Dreams Come True
About:
Dreams come true is a walking-simulator that allows you to spend time in a magical, medieval town while getting to know some of its resident creatures and, who knows, you might even learn something interesting about yourself...
Controls:
Use the WASD keys to move.
Hold Left-Shift to run.
Click the Left-Mouse button to interact with the notes & creatures.
Click the Right-Mouse button to cancel the interaction.
Credits:
Assets:
https://assetstore.unity.com/packages/3d/environments/fantasy/whitch-s-house-125...
https://assetstore.unity.com/packages/3d/environments/fantasy/3d-the-blacksmith-s-house-252972
https://assetstore.unity.com/packages/3d/environments/landscapes/low-poly-simple...
https://assetstore.unity.com/packages/3d/environments/historic/voxel-castle-pack-lite-164189
https://assetstore.unity.com/packages/3d/environments/fantasy/lowpoly-baker-s-ho...
https://assetstore.unity.com/packages/3d/characters/creatures/kawaii-slimes-2211...
https://assetstore.unity.com/packages/3d/medieval-windmill-89489
Background Music:
https://assetstore.unity.com/packages/audio/music/fantasy-rpg-adventure-25-track...
Status | Released |
Platforms | HTML5 |
Author | Kavika |
Genre | Simulation |
Made with | Unity |
Tags | Fantasy, Medieval, Walking simulator |
Comments
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This was kinda nice, until I got stuck behind invisible walls when exploring behind the castle and couldn't get back to town :)
On a purely tech level, the spots I had to click to interact were often a bit off-centre or I was having to click above the blob guy rather than on them which was tricky. It would also have been nice to have the interactions phrased as dialogue rather than details just from an immersion perspective.
The town itself could have done with a bit more variation in places - obviously there's asset limitations there, but I think I'd have either made it denser or made it clearer what the interim space was used for. Premodern towns and street layouts are often super dense compared to modern ones because there's no need for vehicle space so unless people have big gardens there's little need to space buildings so much. Also people don't tend to space out so evenly, it might make more sense to have some spots with a bit more of a gathering and then more scattered individuals round the edges.
Thank you playing! I really appreciate the feedback. I'm working on fixing the tech related issues and the feedback related to level design has also given a lot to think about in terms of how such experiences can be made better, going forward :)
Thanks again!
You're welcome! :)
Have you come across the workshop/community Coding Medieval Worlds? It's an annual workshop & there's videos of the talks online and some of those might be of interest for you, especially this one: https://www.youtube.com/watch?v=6XeU4fKk9KI
(Also this year's CMW is next month, so if you'd like to actually come there's usually late spaces available and it's free, the website is https://exilian.co.uk/codingworlds/)
Just might be interesting for thinking about some of this stuff and it's a community that's very receptive to smaller, newer, indie and free game makers of all kinds :)