
A surreal, roguelite inspired action RPG with modernized hack'n'slash combat about lucid dreaming. Dreamscaper: Prologue is a demo to the main game, to get you familiar with the game mechanics. DREAM. DIE. WAKE. REPEAT.
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Languages: English*, Simplified Chinese, Traditional Chinese*languages with full audio support
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Try to collect data without even notice the user. so a huge NOP i ain't sending data over port local 61291 to 443 to api.gameanalytics.com even if you don't ask me. No mather how good or lame the game is. Transparency is a MUST HAVE. Write an EULA and mention this !
[h1]Dreamscaper: Prologue [/h1] [b]A difficult roguelite hack n slash brawler combined with a relaxed social dialogue section proves to be an original and interesting mix which works well together. [/b] [quote]Dreamscaper: Prologue is the first chapter in the Dreamscaper saga, consisting of the level Home Town and 4-6 hours of unlockable content. The prologue limits the level of the relationship builder and weapon progress. The supporter’s edition allows you to achieve level 9 in the relationship builder and doubles the amount of weapon unlocks. It also adds an additional level and boss fight. [/quote] [h1] First Impressions🤔 [/h1] [b]Dreamscaper: Prologue is quite tough. In the dream world the environments are quite small and there are often objects hindering your movement. Enemies approach you at speed and in numbers so tactical play is needed to survive. In the harder levels you will need to hit and move and use ranged weapons and abilities. The real-world mechanics are much gentler and offer a relaxed environment. Here you will chat and get to know people. It’s a very interesting concept and one that I quite enjoyed. [/b] I was quite impressed with the number of different melee and ranged weapons on offer. They all had their own strengths and weaknesses and felt distinctive. You also get two special abilities. One being a weapon and one freezes your opponent for a short amount of time. You also get a dash mechanic and a shield which can parry projectiles. It will however take you several hours and lots of runs to build up your arsenal. The more time you spend chatting and gifting, the more diverse your runs will become. Being a roguelite there is an inevitability of repetitiveness. The dream world doesn’t change that much from each run. Only your weapons, the size of the map and the level upgrades alter. The real world contains the same four locations and the same four characters so after a while it does feel over familiar. Progression slows down the higher the relationship level so this means you will need to do more runs to unlock weapon upgrades. The fighting section of the game is quite tough. I am still unable to pass the Hometown part two section. There is a significant jump in difficulty from Hometown part one which is quite easy to complete. The boss fight I have encountered was quite fun. The patterns are always the same though so eventually you will defeat them without too much trouble. There is a puzzle section in the game where you have to rotate hexagons so that all lines are joining. It can be quite challenging but fun nonetheless. If you succeed you will get a free upgrade. In the living world life is slow and accompanied by a wonderfully relaxing tune. You’ll meet four characters who you gradually get to know through chatting. Dialogue is presented by floating text which pulsates and disappears creating an interesting effect. The conversations are brief to begin with but as you get more familiar with them, they increase in length and complexity. I enjoyed this side of the game more than the combat. [quote] Dreamscaper: Prologue is an interesting and original take on the hack n slash roguelite genre. The combat is challenging but the game mechanics encourage you to proceed, rewarding you with better weapons. The conversational part of the game was very interesting and both aspects worked well together. The good news is that you can play the free prologue version and try it for yourself. It’s a great model and you will get a very good idea of how the game operates. [/quote] [h1] More Information [/h1] [h1]Story📕 [/h1] Cassidy has recently moved from a small town to a large city and is trying to settle. In her dreams she has terrible nightmares where she must fight a range of enemies. In her awakened state she pursues relationships and everyday life. Through dialogue we learn more about Cassidy and her four new friends. https://steamcommunity.com/sharedfiles/filedetails/?id=2046803117 The story is revealed through the text conversations she has with the four characters. The exchanges are quite long and we get to know the characters very well. [h1]Gameplay 🕹️ [/h1] Cassidy exists in two states. The dream world and the real