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Dream on, dreamer

(Intro)

> This review contains spoilers <

So, I decided to check out this game after hearing so many glowing recommendations of it - with promises of excellent storytelling, it was hard to resist as an avid storyteller myself. Considering the sheer scale of this game, I’m surprised to find that there isn’t a more comprehensive review of it. Well, either way, I didn’t spend upwards of ten hours on this thing just so I could walk off without a word, so here goes. . .

(Story & Writing) 2.5 / 5

Prom Dreams is a game carried entirely by its narrative, and so I believe it should be evaluated mostly on those terms. The quality of the writing itself is a mixed bag, to say the least. From the beginning up until the halfway point, most of it is rather dry and uninteresting, unhelped by the fact that practically nobody talks like real human beings. I get that it’s supposed to present itself as a bog standard dating sim game at first, but this is a good chunk of the content we’re talking about here - I’m tempted to just call it lazy writing. In the second half, the writing sees drastic improvement, but not every facet of it. The overall quality of the dialogue improves, but most of the prevalent dialogue serves as an exploration of relatable feelings - a lot of the NPCs start to personify allegories of human woes, rather than gaining any substance as characters. Of course, it’s understandable with so many characters in the game so I’ll cut it some slack in that department. It is still a refreshing change of pace, after all.

And about those characters. . . well, they’re quite flat. The main ones. Considering how long this game is, you actually don’t get much interaction with the main cast. Each character is bound to their archetype - the feisty jock, the stuck-up prep, the mild-mannered violet - and let’s not forget the main character himself, Hero McHeroson. Given the nature of the storyline itself, there is little space for any real development and was pushed into reserve for the sake of building up the mystery and the overarching story surrounding it all. Exaggerating the personalities of the characters probably worked in its favor in the long run, but one can’t help but feel a little disconnected from these two-dimensional stand-ins for real people. Some nuance to their behavior would’ve been greatly appreciated; if there is no space in the story to give the characters depth, at least hint at it! And the main antagonist dialogues an awful lot like a pompous b-movie villain despite being a heartbroken teenage girl full of rage; there’s being dramatic, and then there’s being plain ol’ cheesy. The whole game is pretty campy to be fair, but I don’t know if that helps it more than it hurts it.

Lastly, the meat of the topic - the actual story and execution. How does that hold up? My main gripe with this, unsurprisingly, lies in the first half. It’s a slow start, certainly, but if the writing is interesting enough, it can still grip the audience. However, as it gets into the next loops, it becomes a tiresome endurance test. It has you sit through the same thing over and over again with slight differences - when used well, time repeats can be an extremely effective tool, but at this stage of the game it felt merely like a gimmick. With a dull setting and uninspired characters that were hard to get attached to, it’s easy to sense that the main body is being sacrificed for an eventual payoff somewhere along the line. Turning the backbone of your game into a repetitive chore is not a good design choice from any perspective, though the more patient ones can stomach it better than others.

As I mentioned before, this does get better in the second half. The gradual descent of your environment growing more and more deranged worked decently enough for the game’s narrative, albeit being a very double-edged a sword - I was not in for a good time reliving those days again and it was easily one of the weakest points, not to mention the fact that at that stage it just felt like I was playing a haunted house simulator. ‘Oh, something vaguely spooky happened in this room! Alright, time to leave and see what happens in the next one.’ The second half is where it really starts digging into the major themes of the game, the answers to the questions. As a result, most of the important story bits are told through flashbacks. They are there to fill the holes in the story, no more, no less - the revelations aren’t particularly potent or surprising either, so these sequences come off as a bit weak. However, the story itself is structured and paced quite nicely, when we actually get to see it.

And speaking of holes, there are some unfortunate holes in the logic of the characters as well. For example, when Neela was being blackmailed by Brooke, she could’ve easily just told Dolores the whole story and then asked her to play along with Brooke’s little scheme so as not to rouse suspicion - and if she was worried about eavesdropping, they take Spanish together so she could’ve pulled her aside right after class ended and quietly discussed matters then. Actually, that whole segment was completely unnecessary, if Brooke didn’t spill her entire plan to Neela, she would have been none the wiser. I guess that can be chalked up to her being a malevolent egomaniac, but it really only introduces a liability so it’s hard to justify. Anyway, same deal with Maggie - Brooke made herself appear to be in a power of position, but Maggie could just as easily drag her down with her by letting everyone know she tampered with her records - not exactly a risk I imagine Brooke would want to take.

The game’s strongest point is undoubtedly the endings and the sequences leading up to them - the best of the writing shines here, the last of the loose ends are tied, and overall they leave the most lasting impression, masking over all the drawn out chunky bits from earlier with some nice perfume. Ultimately, the payoff did exceed my expectations and made the game a worthwhile experience in my opinion, even if the rest of the pill was a little hard to swallow.

