is surprisingly challenging. I just beat the game 100%. Very fun!

  • Jupiter Hadley
    Jupiter Hadley Jupiter Hadley Level 12

    Neat game. I included it in my GM48: Sixty Seconds compilation video series, if you’d like to take a look. :) https://youtu.be/huP5ApnGTE0

  • The Great Gatsby

    I enjoyed it! It was a really clean game, and a really cool idea. I like how when you get hurt by an enemy, you get ten seconds less to play. similar to how when ou are really dreaming, a nightmare will wake you up. that was a nice, subtle touch.

    • Veralos Veralos
      Level 37
      Developer

      Thanks! It's always nice when you can find ways to make the mechanics and concept work together.

  • PizzaBandit

    This game is awesome, I love the style of it with the pencil being a weapon and the cool backgrounds. The combat and camera work is spot on

  • S.Data
    S.Data S.Data Level 2

    Really fun!! I don't know if it was just me, but my map progress didn't update? I also would have loved if your progress drawing the map reflected something about how your room looks, like having a version of the map there, but nevertheless the concept was really cute

    • Veralos Veralos
      Level 37
      Developer

      To get map progress you need draw each room so the drawing covers all the walls exactly. The room will turn green on the map when correct. Drawing your own map without worrying about being "correct" is a valid way to play though!

      The original plan was to put the map in the room somehow but I ran out of time to figure that out so just had to go with slapping it on the the title screen.

      Anyway, glad you liked the game!

  • Junction Games

    Kinda difficult to do all the drawing, but a fun game nonetheless

    • Veralos Veralos
      Level 37
      Developer

      Thanks for playing. Yeah, the time pressure ended up making drawing a lot tougher than I first anticipated.