On October 7 and 8, I was lucky enough to attend the first gaming festival of my life. This festival was IGROPROM and it took place in Moscow at VDNKh. Moreover, I was there not as an ordinary visitor, but with a stand with my game.
Going to the festival, I didnt even think that the game would be interesting to anyone there and most likely there would be plenty of time to just wander around the exhibition and look at other projects, but how wrong I was. For two days without a break, people came up, were interested in the project, and played. Some people even went very far and found a bunch of bugs and errors that had to be urgently fixed, both on the spot and at night, after the first day of the festival.
As a result, we received a whole mountain of useful feedback, a lot of positive emotions and a charge to complete the project (with which there were a whole bunch of problems over the past year). Well, since not everyone was able to play at the festival, but there were many who wanted to, the demo version will be updated in the coming days, which everyone can play at home.
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[td]Boris[/td]
[td]Inspiration for Boris[/td]
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First idea of play style: more dark to the dark god.
The original idea was to make the game completely black and white. A kind of hybrid of Soviet magazines and drawings by John Kenn Mortensen. But huge problems arose with the interface - the visibility of descriptions, indicators, icons. It all merged together. [table] [tr] [td]
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[/td] [/tr] [tr] [td]One of John Kenn Mortensen's drawings[/td] [td]Sketch of the first monster for the game[/td] [/tr] [/table]
The emergence of color, Boris on the style.
With different colors, the hero and enemies have become more contrasting, and the interface elements are more noticeable. Two complementary colors were chosen - magenta and cyan. They came to the developer's mind from the clips of the artists of the Trap genre, which he was actively looking at that moment in his life. [table] [tr] [td]
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[/td] [/tr] [tr] [td] Boris [/td] [td] Lil Peep is the most popular member of the Trap genre [/td] [/tr] [/table]
Vector or I dont want to make animation for 5 years.
And here, for some inexplicable reason, the drawing became annoying, which, moreover, put sticks in the wheels regarding animation, since working with raster graphics is quite difficult, editing, splitting into layers and deformation took a lot of time. The preference has gone to the direction of vector graphics.\ Also, the introduced magenta and cyan colors have become anchored to objects in order to clearly separate characters and different types of cards. [table] [tr] [td]
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[/td] [/tr] [tr] [td]Boris[/td] [td]One of the backgrounds of that time, which will not be in the game (copied from a painting by Salvador Dali)[/td] [/tr] [/table]
The idea of a child's sleep. Boris is final.
The further the development went, the further the idea developed: instead of banal monsters and ghosts, preference was given to toys, fairy tales and other things that surrounded children. The idea came up to ridicule the society of adults, making the enemies vicious and unprepossessing (lame, anxious, drinking, using drugs, suffering from obesity). Against this background, Boris, who was originally drawn with the proportions of illustrations from old Soviet books, became as alien as possible to the general play style, and a completely new Boris 2.0 appeared. More angry and furious. Skinny, sinewy, but strong as snail teeth. [table] [tr] [td]
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[/td] [/tr] [tr] [td] Boris 2.0 in red [/td] [td] Mouse [/td] [/tr] [/table]
About what will be and whats already are in the game.
Uspavanka is a turn-based RPG with roguelike elements where battles are played with a deck of cards. The story takes place inside a dream of a kid who cannot wake up until all enemies are defeated. Parallel to the adventures, memories about characters little sister will appear in the game. There are choices of childs past actions in real life. The game features a procedurally generated map made of hexagonal fields. After 20 moves of wandering around, the final battle of the current dream will start. In total, the game has 3 dream worlds planned in various themes with different enemies. The first world is a nursery where you have to confront toys from the nightmares. During the passage of the battle will take place using cards. With each battle, the protagonist will grow stronger, receiving more and more new cards and items, leveling up talents in the development trees formed as constellations. Each child have a unique trait and 3 stats that dynamically change the strength of the cards. The player wins battles by threatening monsters. If child themselves gets spooked, youll lose, and the whole nightmare will start all over again. Each child have their own pack of cards. Also to the pack will be added cards of hero's favorite manga, which you choose during the game.
A little bit about "Dogs Dream"
The game is a product of solo development, made with enthusiasm, without investment. The main aim is simply to show our sick imagination fully and combine all our favorite mechanics. Therefore, please add the game to the "Wishlist" and tell your friends about it, because you (you might be the only reader of this text) are the marketing department of the project now.
Uspavanka
The Dog's Dream
The Dog's Dream
Coming soon
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🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
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https://store.steampowered.com/app/1709280 
Three simple Slavic kids - Boris, Dora and Joseph - turned out to be daredevils. Why them of all? It’s unclear, because in real life they have only three things in common. These children were born in the region of the Kursk magnetic anomaly, always obeyed their parents and they did not eat pork.
In this card roguelike you can do the same as in every other:
1) Play as one of three characters with different characteristics:- Boris the Brave. The boy's greatest dream is following his father’s example and become a boxer, but for now, monsters of his dreams are the only defeated opponents;
- Dora the Adventurer. Dora likes to talk, repeating the same phrases. She wants to become a traveler. In the meantime, she finds adventures only in her head;
- Calm Joseph. He enjoys playing the ukulele and being smart, but no one cares. Joseph plans to distribute political propaganda in order to putting garbage in people’s heads, but the only current listeners are the corpses of the murdered enemies in dreams.
3) Collect a deck of cards to strengthen the child, to make enemies whine instead of him/her;
4) Defeating monsters (there will be many, many monsters) including such dangerous ones as the Beer-drinking elk and the Smoker shark;
5) Make important game decisions - do something or do nothing.
Also you can find something that, perhaps, is not present in other roguelikes:
1) Manga series that change the character's mechanics (not always for the better), for the great sin of humanity - calling them comics;2) Quirky-looking hand-drawn graphics. Just whenever, whenever;
3) Leveling the hero’s characteristics that affect the strength of the cards;
4) Jokes (at least attempt at jokes);
The best way to support game development is add it to Wishlist.
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