world. The action part of the game is performed whilst Cassidy is asleep. In the dream world defeating enemies can earn you collectibles that you can use to craft gifts. In the real-world Cassidy can travel to four different locations where she will meet four people who randomly appear in each destination. She can chat to them and/or gift them something she thinks they might like. By chatting to them, this will reveal their interests which she can tailor gifts towards. The more they like the gifts, the more relationship points will be rewarded. When you hit a new relationship level you receive a new weapon which will randomly be selected from your arsenal on the next run. You can’t choose or change weapons once in the dream world. You can pick up new weapons and upgrades in there but once you die you will lose them. https://steamcommunity.com/sharedfiles/filedetails/?id=2046802816 Your time in the living world is restricted. You start the evening at 6pm and must go back to sleep at 9pm. Travelling to destinations costs time and so does chatting. Your success in the dream world stipulates how much time you get in the real world. Complete the level and you will return at 6pm. Get killed early on and you will return at 8pm for example. [b]You can see that success in the dream world is linked with success in the real-world and vice versa. [/b] Bombs are used to blow up structures blocking doorways and some doorways require keys to unlock them. These items are dropped after defeating enemies or blowing up structures, but they are not abundant. You can use ranged weapons, which can be charged, but these prove difficult to aim. You also possess two special abilities which change throughout the game. A special attack which charges quickly and a secondary attack which can freeze the enemy for a couple of seconds. You have a shield which can parry projectiles and send them hurtling back to the enemy. You also have a dodge which speeds up the movement of the character to avoid attacks and missiles. You can destroy certain obstructions with your melee weapon and others with bombs. Destroying these can provide sand, which is the in-game currency, or health. Sometimes they will reveal bliss, insight and solace. These are used to create gifts in the real world. Killing enemies can also produce these rewards. Usually behind locked doors you will find a market where you can spend your sand on improving your characters defense and offense. Occasionally there are free rewards for you to collect and others offer an exchange. One key for three bombs for example. You have a health bar and an abilities bar. When your health reaches zero you wake up and the process is repeated. DREAM. DIE. WAKE. REPEAT. https://steamcommunity.com/sharedfiles/filedetails/?id=2044108129 [h1]Graphics 📺 [/h1] The dream world seems less impressive than the real world. In contrast, the real world is beautifully constructed and a joy to navigate. [h1]Conclusion[/h1] [quote][b] [i]Dreamscaper: Prologue[/i] is an original game in the genre, mainly due to the mechanics of building relationships with characters. The symbiotic relationship keeps you invested in the game and drives you forward for that one more go feeling. [/b][/quote] Curator Info: [quote][url=https://store.steampowered.com/curator/7871885/]Follow our curator page:[b] OCG-Curations[/b] if you like and want to see more reviews like this one.[/url][/quote] This game was received for free through curator connect.
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Hours played at review time, across 50 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
A lot of indie games right now are all about mashing up genres and themes, and I’m all for it. We’ve got plenty of baseline ARPGs and action roguelikes, so mixing them together with dashes of ever more eclectic designs can produce some fantastic works. That’s how I feel about Dreamscaper, anyway, based on the time I’ve spent in the Prologue. Starting from a striking visual style, this taste of gameplay covers so many corners that it’s hard to imagine the final product not being hugely unique. All that really remains to be seen is how much these systems are polished up and expanded. Cassidy’s having a hard time sleeping, to put it mildly. Every journey into dreams leads her to a realm of hazy battlegrounds pulled from the waking world, and bizarre creatures from her deepest subconscious. Armed with all sorts of fantastical weaponry, she must crush and cleave her way through these manifestations of doubt and fear to face the greater issues weighing on her heart. Victory or defeat bring her back to consciousness, where she can venture out and meet others in her orbit whom she can chat with for comfort or just a bit of normalcy. But no matter how pleasant Cassidy’s waking hours are, sooner or later, she’ll have to return to the trials of her own mind. Right