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You love daydreaming. In fact you love it so much you forget to eat... But you feel like there's some sort of presence there, and you don't know why.

Somnium is about a boy, named Thomas, that daydreams about distant places. But the notable thing about the daydreams he has is that all of them have deeper layers, achieved by touching or interactng with a particular object. In order to wake up, however, you cannot rely on a simple pinching motion: You'll have to find another object, called a layer memory, one on each layer. There are 4 in each daydream, some more well-hidden than others.

But luckily, for reasons unknown to you, you can save inside the daydream, giving you a chance to get the desired layer memory or to explore the daydream further.

Gathering 8 of the same layer memories yields you an ending by stepping out of the door. But whether the ending achieved is happy or sad is up to you.

But as a last warning: You are lucky.

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  • Completed
  • M256
  • RPG Tsukuru 2003
  • Adventure
  • 06/18/2014 02:05 PM
  • 06/13/2016 01:26 PM
  • 11/24/2013
  • 28878
  • 6
  • 804

Posts

Pages: 1
This is interesting, I think it deserves more attention. It's kinda like a somewhat less dated and more structured Yume Nikki. I've also never seen maladaptive daydreaming tackled as a game concept before, so that's a plus.

There are a couple small things I'd change:

Needs a dash button. In a game where part of the appeal is exploration and a lot of areas that are just flavor, you want the player to have more freedom of movement than this. I quit on the 8-bit dream because of how slowly I was moving.

I'm not sure how to understand which layer I'm on. This makes it a little troublesome to try to plan for which ending I'm going to get.

I also figured that once I'd seen the "layer 1" ending I'd be able to continue, collect eight "layer 2" memories and it would override. Not so--once you have eight of anything you can't continue daydreaming at all. You don't want to give the player too much power in a game like this, but it seems too easy to accidentally complete the wrong set. Since I saved in the room with a complete set before I understood this, I now have to start over if I want any more endings.

That said, it's a neat game, and I like it more than a lot of the other YN-inspired, surreal-exploration type games.
author=Breakingchains
This is interesting, I think it deserves more attention. It's kinda like a somewhat less dated and more structured Yume Nikki. I've also never seen maladaptive daydreaming tackled as a game concept before, so that's a plus.

There are a couple small things I'd change:

Needs a dash button. In a game where part of the appeal is exploration and a lot of areas that are just flavor, you want the player to have more freedom of movement than this. I quit on the 8-bit dream because of how slowly I was moving.

I'm not sure how to understand which layer I'm on. This makes it a little troublesome to try to plan for which ending I'm going to get.

I also figured that once I'd seen the "layer 1" ending I'd be able to continue, collect eight "layer 2" memories and it would override. Not so--once you have eight of anything you can't continue daydreaming at all. You don't want to give the player too much power in a game like this, but it seems too easy to accidentally complete the wrong set. Since I saved in the room with a complete set before I understood this, I now have to start over if I want any more endings.

That said, it's a neat game, and I like it more than a lot of the other YN-inspired, surreal-exploration type games.

Thank you for your input!
While I can get that the thing can be slow, at least most maps are rather small. But don't worry, I will have the Dask feature in mind.
This looks interesting and very awesome. Well you are the creator of Me (あああ) so I guess it should be good.
Whenever I see games like this, it feels really empty, as if you're more dead than alive. Well - at least he talks - other games similar to this sometimes don't have dialogue. I got two endings - they were both bad, but one was more hopeful than the last. I can't quite understand it - but I guess it all depends as to whether or not the "memory" you got was a good one or a bad one. This makes me think that messy rooms are at times better than clean rooms, and rooms with a lot of stuff are at times better than rooms with barely any stuff. It gives off a feeling of hopelessness, and that feeling of creepiness and chills. I like the game - there's still hope for happiness.
Pages: 1