Dreamscaper

Dreamscaper

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Tenn Jul 16, 2022 @ 6:16pm
Thoughts as I put too many hours in this game
To be clear, I'm ~60 hours in and expecting to be in at least another 10 more. These are more like, "Wouldn't it be nice if...?", not complaints. Well, I guess they're also complaints.
  • Teleporting directly to new accessible rooms would be a time saver. There's value in making me re-traverse a room, but hazards are a pretty small danger when enemies are dead. Dying to hazards/ projectiles after enemies are dead is kinda lame anyway.
  • Couldn't uncollected resources pool in the initial room? Leaving them where they are and waiting until I have a build that gives me more sand/ need to heal to collect them later in the level is optimal, but feels like a chore.
  • By making the quality of the initial gear variable, you're incentivizing mulligans. I don't really have any clue how to avoid that, but it doesn't seem ideal.
  • Had to check the wiki to clarify DoT interactions and I'm still unsure if lower DoTs can overwrite higher ones, if enemies can have multiple DoTs, that kind of thing. Guess and check is not my jam, for that stuff.
  • The inventory and gear display UI need a little love. Same with the waking map. If it's welcome, I have some thoughts.
  • The immunity items for sure should be specific to each trap, but shouldn't it be hazard resistance instead of red pit resistance? (thought it was some kind of horrifying DoT for at least a few runs...)
  • Might be more a, like, Deamscaper 2: The Dreamscapest thing, but the screen can get really noisy sometimes, especially with some lucid attacks covering the character entirely.
Last edited by Tenn; Jul 17, 2022 @ 8:51pm
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Showing 1-10 of 10 comments
Tenn Jul 16, 2022 @ 8:01pm 
Spark for sand trade-in should be in volumes of +1/+5, not +10/+100.
Tenn Jul 16, 2022 @ 8:09pm 
Currently attacks by companions (which to my knowledge, never cause a stagger) cause enemies to flash as if I had connected with a normal attack, could yall, like, cause a small collision animation instead? Like half the time I get nailed in the face by an attack, it's cause I think I connected instead of my paddle ball.
Tenn Jul 16, 2022 @ 8:52pm 
Likewise, kinda hard to tell the difference between taking a tick of red pit and the flash prompt for another roll.
Tenn Jul 16, 2022 @ 9:58pm 
It'd be neat if, instead of toggling the unlockables on and off, you could swap out the vanilla items for the unlocked ones, so that you can remove items you don't like from your builds...?
Tenn Jul 16, 2022 @ 10:03pm 
Being able to see the challenge before you enter the challenge room would be nice? Could see how that'd cheapen the challenge, but it seems less intrusive than a confirmation pop-up or the current "Get smashed in the face while I read it and think about the challenge".
Tenn Jul 17, 2022 @ 12:44am 
In particular, showing who you already know likes the gift in the giving menu would be nice, as would an already-mastered icon around items in the sketch menu.
Thanks for this game. Many, if not all, of my issues with it are quibbles.
Tenn Jul 18, 2022 @ 9:11am 
You should probably get glass and resolve for giving gifts beyond the limit- I realize sand trading is a thing, but...
Tenn Jul 18, 2022 @ 6:27pm 
the attack alerts have to go on the enemies/ screen edge and they've gotta be more closely related to the parry window. Animations aren't kinetic enough to tell me when to parry, especially when there's noise like 5 companions around me. Euch.
Afterburner Studios  [developer] Jul 20, 2022 @ 7:01am 
This is great feedback. At this time, development on Dreamscaper is complete, but we definitely share many of your thoughts and will apply the lessons learned to our upcoming second title.

- Rob
Tenn Jul 20, 2022 @ 8:10pm 
Looking forward to your next project. Thanks!
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Date Posted: Jul 16, 2022 @ 6:16pm
Posts: 10