Dream Roamers by Jegus9
Id is the only one in his village called a "Lucid Dreamer", someone that has power over dreams. When the Dream Roamers, parasites that feed on their victims' life energy through their dreams, attack his village, he's the only one who can free his friends from a tragic fate. But he becomes vulnerable as he collects more spirit energy...
This is a pixel-art, procedurally generated roguelite game inspired by other games of the genre
EDIT: POST COMPO RELEASES BEING DEVELOPED RIGHT NOW! Due to some user feedback I got, these changes are being made and being released soon. They'll be released separate from the original compo files in the itch.io page, so, if you want to rate my compo entry, download the (COMPO) files. - Bomber will be nerfed by having his speed lowered by ~15% - Skip button also will be added in the tutorial screen, since it doesn't make it that clear that you must press enter or space to go on - Level 2 background will be improved - Knives monster buffer: his knives' speed will be increased. - New rooms are going to be added, with a stronger version of the knives monster. - Overall difficulty of the game will be increased.
Future possible changes: - a new set of levels with different scenarios, enemies and music. - As the new maps get more extense, maybe a map can be added in the heads up display of the main game. - Some Windows 7 users are having problems closing the game with alt+f4, but the quit buttons in game still work, so a workaround (maybe an universal quit button) can be added for that.

| Windows | https://jegus9.itch.io/dream-roamers |
| Linux | https://jegus9.itch.io/dream-roamers |
| macOS | https://jegus9.itch.io/dream-roamers |
| Original URL | https://ldjam.com/events/ludum-dare/40/dream-roamers |
Ratings
| Overall | 85th | 3.84⭐ | 27🧑⚖️ |
| Fun | 47th | 3.979⭐ | 26🧑⚖️ |
| Innovation | 353th | 3.146⭐ | 26🧑⚖️ |
| Theme | 452th | 3.167⭐ | 26🧑⚖️ |
| Graphics | 161th | 3.78⭐ | 27🧑⚖️ |
| Audio | 11th | 4.188⭐ | 26🧑⚖️ |
| Humor | 329th | 2.682⭐ | 24🧑⚖️ |
| Mood | 68th | 3.72⭐ | 27🧑⚖️ |
| Given | 22🗳️ | 33🗨️ |
ATTENTION:
So, I was reported about the bug where the monster with the bomb head stands still after dying, stops being processed and locks the player in the room forever. It seems like a pretty common bug, because I barely released the game and was reported about it 3 times already. I still don't know what is causing it and it's weird how that never happened to me after dozens of times testing.
Since this bug interrupts the gameplay, I can (and must) fix this during the compo voting time, and I won't be able to do it today, but will do it ASAP. Once I have the time, I should be able to do this in only a few hours.
Meanwhile, enjoy the rest of the game :3
The gameplay is fun, but the dungeon generation is a bit basic, as there don't seem to be too many types of rooms (this doesn't impact the gameplay too much, though). Also, for some enemy types, I thought you had very little time to look around in a new room before you had to dodge them, but maybe that's just because I'm not great at games like this.
I liked how you show a random quote in the end!
Congratulations once again on crafting this gem. On behalf of my team, we'll be waiting to see what you can make next time! Cheers! :whale:
PD: Lost a run only to be greeted with Jake's wisdom. That brought a smile to my face.
An entire room generation system seems like one big undertaking for a compo game, but it was definitely interesting seeing a completely different layout in the three runs I did of the game (one of which I lost)! So as a programmer, I really have to give you kudos for that. Graphics and Audio were simple, but they also had they're very own charm to it given the setting. It was also nice to see some backstory at the beginning of the game!
If I had to point my only single problem with this game is how fast the 'bomb' enemies are. My first run was lost because I ran into one and had no time to react as he collided with me by one of the room's doors. I almost lost my second run for the very same reason, only this time, the room had three of those baddies on it. Some extra reaction time for those would have been great. :bomb:
Also, as @Moski mentioned, that Borderland's 2 quote when you lose a run was spot on.
Glad to have meet up with you over at GDN, and seriously hope you make it through the judging phase! Thanks a lot for the experience, and once again, on behalf of our team, we'll looking forward for what you create next! :whale:
For some reason I wasn't able to exit the game other than by hard-crashing it...
And the theme implementation is really good. Really forced me to thing wether I want to pick up this extra energy or my HP is too low and I would prefer sofer hits.
I'd like to hear more. Which build did you run?
It's maybe a bit easy. I just always collected all the ammo and tried to not get hit (I guess I did die a few times before winning though). It's a bit hard to tell health and ammo apart.
Overall, I really liked the game and it's aesthetic. One of the best LD40 entries I've tried so far (then again, I haven't tried that many yet :P). Great job!
Incidentally, I must take a look at your source, as your comment about our Godot workflows being different intrigues me.
I used Godot 2.1.4 as the game engine, Piskel to draw the graphics and LMMS for music and SFX (using the sfxr plugin), that was about it.