Post Gamejam Content!


"I feel like I was too ambitious and ended up doing less because of it (including adding a lot more text). I'm hoping to continue on the game after voting."

Now that voting for Inkjam 2020 is complete, progress on this game can continue! For the gamejam, I had 3 days to complete a game, now that it is over I have near limitless time! To start, I want to go over a few things:

  1. What I managed to finish.
  2. What I had originally planned.
  3. The plan going forward.
  4. A few new ideas (bonus).

1. What I managed to finish.

If anyone is reading this and has not already, please play the original gamejam edition. More on that later.

For everyone else, here is a brief summary of the game. You wake up in a forest, after wondering around for a while, you come across a clipboard for tracking items and later sheers to cut down bushes. After escaping the forest, you come across a beach with a large duck (Bill). Then the game ends.

The game ended up coming in third to last, it's not very fun, it hardly fits the theme and it barely makes sense in InkJam. Whoever I would still consider it a success! My original goal was to have fun and finish something. I had a lot of fun and despite the lack of content, it was finished.

I would absolutely recommend everyone finish a gamejam! Although incredibly difficult, it is a great learning opportunity and challenge.

2. What I had originally planned.

This game has 2 areas, 1 character. My original plan was to have 4 characters spread across 4 areas, each with their own branching dialog. Here is a couple of those unfinished features:

  • Dropping items would effect dialog (In Case of Trouble... Use an item).
  • Characters could follow the player (Bill would do this automatically and get distracted by dropped items). - Very buggy, had to be dropped for time.
  • Swapping player characters. - Dropped for time.
  • A whirlpool item that lets you jump small gaps.
  • A portal gun that lets you jump large gaps.
  • A few visual improvements: trees with leaves and animated tiles.

In terms of areas, there would have been: The forest, the beach, underwater cliffs and a castle entrance.

3. The plan going forward.

First, I am going to rename the dreamboy.zip file to dreamboy-inkjam-2020.zip (this version will always be available). Then I will start work on a new version of the game. I will keep some elements, whoever several elements will be scrapped.

To keep:

  • The main menu with the inventory.
  • The main character and large duck design.

To scrap:

  • The entire map.
  • Potentially, all the graphics.

Borderline another-game-entirely.

4. A few new ideas (bonus).

And for those who kept reading till the end, thank you! As a bonus, I'd like to give you a sneak peak at some of my ideas for this new version! Fair warning, everything I am about to discuss could change.

  • Dynamic lights that could move around and be obscured. Could effect gameplay but generally just for looks.
  • The biggest idea I had was to switch from a primarily 2D game to a primarily 3D game. The entire game is based on a dream (hence the name) and my most interesting dreams where in 3D. Upside, I can show a lot more, downside, it is more complex (will take longer).
  • One idea I had half way through the gamejam was to add fights or boss battles where your item management and communication skills would be put to the test.
  • Currently, if you drop an item, it is placed in its original location. I'd rather you be able to throw items, to make it easier to pick up and visually show how it effects the world.

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