Johnny Dreams Bad by JacobRutter
Take a journey into Johnny's dreamscape. Only by going Deeper and Deeper into his dreams can you survive.
I've been told the game is difficult. Find the door to escape the current dream. There is a hint displayed for each level. [The first hint is a military time--analog clock direction] >> good luck!

Full disclosure: this is my first jam and the finished product is not what I had in mind. Try the game, its a short but enjoyable experience. You'll see where it came to an end, things got messy trying to switch scenes and I had to submit an earlier build.
I'm looking forward to your feedback.

| Link | https://jakerutter.itch.io/johnny-dreams-bad |
| Original URL | https://ldjam.com/events/ludum-dare/48/johnny-dreams-bad |
Ratings
| Overall | 1704th | 2.914⭐ | 37🧑⚖️ |
| Fun | 1663th | 2.721⭐ | 36🧑⚖️ |
| Innovation | 1264th | 2.957⭐ | 37🧑⚖️ |
| Theme | 1143th | 3.471⭐ | 37🧑⚖️ |
| Graphics | 1691th | 2.614⭐ | 37🧑⚖️ |
| Humor | 1091th | 2.453⭐ | 34🧑⚖️ |
| Mood | 1299th | 3.206⭐ | 36🧑⚖️ |
| Given | 26🗳️ | 48🗨️ |
I've played your game here (as you asked). :)
I will make the full analysis soon.
https://youtu.be/lciF4F6MkJw
1 - Mechanics, Learning and Flow:
The game consists of finding the exit of each stage on a map with a superior view (as I understand it). At each stage there may be some kind of clue that leads to the exit. In addition, the exit is always in the same place, which ends up being a matter of trial and error with memorization after some time (it would be interesting (after the game jam time) to do some stages with variants). I thought of something like some stage where the door moves and leaves traces (even if it starts at the same point, it could move following some randomness). There are also opposing elements that make the game challenging (I found it quite interesting).
Learning to play is, at most times, an easy thing. In some moments new elements are introduced and, due to the graphic art, it is not possible to be completely sure what it is about (until we have tried it). For example the "boxes" of the second stage, which appear to be flowers when touched (at some point I thought they would be chasing missiles or something, hahahahahah).
The game flow at each start of the internship takes us to the challenge, with some common elements (pursuers) and new elements. Repeating the stages ends up taking us to a new way of interacting with the game (also based on memory). In parts this can be bad, depending on the experience intended by the designer. Anyway, there is a lot of content (considering the time that was invested in the production of the game).
2 - Graphics, Audio and Narrative:
The graphics are quite simple, serving specifically to pass on the main concepts and make some (smart) moves in relation to some tracks to get out of some stages.
The sound effects are interesting (including giving clues about danger and away from danger). The soundtrack varies in terms of being present (I suppose that even contributes to the fright that is losing and "waking up scared").
The narrative is simple and straightforward.
3 - Culture:
The approach to delving into dreams (or nightmares) is quite interesting and can be further developed with several challenges with clues, including new stages with varying challenges and more content.
The dream idea can be approached in different ways in a post-jam version.
4 - Monetization:
With the necessary polishing and the addition of several stages, I believe that the game could be placed in stores for smartphones with monetization based on advertisements.
The controls where also inverted so it was difficult to move about.
Congratulations on submitting and completing a functioning game. Every time you jam and submit you will get better. Best of luck!
Thanks again for playing!