Dark Dreams RHN

DD:RHN Cover Art I

DD:RHN Logo
Dark Dreams RHN is a Survival Horror Metroidvania based on actual nightmares.

RHN is a dream machine designed to record and interpret dreams. "Dark Dreams" in particular simulates a "perfect nightmare" based on the real dreams of the real people. The world of Dark Dreams RHN is a work of their (and my own) collective subconsciousness.

*Non-linear open-world filled with enemies, traps and puzzles
*Survival Horror and platforming - in the same game; at the same time
*Varied boss fights
*Surreal "mind sex" story with characters that "make no sense whatsoever"
*Hand-drawn 2D graphics
*Art book, soundtrack and other extras...


Paper Town


First encounter
Robots in the dungeon
First boss
Boss 2 (WIP Concept)
"Spectrum ZX" Dungeon
DD.RHN Stamp

Project Started on: February 01 of 2018
Project’s approximate dead-line: February 01 of 2019 (~+1/2 months extra)
Platform: PC Windows
Made on Game Maker Studio 2.

May contain content inappropriate for children.

Relevant Links:

TRAILER 

Original Project WIP (RHN)
Dark Dreams Intro post
Dark Dreams WIP 18.10
Dark Dreams Gameplay videos 01
Dark Dreams WIP 18.10 Bestiary
Dark Dreams WIP 18.11 Bestiary+
Dark Dreams WIP 18.12 Characters
Dark Dreams RHN Art Book
Dark Dreams RHN Final Boss video


DOWNLOAD Links:





Ark

21 comments:

  1. I really wanted to like this game. I can appreciate all the hard work that went into it, the visuals and audio were VERY well done. Mad respect to the artist/artists.

    That being said, the game is riddled with design flaws that make the whole experience frustrating and miserable. From minor annoyances to blatant poor design, I'll list the issues that are worth pointing out:
    -"Press any button to continue" only working for Enter/Start keys
    -Slow dialogue, easily skipped by accident
    -Incredibly slow walkspeed (making difficult sections incredibly tedious)
    -Two strokes of the Pause key (Esc/Start) immediately quitting the game instead of unpausing (very frustrating)
    -Lack of ammo/health pickups (If you run out of ammunition, you're forced to die or restart the game. I ran out of rockets immediately after getting them, and was forced to restart from my last save and fight the 2nd boss again because I could not continue)
    -Poorly designed platforming segments (several leaps of faith in the platforming sections, the trial-and-error design paired with the slow walkspeed is just a bad combination)
    -Character pauses for every shot you fire

    It makes me wonder if these choices were made simply for the sake of tedium, or just not thought through. I finally gave up after my 6th attempt at fighting the creature in the water. Between the unpredictable waving orbs (sometimes being unavoidable) and the invisible creatures destroying my health, I kept running out of blood to even continue firing any bullets.

    For the sake of all the hard work that clearly went into this game, I really hope this game can be polished up a bit. Otherwise I would find myself suggesting people spare themselves the frustration of playing this game, unfortunately.

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    Replies
    1. I apologize for the unpleasant experience. And I have two answers - one for you and one for me.
      1. And that's why I have decided to give the game for free.
      2. And that's what you get when you release the game tested by nobody besides yourself.

      To me the game is laughably easy. I'm still surprised it isn't for anybody else. But lesson learned.

      It's somewhat sad that most players won't see the best parts of the game, but it would be even more sad to break the game to make it easier.

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    2. Well the question remains, what do your really aim for? Is the current game feel your goal, or is it to showcase art?

      The Movement is "clunky" and kinda old fashioned, if you wanted that , that's completely fine. But most players today are used to having many mobility options => dash , double jump , wall jump, changing direction midjump ....

      Selftesting is rather horrible, as you already said yourself. You know what to do , you know how you designed the game to be played, but other players are white sheets, they don't know anything.

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    3. >>>Well the question remains, what do your really aim for?
      You see, I'm not working for some big studio. I'm not doing this for money or something else. I make the games I love making. In my little world DD RHN is absolutely perfect. I know it isn't in your little world. And I'm OK with that :D Of course I'm trying to make a game that anybody can enjoy (and someday I will make such a game, but it won't happen immediately). I like quantities - quality comes with experience. And the experience I have now is still lacking. I'm OK with that too. No point in overdoing something to the point you begin to hate it. It's better to move to something else.

