I've enjoyed every single second of this game, Dreams and Slumbers, until I got to this one. It's a mess. It's counterintuitive. It needs you to fail to be able to move on and have a hint of what's next. And even the hint itself is messy AF, confusing at best, and when you don't get that hint on the first try you get the double punishment of having to do this awful, AWFUL dream again. I cheated and skipped this redo because I was so frustrated, and I'm not playing games to be frustrated. This is probably made even worse because the rest of the game had been so stellar and almost perfect to this point. Reading this sub, it seems I was not the only one to be confused and/or frustrated, so I highly suggest reworking this entire dream from scratch if you ever make a reprint.
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Agreed. The Dream is set up to lead to multiple runs before it is solved. The problem is that each run is too much work just to be denied at the end. Awful design.
Agree here. The puzzle is counterintuitive and the penalty for failure is a restart with no real hint as to what you need to do to do better the next time. Having to "drown" to get to the top also didn't make sense. I got to a point where I had unearthed everything and I cheated and read the "drowning" script and realized what I had to do. As for the ending, the penalty for choosing the wrong script with the Raven-Man should have been simply to drop a floor, have to spend to get back to the top, and try again. Eventually, I may have figured it out ... but no way I was going to play this dream more than twice.
Totally agree when we failed, cause we totally failed the first time we decided to simply restart it without taking the penalties and refarming the keys cause we felt the game was being unfair and we normally never cheat. I wonder how many people did it on theyr first try... im pretty sure no one did. My suggestion would be to give the key to the top without having to drown and also to put a contact action on the top of the tower which provides a hint on the summing up. And when you fail instead of making you fail the dream they could teleport you back at the ground floor and remove the health tokens. Cheers
A few ideas on how to tackle this: 1. Explain this explicitly in the 'leap of faith' script (the easiest one as it only requires a script correction; this could also be added on a note card that would replace the current one) 2. Since we're building script numbers from the digits on the tiles, we could go on with that mechanic & place some hidden digits in the tile art (or their backs). A hint could tell us how to combine them properly. 3. Introduce the 'sum up' mechanic earlier in the dream (e.g. instead of combining digits on the tiles, add their numbers: 13 -> 10 + 3). A visual clue that the final script numbers are combinable in the same way would help as well.
I really liked the idea of combining the number in the floors, the feeling of race, and the concept of an inifite loop, and the story was quite nice as well. But the ending was so frustrating, I had to look it up on the forum because I would never have got it right. One of the tiles had the message "The tower seems to be aligned in a way.", we thought the clue to the correct number was on the floors and spent waaaaay too much time on it.
Agree, this is the worst dream by far. We had to play it a total of 4 (FOUR) times, paying 3 keys each time, because there was not enough information provided to get to the final solution, and choosing wrong ends the scenario in Defeat with little to no Warning.