Chasin' Dreams by AnimalX
The Game
You play as a dog that needs to go to bed! As usual, you don't want to so you challenge your mother to a game of high tag. Run around, collect time and treats but make sure you don't get caught by your mother as you will lose time and get reset! And remember, high places are safe places!
Controls
Move with WASD/ZQSD and jump with space. Controllers are also supported, but not in the menu. Left stick to move, bottom face button (A for XBox, X for Playstation and the other one for Nintendo controllers)
Team
I originally intended to submit this to the compo, but ran into loads of issues with the animation (first time rigging and animating a quadruped) so missed the deadline :(
Images


| Link | https://animalxstudio.itch.io/chasin-dreams-treats |
| Link | https://animalxstudio.itch.io/chasin-dreams-treats |
| Original URL | https://ldjam.com/events/ludum-dare/50/chasin-dreams |
Ratings
| Overall | 896th | 3.38⭐ | 27🧑⚖️ |
| Fun | 714th | 3.36⭐ | 27🧑⚖️ |
| Innovation | 877th | 3.12⭐ | 27🧑⚖️ |
| Theme | 830th | 3.54⭐ | 27🧑⚖️ |
| Graphics | 863th | 3.44⭐ | 27🧑⚖️ |
| Audio | 830th | 2.84⭐ | 27🧑⚖️ |
| Mood | 861th | 3.34⭐ | 27🧑⚖️ |
| Given | 27🗳️ | 26🗨️ |
```
5.0.0-0+++UE5+Release-5.0 1004 0
Disabling core dumps.
MESA-INTEL: warning: Haswell Vulkan support is incomplete
Failed to find symbol file, expected location:
"/tmp/Chaser_Linux_Shipping/Chaser/Binaries/Linux/Chaser-Linux-Shipping.sym"
LowLevelFatalError [File:.\Runtime/VulkanRHI/Private/VulkanMemory.cpp] [Line: 3637]
Out of ? Memory, Requested0.00KB MemTypeIndex=0
Signal 11 caught.
Malloc Size=262146 LargeMemoryPoolOffset=262162
CommonUnixCrashHandler: Signal=11
Malloc Size=131160 LargeMemoryPoolOffset=393352
Malloc Size=131160 LargeMemoryPoolOffset=524536
Engine crash handling finished; re-raising signal 11 for the default handler. Good bye.
./Chaser.sh: Zeile 5: 69719 Speicherzugriffsfehler (Speicherabzug geschrieben) "$UE_PROJECT_ROOT/Chaser/Binaries/Linux/Chaser-Linux-Shipping" Chaser "$@"
```
The windows version also does not start with wine.
@fatiguedfox Thanks for the feedback! Yes, I agree with the reset being jarring. Unfortunately I had issues with the animations so lacked time for polish :(
@arihan10 It's the same magical force that is spawning the treats in the garden ;) Glad you enjoyed it!
Good job !
@ehon Furiously writes down to add dog friendly controls to future doggo themed games :D Thanks for the feedback, that's really helpful :)
@meta-link What's the highest you ended up scoring? Glad you enjoyed the game!
I found the bug. This is enemy dog on highground :)) In general, everything is good!

My main criticism with the game is that the character controller felt a little barebones. There are a lot of things you could do to improve the feel of the controls and make it feel like you're controlling a dog. Having the dog accelerate instead of stopping and starting immediately, increasing the turn damping and maybe rotating the body into the turn a little bit, having a slight slowdown right before a jump as the jump animation starts. Little things like this can go a long way to make simple gameplay feel a lot more polished and robust. Also, a simple looping soundtrack would fit great for this type of game
Great job putting this together in 72 hours!
I'm amazed you did that AND the programming, wow!!
Graphics are minimalistic and pretty, the colours are nice and pleasant (although the indirect lighting (GI) could be a liiiittle bit brighter for me - so I'd like the shadows to be a little less dark, but I'm not familiar enough with Unreal to know how to fix this. Do you also need to bake light for realtime GI to work?
Or are there Post Processing Effects? Not sure how they work in Unreal, but in Unity this is like a miracle! Basically like an after effects filter, it puts make up onto the final image of your game, lol. you can then cheaply brighten up your end result if theres's not time for light baking/fucking around with light :D)
The idea and gameplay are really nice and fun, I feel like it might need a bit of tweaking to make this really fun for post jam version :)
My 3 main issues:
1. Controls with KBM feel a BIT off can't say why, it just feels SLIGHTLY off with the world game orientation? I will try with the controller afterwards but right now it's in use :)
2. Mom is a little too OP: yeah sure, she needs to be quicker and faster, but it should also be possible to run a bit from her (can be skilled based, I know I know, no time during a jam - but that's why I said post jam ;D) so maybe she like drags you and you can do QTE button smash actions to escape or something? (With button smashing I'm imagining a mini game like in Pokemon Stadium with the pikachus and voltorb where you make electricity if you're familiar?) Or like make her slightly slower and give her a little direction delay so the player can sidestep like a rabbit to throw her off ^^ base game already offers nice mechanics/opportunities like running around or jumping over the carussell :)
3. jumping and reaching platforms should be a little easier I think, and your jump/gravity maybe a bit faster :) (so that you also reach the floor faster when you fall down)
All in all a great entry! Congrats :)