now you can explore the Home Town levels of the Prologue, randomly-generated arenas of treasures and threats with a rather imposing boss at the end. You’ll face this place from a third-person action perspective, armed with melee and ranged weapons, magic, bombs, blocks, parries, and dodges. All these capabilities give you more than enough to take on the rather simple enemies, the weak brawlers and slow turrets that populate your otherwise familiar streets. Buying the Supporter’s Edition also lets you explore the City, with some more dangerous foes and a very cool boss, but the base experience will show you where the combat starts out, at least. And it’s solid enough, perfectly functional, but at the moment a little sticky because of how long the attack animations are. That’s probably my only complaint about the game, though, because the presentation is such a wonder to behold. The dreamworlds you traverse are beautifully detailed with rich colors and stylish abstractions, often leaving me scanning the backgrounds long after the last foe had fallen. And the soundtrack is an incredible work that really fleshes out the grand-yet-familiar feel of your journey, sometimes overshadowing even the action itself. Whatever gripes I have with the simple, sticky combat are wiped away by just how great it feels to run around in the game, especially once you start getting into the randomized weapons and upgrades. The ARPG-style system of tiered gear allows you to kit out with all kinds of swords, hammers, and bows, boost aspects of your attacks to insane levels, and even completely change your dodge into a roll, teleport, and more. There’s certainly work to be done here, primarily on the feel and variety of combat, and that’s going to be a big sticking point for some. But the base has so much promise that it’s left me very excited for the full experience. As much fun as I had running around in the dreamscape, the little visual-novel-esque sequences in the waking world were almost as much of a draw, with snappy, adorable dialogue and some interesting twists. There’s even a burgeoning crafting system for making your friends gifts, and in turn unlocking new weapons and skills for your adventures. For the price of free you absolutely owe it to yourself to try this one out, and see all the promise of dreamy roguelike action just over the horizon. Did you enjoy this review? I certainly hope so, and I certainly hope you'll check out more of them at https://goldplatedgames.com/ or on my [url=http://store.steampowered.com/curator/11322459/]curation page[/url]!
Ну что ж, пролог, а по-сути демка, вполне выполняет свою функцию и даёт понять, что вас ждёт, если вы приобретёте игру "Dreamscaper". Только вот стоит ли она своих заявленных 880 р.? Начну с того, что выглядит игра красиво. Как такой стиль визуала называется мне неизвестно, но выглядит он действительно приятным глазу. То же самое касается и музыкального сопровождения. Музыка прям ласкает слух. Сюжет в игре есть, но он совсем бесхитростный. Днём вы примеряете на себе обыденности повседневной жизни (сходить в библиотеку, бар и т.п, пообщаться с окружающими людьми, взаимоотношения с которыми влияет на будущие способности героя), а вот ночью начинаются главные приключения, которые будут происходить в мире снов. Что касается геймплея, то это изометрический слэшер, где каждый новый сон, это отдельное подземелье в постоянно меняющемся мире, с множеством уникальных событий и испытаний, которые предстоит очищать от врагов, а в финале каждого из них сразиться с боссом. Каждый босс уникален и имеет свой набор атак. Поэтому вам нужно изучать каждого босса, запоминая паттерны и алгоритм их действий. Боёвка в игре нехитрая, но динамичная. А по ходу игры она будет разбавляться новыми элементами. В общем, демка создаёт благоприятные впечатления. Вас ждут красивая картинка и приятная музыка; простая, но динамичная боёвка; разнообразные враги и виды оружия, интересные битвы с боссами; каждый раз по-новому генерируемые подземелья; а так же система прокачки персонажа. И это только пролог. Предполагаю, что контента и возможностей в фул-версию завезли ещё больше. У игры конечно есть недостатки, но они блекнут на фоне всего остального. Например, окружающие вас предметы не интерактивны. Вы не только никак с ними ни не взаимодействуете, но даже разрушить их не можете. Они просто статичны. Так же нет русского языка. Но так как сюжет сводится к паре предложений, то его отсутствие не сильно сказывается. Отдельно хочу заметить,что игра довольно сложная, а сохранений, как таковых нет. Все 4 подземелья нужно брать нахрапом. Каждая новая смерть будет возвращать вас к первому из них. Сражаться же нужно взвешенно и обдуманно, так как лечитесь вы только за счёт редких аптечек, выпадающих с поверженных врагов. Жаль только, что пролог больше не продаётся. Тут уж вам придётся решать покупать полную версию игры или нет.
