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Sweet dreams Beta

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Made By Chunky Monkey Team
Fullsail university

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I'll begin from the *very* beginning.

The idea for this game is highly overused, and you seem to only have a vague "this is a child's dream and this is scary" idea which is not executed very well by the colorful cartoon kitty cats, strangely out of place pencil-drawn ghosts holding blocks, and tribal-tattooed elephants.

You are thrown into a strange low-polygon environment of wooden beams suspended in a cubical nondescript room. Is the dream that he is small? I would appreciate some introduction.

At first, I didn't know the flashlight in his hand had any purpose. Anyway, if this is a dream, why does he have one? At least have him find one, not that the idea of a flashlight in a horror game is original or anything.

The mouse location controls the direction he looks in. He needs to look in the direction he is moving, not where the mouse is. The mouse isn't actually there in the game world, he is simply pointing his flashlight at it when he uses it. In addition, if you are walking, the camera lags behind so you can't see what's ahead of you, but that's not all - the center of the screen (not where the boy is placed in relation to it) is how the model determines what direction to face, meaning if I am moving to the right, and my mouse is in between the boy and the center of the game screen - meaning behind him - he will still look to the right, and I will be unable to shine the flashlight behind me. I have to consciously move the mouse farther behind him in order to use it in this fashion, which I shouldn't have to do. It breaks any immersion that would've been there if this was anything more than a simple time-waster platformer.

Double-jump is a little ridiculous, and there isn't even any graphic to show you've done it. He just... pops up in the middle of the air. He falls too fast for it to feel fluid and like an actual double jump You can also jump and still double jump after falling off a platform, even if you haven't jumped.

There is no use avoiding enemies at all. It takes eleven seconds of continuously being in contact with a cat enemy and three with the elephant (a stationary enemy) to have ANY ill effect, and if "waking up" is the game over screen, why would I not kill myself on the first enemy to escape the nightmare? Of course, if that is the point of the story - "stuck in a nightmare." You never told me.

The flashlight, activated by left click, therefore has no use - because why scare away an enemy who can't really hurt you? It doesn't even do anything to any enemy except the cat. He also doesn't even look where it's pointing, he just stands there while a light shines out of his cock. At least, upon closer inspection, it actually comes from the front of the flashlight.

The powerups are useless - why do I want to go faster? The batteries have no use because the flashlight, like I just said, has no real point - but what's more, if they DID actually have a use, why would you put multiple ones between spaces with no enemies?

The signs don't work, except the one explaining the power up, and let's face it - it's not scary or even fun in a gaming sense to walk, jump and read signs with messages that sound like they're trying and failing to be cryptic, written by "the guy who writes the signs." At least just leave him unnamed, for chrissakes, do you know how many platforming games have a "guy that writes the signs"?

There is one path to the exit, and the keys are located on the path. That's a little counter-intuitive, you'd imagine if you didn't reach a locked door first you wouldn't need to have a key item. I understand having a key be necessary for a locked door, but if you have to teach me that locked doors need keys, you only need to teach me that in ONE level.

The second level cannot be completed, or else the "activated with 1 key" message is the last part of the coding of the game, which I would understand, being a beta.

In conclusion, this should be called a "proof of concept." Not beta, not alpha, barely more than a simple and unfinished in many ways clone of better platformers.

I realize this is a work in progress, and I know it can be improved. That's why I said all that was wrong with it. That said, newgrounds isn't meant to be your beta-testing playground for free reviews and tips, it's for fun finished games, or a least if it's a beta make it fun to play the beta. This is walk right, jump jump jump, walk left, jump jump jump.

marckzero responds:

Thank you For the feedback , we will try to improve for future builds.

Credits & Info

2.51 / 5.00

Oct 11, 2017
2:39 AM EDT