In this game, a child is stuck in a nightmare loop. Help them to fight the monsters by screaming as loud as you can. 

This game was created for the GamesNow! Online Game Jam #8. Also play on https://scream.bloat.app/.

Controls:

Move with WASD, scream with space. Works with a controller.

Team:

Game Design, Art, and Visuals - Jonna Eloranta

Game Design, Code - Felix Bade

Game Design, Code - Simo Naatula

Credits: 

Typeface (https://velvetyne.fr/fonts/fungal/) by Jérémy Landes, Raphaël Bastide and The Deja Vu Legacy Authors

Comments

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This is very interesting - the subject of dreams is endlessly fascinating. 

I like how the game has it’s own physics for the “weapon”. If you stay still it pounds out scream in all directions, if you move it pounds more scream in the direction you are moving. Once you get the feel for it you can really survive for a while. I find myself picking one direction and just going that way and dodging enemies - kind of like a “bullet hell” flying shooter. 

I also LOVE the way the game/nightmare seems to get mad at you if you are doing well and how it starts spawning larger and more intimidating enemies. If you practice lucid dreaming you know that the dream can get "angry at you" for doing certain things. I once made it so far that your game was producing enemies that started taking up ¾ of the screen. 

The scenario is a dream in the world of sleep - so “dying” means you wake up. “Press space to go back to sleep.” Solid. I like it. 

Dreams are always a fun subject for any art form, thank you for choosing that path. One day AI might end up dreaming everything we see and experience. 

My suggestions would only be some kind of points system - some way to break through the wall of nightmare and end up in a good dream because you survived long enough and got enough points. I just like to have a way to “win” the game. Maybe you could do something like  “arcade mode” and “survival mode” on the main screen. Part of me wants to suggest a sound for the scream but that would get horrifying given how much of it the player does - maybe a background song. 

The whole experience was fun and easy to pick up/play.