Dream Reaper by Orhu
Dream Reaper is a puzzle game about harvesting dreams. Help The Reaper collect Dream Orbs while avoiding nightmares that lurk in the halls of sleepy homes.
Try to beat each level in as few moves as possible! (A move counter can be turned on in the options menu in game, and best scores can be viewed in the level select screen)

Dream Reaper was made by a team of three guys and a rat using Unity.
Programming and Design by Orhu, sullycollins, and RattleEmBoys, Art by Ratman, Music and Sounds by Orhu
Dream Reaper should be played in a browser.
Controls
Use Arrow Keys to move.
Z = Toggle Phase
X = Use Item
C = Wait
Backspace = Restart Level
Esc = Pause Game
Items: Keys open doors, Scythes kill enemies, Hourglasses freeze time.
Did you know reap is a synonym of harvest?
| Link | https://orhu.itch.io/dream-reaper |
| Link | https://github.com/Orhu/ldjam52 |
| Original URL | https://ldjam.com/events/ludum-dare/52/dream-reaper |
Ratings
| Overall | 283th | 3.667⭐ | 74🧑⚖️ |
| Fun | 345th | 3.472⭐ | 74🧑⚖️ |
| Innovation | 451th | 3.225⭐ | 73🧑⚖️ |
| Theme | 657th | 3.197⭐ | 73🧑⚖️ |
| Graphics | 292th | 3.847⭐ | 74🧑⚖️ |
| Humor | 371th | 2.96⭐ | 64🧑⚖️ |
| Mood | 330th | 3.569⭐ | 74🧑⚖️ |
| Given | 74🗳️ | 132🗨️ |
Reminds me Helltaker in some way
Also the level design was nice
But i catch a deadlock in the last lvl after using hourglass(freezing).

The only thing that took my be suprise it that the player moves before all other objects.
Like I expected an enemy to move away from a spot before I move their instead of me running into an enemy.
It kinda felt a bit like all my planning was always a step behind.
Tough I suppose that is up to preference of how you think about it!
Great work guys!
With a bit more time, I think there are some QoL improvement that could be made (auto use of certain items, some animations...) but that's the lot of game jams! I enjoyed playing it!
It got a bit tiring to move after a while since The Reaper moves pretty slow, but it wasn't a big issue.
The game's puzzles were not too hard, not too easy.
It was really fun to solve the puzzles.
Regardless, a fun game!
It would be nice to see what the best possible score on each level was once I'd beaten it to see if there was more for me to figure out.
Also why do I need keys if I can phase through doors :))
Well done
One thing, though: when picking objects, there is a really high pitch ring that hurts a lot ^^'
Overall a very nice entry, great job !
But nice entry, funny game, I see a potential to develop it more after the ludum!
(XD. Just two steps into the game, I knew that the game had a similar movement style to Windy Celine, Rhythm Dungeon, and Dragon's Teeth, which I enjoyed because the enemy didn't move, and when I did, it meant I was thinking straight. This way of playing gives me more time to calculate lines and plan my pace.
This is the case with this game, although the core is not taking out all the enemies on the field, each step I take is well thought out and the interaction with new enemies or new obstacles, along with the new props I get, makes a difference to the play experience.
It's great and I'll keep playing.
As a reaper who can't walk through the wall, it's normal to sometimes need a key to enter the door (XD.
Just two steps after opening the game, I knew that the game has a movement mode similar to that of Shiren the Wanderer, Crypt of the NecroDancer and DragonFangZ. I like these games very much, because this kind of game mode allows me more time to calculate the route and plan the steps.
This is the case with this game. I don't need to kill all the enemies on the scene, but I walk in good order at every step. With the rules of new obstacles and the new items I get, I can have different effects of playing experience.
At the 11th level, I realized that it is not a bug that the ghost form does not consume energy when it does not pass through the door.
And I really like the design of more than one route in some stages behind.
I think I will spend more time studying whether I can complete the stage in less steps.

I like the puzzle design, but I found the movement and general gameplay to be really slow, the time it takes for the player to move across tiles feels like it takes forever, which then makes replaying the particularly long levels kind of frustrating, if that was sped up I think it'd be a lot more enjoyable, still a very good job though :)
It had me struggling a bit but it was really fun!
I think some of the levels might be a bit strangely designed, but none of them were bad or anything.
My only real complaint is that moving around is annoyingly slow, because you have to wait for the enemy turn after each step.
I recorded my experience in this video, Dream Reaper is at **29:50**.
https://www.youtube.com/watch?v=ST10nvA_qXE