Dream State

RPG Video Game

In Dream State, you play as a kid trapped in a vivid dream world. Navigate through cartoony landscapes while facing terrifying monsters in third-person melee combat. Battle your way through this surreal nightmare and find your way back to reality.

This was our first full game project and was completed in just one month. While not perfect, it laid a strong foundation in both game design and collaborative development.

Through this project, I learned how challenging it is to build a game under tight deadlines and how essential good version control practices are, especially using GitHub properly with branching when working on a team. I also gained real-world experience in project collaboration, including adapting when teammates were unable to complete assigned tasks.

One of my biggest takeaways was learning that hard work does not always make it into the final product, but the learning still matters. I am very proud of building a functional inventory system, even though it was not ultimately used in the final game. The process taught me valuable lessons in problem-solving, persistence, and growth as a developer.

Trailer

You can try it here

Team

Level Design

  • Building the levels was both fun and surprisingly intuitive once I got comfortable with the tools.

     

Animations

  • Animation work became easier with practice and caused very few game-breaking issues.

     

Project Progress

  • Seeing the game evolve from prototype to final build was incredibly rewarding. Even with bugs and missing features, we made major progress—not just in the game, but in our own skills as developers.

What Went Right

What Went Wrong

inventory system

  • The inventory system worked as intended, but due to time constraints and other technical issues, it wasn’t included in the final game. Although it took extra time to implement, it was still a valuable learning experience in problem-solving and teamwork.

Fear vision​ Mechanic

  • This feature initially worked, but later broke and could not be fully restored. The player’s vision was meant to change when the fear meter filled, but the cause of the issue remains unclear.

Version Control Conflicts

  • We ran into problems with Git pulls overwriting each other’s work, which caused previously fixed bugs to reappear. We improved this by communicating more clearly about what each person was working on and coordinating our pushes and pulls.