(Gameplay) 1 / 5

Ouch. Okay, so there’s not a whole lot of gameplay in the first place, but this is as good a place as any to vent over the fact that a staggering amount of your time will be spent walking around the campus, back and forth, over and over, occasionally getting lost and touching everything to find out where you’re supposed to go next or what you missed, talking to a bunch of irrelevant NPCs (except a select few that actually have to be talked to in order to get a hold of the true ending). It gets old. Fast.

Otherwise, the rest of the gameplay doesn’t come in until the final arc. The puzzles themselves were alright, if a bit troll-y sometimes (I’m looking at you, ‘fraction puzzle’). But moreover, they felt really shoehorned in and unconducive to the atmosphere and the themes of the game. Like in the ‘this is an rpg maker horror game so that means I have to put in puzzles that would probably show up in an rpg maker horror game’ kind of way. It’s an excuse to slap in a bunch of indie horror cheese and considering the game’s growth since the beginning, I honestly don’t believe it does the underlying story any justice.

All in all, most of the gameplay related elements were kind of a mess, though serviceable.

(Art & Music) 3.5 / 5

The use of visual resources is a bit limited and the maps are plain, utilizing tilesets from mildly clashing styles, but it didn’t really distract me or break the immersion so I’ll give it a pass. The character portraits do their job and I’m glad that they’re quite expressive, the other art like the silhouettes and framed backgrounds are all aesthetically pleasing so no complaints from me there. Almost all of the music is self-composed which is impressive, even moreso because all of it sounds really good, actually. Hats off to the soundtrack, it definitely helped bring this game to life at all the right times so keep up the good work!

(Personal Enjoyment) 3 / 5

Ah, the only score that actually matters. Is the game more than the sum of its parts? I would say yes, yes it is. For all its faults, the artistic vision of this game really comes through strong and I can easily see a lot of potential in your work. The unifying elements of the game’s storytelling gives it a unique and prominent identity, which is more than I can say for a lot of other titles that don’t go out of their way to spruce up their project with custom-everything. Still, it’s impossible for me to ignore the slog of a swamp trek that it took to get to any of the good stuff and some of the poor design choices that are scattered throughout the game. For boasting 9 - 13 hours of gameplay, a lot of that time is spent feeling wholly unproductive. In any case, if you are decently patient, I think it is safe to assume that you will appreciate what this game has to offer, and hopefully you’ll stick to it ‘til the end!

Posts

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Hey there, thanks for the review! I'm sorry that the game didn't hit any sweet spots in the areas you mentioned; I'd tried to make the characters as rounded as I could (the main ones anyway) given the kind of game it is, and most other feedback cites the characters as a strong point of the game, so I guess it's kind of subjective huh?

And regarding the "plotholes" with Brooke and company that you mentioned, I don't think it would have easily worked out that way - Neela would have eventually found out the date was a hoax, and she, like Kyle, would have been an unpredictable variable in Brooke's plans, as without the blackmail she would have gladly spilled the beans about it (even with the blackmail she began to crack, until Hell World happened. oops.) when she DID find out. Also, Maggie would not have been able to rat on Brooke without implicating herself in the cheating as well, and until she realized how far Brooke was willing to go to hurt Dolores, she was prioritizing her own goals and dreams over everything else. So, yeah, that's just my thoughts on the matter.

As for the writing, I was going for "quirky high school hijinks" for the most part, and some of the dialogue is based on personal experiences from when I was in high school myself, so I'd argue your point that no "real human being" talks like that. But, my high school was a bit strange and unorthodox, like St. Giles, so idk. (And yeah, Dolores was SUPPOSED to be melodramatic, that's just the kind of villain she is. She's like if Beatrice from Umineko no Naku Koro ni and Carrie had a baby, lol. I personally had a lot of fun writing her and others seemed to enjoy her trollish brand of villainy, but, again, subjective.)

The lack of art assets is purely due to the fact that my art is pretty shit compared to others who draw for their own games. I thought it'd be better to have stock artwork that was at least presentable than hand-drawn stuff that everyone would laugh at. It's also why I'm commissioning artists for my next game, and the end result is much easier on the eyes thanks to them. :V

I do appreciate your kind words on the music and the endings though, and I also appreciate you sticking with it enough to write a review.
Ah, well I wouldn't take the words of an outlier to heart too much, since most folks seemed to have enjoyed a lot of the points that I otherwise criticized.

Hm I see your point with Neela, though for Maggie it was less about whether or not she would actually do it, but the possibility that she could as a high risk liability.

I can't speak for your experiences so I'll take your word for it on the dialogue, though maybe it was just the framing of it all that was throwing it off for me. And like you say, I don't mean for it to apply to all of the dialogue (though there are probably better ways I could've worded it).