First impressions are really good! It feels good to control, the graphics are quite nice for the most part (did have some fps drops here and there), and I'm very excited for the full game to release!
If Dreamscaper: Prologue is a honest-to-god preview of what is to come in the full version of the game, we can all rest easy. This is a well-made, thoughtful roguelite and the developers' passion for their project is very evident as you play through it. The day/night cycle and the gameplay loop that exists within it is not new—several popular games make use of something similar—but it is done in a relatively unique way that helps Dreamscaper stand out. The combat is mostly good. As someone who kinda sorta sucks at this, I can't be sure whether it's me or the game, but I feel like the difficulty curve might be a bit too sharp. There is a good variety of weapons (both melee and ranged), powers (passive and active), and enemy types to keep things interesting. As for the visuals, the overall aesthetic of the game is simple, but it has charm. Cassidy's model during the daytime segments is a little unsettling, but that's because she doesn't have a face (which I imagine might be a story-related decision). The animations are smooth, though they could do with some work. What really stands out for me is the music. The combat music is absolutely gorgeous, and I tip my hat to whoever composed it. Overall, this is a game worth trying (it's free, dummies!) and the full version of the game will be something to look out for. [b] Genre: Roguelite [/b] [b] Final Rating: 7/10 [/b]
点赞摸屁股 ⠄⠄⣿⣿⣿⣿⠘⡿⢛⣿⣿⣿⣿⣿⣧⢻⣿⣿⠃⠸⣿⣿⣿⠄⠄⠄⠄⠄ ⠄⠄⣿⣿⣿⣿⢀⠼⣛⣛⣭⢭⣟⣛⣛⣛⠿⠿⢆⡠⢿⣿⣿⠄⠄⠄⠄⠄ ⠄⠄⠸⣿⣿⢣⢶⣟⣿⣖⣿⣷⣻⣮⡿⣽⣿⣻⣖⣶⣤⣭⡉⠄⠄⠄⠄⠄ ⠄⠄⠄⢹⠣⣛⣣⣭⣭⣭⣁⡛⠻⢽⣿⣿⣿⣿⢻⣿⣿⣿⣽⡧⡄⠄⠄⠄ ⠄⠄⠄⠄⣼⣿⣿⣿⣿⣿⣿⣿⣿⣶⣌⡛⢿⣽⢘⣿⣷⣿⡻⠏⣛⣀⠄⠄ ⠄⠄⠄⣼⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣦⠙⡅⣿⠚⣡⣴⣿⣿⣿⡆⠄ ⠄⠄⣰⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣷⠄⣱⣾⣿⣿⣿⣿⣿⣿⠄ ⠄⢀⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⠄ ⠄⣸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡿⠣⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄ ⠄⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠿⠛⠑⣿⣮⣝⣛⠿⠿⣿⣿⣿⣿⠄ ⢠⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣶⠄⠄⠄⠄⣿⣿⣿⣿⣿⣿⣿⣿⣿⡟⠄
什么意思?买了序章不自动升级成正式版?骗钱的?我还意味着游戏凉了呢,结果正式版还要买?在steam上骗钱没人管?
The game is straight vibin'. If you like to sit down, chill and genuinely enjoy the game, this one is a must. It really hit home for me, because of the main character background story (hella depressed) and cause I'm a melancholy itself. From music to art, it delivers great relaxation. Combat is simple, yet offers a vast choice of different melee/range weapons. (+fricken magic) The after battle outings and socialization with other characters is great. You get to know each persona better and little dialogues after achieving a new tier of friendship are very wholesome. All of the characters are unique, relatable and charming. Bought the supporter edition before even playing the game and 100% satisfied. Can't wait for further updates for this slappin' feller.
忘记给你差评了 我也是被骗买了序章却不能升级成正式版 真有你的
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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