      >>>But most players today are used to having many mobility options => dash , double jump , wall jump, changing direction midjump ....
      And that's why all platformers play the same these days. I begin to loose my interest in the modern platformers exactly because of that. It feels like all of them are made by one and the same programmer. He's good. He's very good. Way better than I am. But he's so boring. Always the same. Exceptions are quite rare unfortunately.

      >>>other players are white sheets, they don't know anything.
      Yes, I think I begin to understand that. My next game will explain itself much better.

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  2. Hi! PLEASE I NEED HELP! i can't figure out what to do to fight the princess!! i've been playing for hours and i don't know what to do. i press all the levers, got the ammo, use everything on the white cube thing and nothing happens! what do i have to do?

    ReplyDelete
    Replies
    1. You probably need to get more hp and more bullets - all can be found in the area. I'll make a video for you today or tomorrow.

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    2. Here's the video:
      https://arkhousetelegraph.blogspot.com/2020/01/dark-dreams-rhn-final-boss-video.html

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  3. Hey just wanted to say I enjoyed your game, I... do have some mechanical concerns about the implementation but overall the experience was one I enjoyed, and as always your artistic talent brought a gorgeous and immersive world to life.

    I did a Let's Play of it and attempted a full review as well if you'd like to see it.
    https://www.youtube.com/watch?v=6OpGKCvg9ig

    ReplyDelete
    Replies
    1. Thank you. That is the longest review video I have ever seen on Youtube :) And I agree with almost everything you say in it. Very good feedback for me. Despite all the problems, I'm glad you enjoyed the game.

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  4. I'm confused by the boss fight that starts with the character going into the bullet-looking thing. Specifically I'm not sure what the purpose of the white and red things going along the bottom bar is and I'm also unsure what the function of the scrolling black squares is if there is any. What do these things do?

    ReplyDelete
    Replies
    1. They do nothing! Their function is strictly aesthetical. All you have to do is shoot the face and its (occasionally appearing) projectiles (black and yellow).

      Delete
    2. AfterI left this comment I ended up quitting the game for a bit, but recently almost a year later I decided to come back and beat the rest of it. It's pretty good, if a bit off mechanically but still a really cool game overall.

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    3. Congratulations! I'm glad you made it!

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  5. This game was based on real nightmares, I have the impression of having had nightmares of this type

    ReplyDelete
    Replies
    1. Because all nightmares are connected into one infinite metroidvania :D

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    2. Nicer Nice,that's good.And forgive me if saying that-outdated,BUT: THAT'S COOL,THIS NICE,YOU GOTHY-THINGY MACABRE ARTFUL-BAE!"How 'bout whensoe'er we'll be off to ever enjoy our 'gethered Life UNDER these detailments of your unique frights of night?"
      Shortened:"How can you express terror into this strange sexiness?!?Time for myself just to long more getting isolated, NON-unfortunated, well-supplied(?) AND-FINALLY occupied with all I'mma get done waiting to the NEXT GEARINGS-ON OFF THIS 'DELIGHT-SOME', 'AFFAIREST-ABLE' FANSHIP I FORESIGHT WITH ARKHOUSE TELEGRAPHE'S."

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  6. WELL, IF YOU LOOK FOR SOME VERY CONFUSED, DISTRESSED, KINDA HAUNTED REAL COMMENTS AS ANY FORM OF INSPIRATION, FEEL OPENLY FREE TO READ IT FROM MINE, HERE ON THIS SITE. THAT'S TRUE, DEAR. SHORTENING THINGS UP: LIFE CAN BE VERY MESSY WHEN YOU LOSE YOUR OWN MEASURES ON “HOW TO WORRY”, HEALTHILY AND WITHOUT ANNOYING OTHERS UNAPPROPRIATELY. SORRY THAT MOST OF MY RANDOM FRUSTRATION ENDED UP AS COMMENTS ON YOUR SITE. I'M DEEPLY SORRY, BUT I STILL THINK YOU'RE SO VERY BLATANT TALENTED AS I MENTIONED BEFORE.

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    Replies
    1. It's still difficult for me to understand your comments, but thanks :)

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  7. Did this really only take you 12 months?

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    Replies
    1. Yes, I think so. It's not content-heavy. Minimalist world with lots of darkness, tiny characters (easy to animate), mostly sound instead of music, 1000 word story. Easy! :)

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