Dolores' melodrama is its own kind of fun and I can see why people liked it, it's just that personally I felt like the game would've benefited from more nuance given the circumstances (again, very subjective).

And I'm sorry you feel that way about your art! I think you're on the right track with it, if you could work digitally and smoothed out those lines, I think you might have something you can use if you keep at it! (then again, I tend not to care that much even if a game does happen to have less quality art but I see your concern). It's good that you're commissioning artists though, that's nice to hear.

The review came off harsher than I intended, I did actually find it an interesting and compelling experience despite all of my complaints (rip) I hope your new game goes well, knowing your style I'm sure a lot of people will love it!
author=AtlasAtrium
Ah, well I wouldn't take the words of an outlier to heart too much, since most folks seemed to have enjoyed a lot of the points that I otherwise criticized.

Hm I see your point with Neela, though for Maggie it was less about whether or not she would actually do it, but the possibility that she could as a high risk liability.

I can't speak for your experiences so I'll take your word for it on the dialogue, though maybe it was just the framing of it all that was throwing it off for me. And like you say, I don't mean for it to apply to all of the dialogue (though there are probably better ways I could've worded it).

Dolores' melodrama is its own kind of fun and I can see why people liked it, it's just that personally I felt like the game would've benefited from more nuance given the circumstances (again, very subjective).

And I'm sorry you feel that way about your art! I think you're on the right track with it, if you could work digitally and smoothed out those lines, I think you might have something you can use if you keep at it! (then again, I tend not to care that much even if a game does happen to have less quality art but I see your concern). It's good that you're commissioning artists though, that's nice to hear.

The review came off harsher than I intended, I did actually find it an interesting and compelling experience despite all of my complaints (rip) I hope your new game goes well, knowing your style I'm sure a lot of people will love it!


Thanks :) To be honest I tend to not know how to react to "mixed message" sorts of scenarios so I may have gotten a touch more butthurt at the writing/characterization stuff than I needed to be, so I apologize if my confusion came across as saltiness haha.
It's okay I know exactly how you feel, I was the same way with my early games but now that it's been a while since then, I keep reminding myself not to take stuff like that so personally (though a lot of it was less actual criticism and more a general 'you suck at writing and your plot is stupid' kinda deal and other things of that caliber, but I think I've gotten better at ignoring those).
Notoh
*Deeply Thinking*
1932
I haven't finished Prom Dreams but...

author=AtlasAtrium
Ouch. Okay, so there’s not a whole lot of gameplay in the first place, but this is as good a place as any to vent over the fact that a staggering amount of your time will be spent walking around the campus, back and forth, over and over, occasionally getting lost and touching everything to find out where you’re supposed to go next or what you missed, talking to a bunch of irrelevant NPCs (except a select few that actually have to be talked to in order to get a hold of the true ending). It gets old. Fast.

I'd say this is probably why I didn't finish the game. As a player, I get really distracted and if I have to stop and talk to everyone I click out because I'm an impatient bastard. I do remember reloading from my save once but I was simply just like "???" Because I had no idea what I was doing either, haha.

As for the characters, I liked what I saw so far. I didn't think they were over the top cliché but they were still relatable to me. c: Side Note: I really need to finish this game fully.

Opinions aside and what not, I think this is a very well written review.
author=Nedras
I haven't finished Prom Dreams but...

author=AtlasAtrium
Ouch. Okay, so there’s not a whole lot of gameplay in the first place, but this is as good a place as any to vent over the fact that a staggering amount of your time will be spent walking around the campus, back and forth, over and over, occasionally getting lost and touching everything to find out where you’re supposed to go next or what you missed, talking to a bunch of irrelevant NPCs (except a select few that actually have to be talked to in order to get a hold of the true ending). It gets old. Fast.


I'd say this is probably why I didn't finish the game. As a player, I get really distracted and if I have to stop and talk to everyone I click out because I'm an impatient bastard. I do remember reloading from my save once but I was simply just like "???" Because I had no idea what I was doing either, haha.

As for the characters, I liked what I saw so far. I didn't think they were over the top cliché but they were still relatable to me. c: Side Note: I really need to finish this game fully.

Opinions aside and what not, I think this is a very well written review.


I had added the Class Schedule item to version 1.3 to address this very issue, but... I guess it didn't help as much as I thought it would. orz

If nothing else, this gives me ideas for if/when I remake the game commercially how I can make it more user friendly. An objectives screen would probably help, and maybe a fast travel feature to certain parts of the school? idk.
Notoh
*Deeply Thinking*
1932
I'm not sure if that is the version I played or not. But I definitely need to give it a try and give you some feedback :D
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