Dream Quest: Land of the Living Wishes by fusionnist

You are asleep... but something is missing!

Dream Quest is a short action RPG, in which your attributes are heavily influenced by the "living wishes" that will orbit you. Take note, this applies to enemies too!

Four rooms to traverse, one ending.

Controls: WASD: Move ARROW KEYS: Aim SPACE BAR: Attack E/TAB: Open stat menu (it's not an inventory, I don't know why I wrote that in the game...) Q: Remove all wishes (to get new ones)
Ctrl+R: Resize screen Ctrl+F: Toggle fullscreen
Thank you!
Ratings
| Overall | 240th | 3.196⭐ | 30🧑⚖️ |
| Fun | 263th | 2.889⭐ | 29🧑⚖️ |
| Innovation | 222th | 3.054⭐ | 30🧑⚖️ |
| Theme | 287th | 2.911⭐ | 30🧑⚖️ |
| Graphics | 68th | 4⭐ | 30🧑⚖️ |
| Audio | 94th | 3.554⭐ | 30🧑⚖️ |
| Humor | 231th | 2.545⭐ | 24🧑⚖️ |
| Mood | 161th | 3.365⭐ | 28🧑⚖️ |
| Given | 41🗳️ | 39🗨️ |
I like the concept. I wish that obtaining wishes would be affected by players decisions requiring the player to think what areas to go to or what monsters to fight first.
Losing wishes is too much of a punishment imo. It reminded me of DS2 mechanics.
I really like it! The game feels like complete package. And it is rare for compo games.
I definitely see it becoming something interesting if more player agency becomes the part of the design.
It's just my 2 cents of course.
took me a bit of experimentation to figure out what the different colors of orbs did.
It might be nice if there were a legend somewhere that explained it. Perhaps
color-coding the stats screen?
All of that said, the graphics and audio are pretty good! Impressed a lot that this was programmed in Monogame, which I know must have been an extra challenge for Compo. And, again, cool concept in general. Would love to see more!
But I found some of the enemies too survivable. And I couldn't figure out these spheres that swirl around me and the enemies