Fever Dream (SA Game Jam 2020)
A downloadable game for Windows
Things are starting to get wild... will you make it to the other side?
Fever Dream is a story-driven text horror with a branching narrative.
Sound on! Best experienced with headphones.
Notes:
- Extract the file before playing, otherwise the audio won't work.
- There are 4 different endings
Entry for SA Game Jam 2020
Theme: Returning from the Brink
48-hour entry
Hobbyist
Solo Team:
Sleeping Safari (WiehahnD)
As usual, I was a bit overambitious with my idea so some parts might seem a bit rushed, and a few sounds may be missing here and there. Hopefully, it will inject at least a little bit of horror into into your day :)
WARNING:
Contains some profanity and scenes of a slight graphic nature (it's a text game, though).
Credits:
Sounds via Freesound.org
(with some mixing on my end - overlaying sounds, adding reverb, etc.)
Song (at party) by Lovegarden
Updated | 27 days ago |
Status | Prototype |
Platforms | Windows |
Author | SleepingSafari |
Genre | Interactive Fiction |
Comments
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That was a haunting read. The sound design is really what gave me the creeps. It's a little rough in terms of the structure but I played it through twice just to experience all the possibility.
The first time I ended the game in the woods (no spoilers) and the second time I ended the game after Aiden whispered to me (also, no spoilers).
It really did give me the chills but I'd consider fluffing up the writing to paint transitions for scenes, to tell you how things have changed and to sort of immerse the reader in the world. The audio is what did that to me, but not so much the writing. It feels like a really awesome story but I get the feeling that with a little more background and leading the plot around, you could really start to feel haunted by it.
Thanks for play Zayd!
You hit the nail on the head.
Got way too ambitious with this project and the writing suffered a lot because of it, which was disappointing as writing /storytelling is my main passion.
I've been experimenting with using sounds in text adventures to give it more of an immersive edge, but that also meant dividing my attention between writing and sourcing/implementing sounds. And my focus on providing different endings also ate a lot more time than I anticipated. Had to drop the original intro that gave more context so do understand that there is confusion.
And yes, text placement got pretty messy and rushed because time.
In the future, if I were to make something of the same style I will have to significantly decrease my ambition. This was a great learning curve!
I'm glad you made it past the woods part :) Was worried players might find that transition a bit challenging (it was easy for me as I knew what was coming).
Really appreciate the feedback!
I think that the learning experience was the biggest take-away for me, from the this game jam. It was my first one so I decided to keep things simple to avoid the scope creep pitfalls but still found myself wasting at least 6 hours of my 48 hour time on things that didn't really matter to the end product. My level design suffered because of it and I completely understand how the challenge of the deadline can make you get side-tracked.
I'm looking forward to playing more of your stories. I've followed so will definitely check them out in the future.