After a Long Day in the Loop — Dev Progress Update


🌀 After a Long Day in the Loop — Dev Progress Update

As the submission deadline approaches, I’ve been focusing on final tweaks, bug fixes, and immersion boosters to ensure Dream LOOP delivers the psychological experience I envisioned.

🆕 Nailing the Thalassophobia Sequence

One of the biggest additions today is the Thalassophobia (Fear of Deep Water) level. The entire sequence has been designed to immerse the player into a struggle against the abyss:

  • The level starts with a fall from high altitude, removing player control until hitting the seabed. Only then does the player regain control to begin the desperate ascent.
  • A new mechanic forces players to swim upwards by alternating A and E keys, turning a simple swim into a rhythmic physical loop that mirrors the mental struggle of escape.
  • Disorienting blink effects occasionally twist the player’s view, forcing them to reorient mid-ascent and amplifying the sense of being lost in the depths.
  • At the bottom of the abyss, an enormous Kraken remains lurking in the shadows, immobile but always present, symbolizing the overwhelming fear that never fully disappears.
  • Circling around the player, a massive shark constantly patrols the area, maintaining a persistent threat that adds tension to every movement.

🔊 Sound & Visual Immersion Overhaul

Today was also focused on reinforcing immersion through audio and visual layers:

  • Added breathing and impact sounds when the player fails a run and wakes up.
  • Designed a calmer success transition soundscape with soothing ambiences and subtle melodies when surviving a phobia.
  • Implemented unique soundtracks and sound cues per phobia to intensify emotional feedback.
  • Applied custom Post Process effects to each room, giving a distinct visual mood for every environment.
  • The player character now has a new 3D model to improve visual coherence and optimization.

🔧 Gameplay Fine-Tuning & Next Steps

  • The falling debris mechanic (FallingBlocks) is still on the to-do list and will be implemented shortly to add more obstacles in the deep water section.
  • The swim progression system was adjusted using a Timeline to regulate the player’s ascent speed, ensuring smooth and rhythmic control based on the player's input.
  • Planned optimizations like console commands (OneFrameThreadLag, etc.) were considered but are postponed to avoid last-minute risks before submission.

🎯 What’s left?

With less than 15 hours before submission closes, the focus is now entirely on:

  • Final bug fixes and collision pass.
  • Adding the visual FX for the falling debris.
  • Ensuring the transitions between failure/success cycles are smooth and satisfying.
  • Polishing the menu screen and itch.io page visuals.

📸 Screenshots & Media

I've added new screenshots and visual captures showcasing today's progress directly to this devlog. They highlight the latest visuals, lighting improvements, and gameplay elements implemented during this long working session.

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