Dream World by Mordokay

Dream World explores an alternative reality where the player must at all costs protect the Ancient One. Who is the Ancient One? errrrr ... I don't really know ... but he seems to be important.
Fight against hordes of enemies coming your way from every side as you stand alone building up your defenses. Gather resources and fight back against all that seek to harm you.
Controls: Basic W, A, S, D for movement and Space to Jump.
"Left Mouse" key -> shoot weapon.
"Right Mouse" key -> Interacts with the environment and places buildings;
1, 2, 3 -> Used to select the buildings (1 - Duck Turret, 2 -> Purple Trap, 3 -> The Ancient One Shield).
Basic Rules:
There are 3 basic resources ... Wood, Dream Spark and Construction Paste. They are used to build things and the player main weapon consumes 5 spark from each shoot. If the Ancient One looses all his health the player loses. if the Player loses all his health ... he loses. Turrets have limited amount of use (15 bullets) and after that they disappear. Weird Yellow UFOs are not caught by traps since they fly. Meteors fall from the sky and create craters where they hit. Player can remove those craters to gain a small amount of Construction Paste. Meteors can completely destroy Trees , Health Bushes and even Paste Geysers. When they Hit UFOs and Red Shadows .. they get liked. Meteors take away half the player's health ... but of course that the player getting hit by a meteor would be EXTREMELY unlikely to happen.
There are lots of move stuff to know but you can figure out the rest for yourself :P
Tools:
->> Unity,
->> Audacity,
->> Blender,
->> paint.NET
Images:

Links:
Windows: https://drive.google.com/open?id=0BySSQIC6vuWIRG0zUjR2MkRyS0k
MAC: https://drive.google.com/open?id=0BySSQIC6vuWINEpkZDE3eHhJa1U
Source: https://drive.google.com/open?id=0BySSQIC6vuWIalVSLWZoRjQtcTQ
| Original URL | https://ldjam.com/events/ludum-dare/38/dream-zone |
Ratings
| Overall | 216th | 3.448⭐ | 31🧑⚖️ |
| Fun | 219th | 3.276⭐ | 31🧑⚖️ |
| Innovation | 315th | 3.034⭐ | 31🧑⚖️ |
| Theme | 440th | 2.828⭐ | 31🧑⚖️ |
| Graphics | 161th | 3.724⭐ | 31🧑⚖️ |
| Audio | 120th | 3.429⭐ | 30🧑⚖️ |
| Humor | 336th | 2.261⭐ | 25🧑⚖️ |
| Mood | 218th | 3.24⭐ | 27🧑⚖️ |
| Given | 35🗳️ | 35🗨️ |

At the end I built a ton of duckguns and wasn't threatened ever again.
It seems that the UI got a bit broken since I have a 16:10 resolution, which made the resources very cryptyc. If there was an end I didn't get to it, I played for around 10ish minutes and quit, also while the thick lines look good it makes running around a bit disconcerting.
Still extremely impressive you managed to do this all for the compo!
Player data archive not found at `/home/max/Desktop/Linux/DreamWorldLinux_Data/data.unity3d`, using local filesystemInvalid serialized file version. File: "/home/max/Desktop/Linux/DreamWorldLinux_Data/globalgamemanagers". Expected version: 5.6.0f3. Actual version: 5.5.0f3.
(Filename: Line: 1275)
PlayerInitEngineNoGraphics settings: Failed to load PlayerSettings (internal index #0).
Most likely data file is corrupted, or built with mismatching
editor and platform support versions.
Failed to initialize player
More randomly-played sounds for taking damage would be a good idea; while it's somewhat comedic to hear the same "argh" every time you get hit, it's always good to include some randomization to keep things from getting stale.
The color palette is too garish for my taste and the models do not communicate well what they will do to you. The flying saucer enemies looked like lamps at first, the red transparent thingies did not seem threatening at all. But the spiky things the enemies drop look very deadly, even so they seem to be beneficial (I actually don't know what these were for).
Other then trees I could not identify anything. I don't mind weirdness, but when everything is unintelligible I get kind of lost.
I was unable to place the third build option. Don't know if that's a bug or I was simply to dense.
My Highscore: 2195
To start with I was confused as to what everything was and wasn't sure which things were enemies. The spiky things definitely look like they are bad for you, but don't actually seem to be.
I was a bit confused with how everything worked but it was really fun after all!
It's an interesting mix between different genre, and you made it pretty well.
Maybe the UI need a bit more polish, but that's absolutely not a problem, you made all this in 48 and that's alreay amazing!
Good luck for the next!
- The audio and mood is super cool, its simple but brings so much to the game
- I like the graphics and the low poly yet distinct style. Gives alot of depth to the game. Might be even better with a bit more balance color palette
- The combination of tower defense & resource gathering is very nice, it induces a sort of stress in me which drives me to kill them aalll. I did manage to beat the game by putting a single turret at each spawner.
Thats about the only feedback I have on the huge amount of content in there.
My main suggestion to add would be to have a bit more player choice in where to place the turrets. Since the enemies come from everywhere and the turrets can be everywhere there is not really much decision making in the placing of the turrets. Some simple obstacles like mountains on the map would make some chokes for the enemies and really add Alot to the towerdefense aspect of the game!
Great Entry!
Gameplay and resource gathering is a bit chaotic and it would be cool with a bit more direction on how to play.
The music was cool, very Danny Elfman
Surreal as hell (so I used '666' as a seed for my first playthrough).
** the good **
- Mechanics were actually quite easy to grasp after just skimming the instructions and some trial and error - either we think alike, or you did a good job mapping the input and designing the whole thing, can't really say, you should see from the rest of the feedback ;)
- Graphics are nice and look fun, (though thick cel-shading border can make things unclear at some maps, but it's not bad, just something to consider). As I said, surreal as hell.
- After a minute or two I knew what's what and the real playing began. Quite fun, quite solid, good controls. Gathering, though a bit random, was also understandable after a brief moment, so I had no trouble overall.
** the 'a bit less good', a.k.a. What Could Be Improved If You Decide To Develop Further ;)**
- first and foremost: the big balls with spikes floating in your direction are *resources*... Well, mate, that's not intuitive at all :D I get that it buys into the whole surreal vibe, but I spent half of my first play running away from them. Though if that's what you were aiming for, spot on :D
- resource usage: my PC's not a potato, but it suffered from a quite decent case of slideshow at times. That's not really a grievance for a jam game, compo especially, but something you could look at in the future.
- death condition: that's a tough one. I died > 5 times with health well above 50%. Still can't quite figure out why.
- Enemy audio/visual feedback: something to look at: currently those bastards are stealthy as F, so the only way is to keep a constant lookout. Some discernable noises would really help a brother out in this situation :)
That said, I had fun. Good jam game, though a tad rough on the edges, yet It's a tremendous work for a compo entry and plays very well as it is. I'd very much like to see some updated and more polished version if you have the time, I'm quite certain I'd have even more fun with it.
TL/DR: Great job, huge amount of work, good outcome, would play again :)
Cheers, and stay awesome!