Post Mortem: Dream Chamber
Another great weekend full of designing, coding, pixeling and composing is over. LD 25 for me was a good edition because I finished my game in time and it seems to be my best yet.
Play and rate the game
Dream Chamber is a very basic tboi/zelda-like dungeon crawler with procedural maps featuring ranged combat. Collect sleeping pills to get your fire rate up and hearts to get your life up. It progressively gets harder the deeper you get.
What went right?
Well, the second day was really really productive. I did write most of the code on the second day and the gameplay got better and better. But the first day was kind of a mess because I really couldn’t decide what to do with the theme. At first I wanted to make a puzzle game which involved solving levels by swapping your place with the villain(as in ‘you have to become the villain’). But I somehow did not like that so I decided to go for this room style procedural generated maps.
What went wrong?
The description of the game on the LD Site says: “You are a dream thief. Fight incubi and nightmares on your way deep down into the dream chamber…“. I wanted to bring this out more in the game but there was no time really. So I decided against it and kept the reference to the LD25 theme sort of loose. That’s not very satisfying but I had to make this cut in order to get this game to a playable/stable version in one day. In the future I hope to make LD games that have more to do with the actual theme.
What will happen?
Right now I’m still pumped from the weekend and I really would like to continue the work on this and make a deluxe version. But I don’t want this to be a stupid Binding of Isaac Clone – we will see what happens if my endorphin rush decays and real life settles back in. I enjoy the concept of these particular types of zelda-likes so maybe maybe my ‘commercial’ game is going to be like this. Who knows.

