Drawn To Dream
Take on the role of a young dreamer as he traverses his way through the dreamscape! A land brought to life by his imagination but fraught with peril at every turn.
The dreamscape has materialized his greatest fears: School bullies, the gym pool, and even the school librarian are lying in wait for our intrepid adventurer. He's not without his own tricks though, he was able to bring his trusty pen and sketchpad along, and in this world anything he draws, comes to life. If only he can remember how to draw something useful...
Can you overcome your own worst nightmares, complete your sketchbook, and Dare To Dream?
CONTROLS
Movement : WASD
Jump : Space
Open Drawing Menu : Tab
Interact: Left Click
Throw Object: Right Click
CREDITS
GAME DESIGN BY Glendon Chandler, Nick McKinnis, Hunter Adelgren, Pierson Trimarchi, Aaron Parker, and Jason Jones
Art : Nick Mckinnis, and Jason Jones
Programming : Pierson Trimarchi, Hunter Adelgren, Nick McKinnis, Glendon Chandler
Audio: Jason Jones
VFX: Aaron Parker
Level Design : Glendon Chandler
Status | Released |
Platforms | HTML5 |
Authors | NickMckinnis, HunterAdelgren, Games By Master Subby, Pierson, glensei, HollowCrusader |
Genre | Platformer |
Made with | Unity |
Comments
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Thanks Yee! I always really appreciate your detailed feedback! My goal on this project was to push the animations as far as I could, and actually your comment on something I worked on previously gave me the idea to set up the jump on the blend tree. We definitely had a lot of ideas we wanted to implement considering the amount of free time we all had.
We are currently looking into a bug that is preventing the player from getting killed when falling in our level border. Something broke our trigger volume there I'm assuming. The idea was that you could use the hole to escape an enemy as well as defeat them but there weren't many cases we have that we could use that sort of ability in a meaningful way.
As far as the duck , it floats on water, you can pick it up and throw it, then walk across it.
The concept behind the Ink Bar is that some puzzles could be set up to challenge you in how to solve it while managing your ink levels, but we admittedly didn't get around to adding too many of these situations.
We had played around some different ideas about how to use the sketchbook. I think if I were to change it, I'd have maybe two extra buttons that you could assign drawings to, similar to how Zelda handles items and then allow the player to freely draw them.
Thank you so much for the feedback! It is greatly appreciated
You can get softlocked by falling into your own pits, and I died on the boss and it glitched the game out so I couldn't continue. Really good graphics and sound though.
Thanks for the feedback! Falling into your own pits is intentional but it IS supposed to kill you if you fall too far haha one more thing to fix.