I Keep Having This Dream
By Fireflame Games
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"There are times during the game where it feels truly great"
- Touch Arcade
"It's an entertaining, thoughtfully put together game of cat, mouse, architect, adventurer, and all manner of other roles"
- Pocket Gamer
"It’s challenging, colorful, and built perfectly for a mobile game"
In this innovative puzzle RPG, build a path of tiles to escape each successive cycle of your dreamscape. A cycle gets more dangerous the longer you stay, so plan your route carefully, and make the most of the challenges and opportunities you meet along the way.
Place tiles to boost your attack and defence, defeat enemies to level up your character, and upgrade the right perks to stay safe as your enemies grow stronger. Take a detour off the direct pathway to discover the items that may give you an edge, but watch out for the powerful special enemies that grow more frequent as you near the exit - if left untended, their unique abilities will quickly spell your doom.
- 25+ upgradeable perks augment and focus your strategy
- 150+ items to collect and boost your stats
- 110+ special enemies to encounter and overcome
- 80+ one-off events to choose from for a temporary boost
- 50 achievements to earn
- Unlock more enemies, events and cosmetics over multiple playthroughs
What's New in Version 1.0.3
- Added 50 achievements
ZZZ - or, brilliant boredom
For what it does, this odd game is great: it throws together a slew of symbolic creatures, events and gear, and makes you place an increasingly hostile hand of tiles down to get to an exit.
However, the Nemesis is the ugliest, indiest graphic placeholder asset I've seen for an adversary. At least use a cool shapeshifting monster face that gets increasingly hostile as it levels up, with its level as a small Roman numeral near it. Nobody past Sesame Street age gives a crap about being chased by the number 3. Well, some slow Electric Company types, but you'll always have those.
I may not have unlocked a problem-solving event after a few hours, but there should also be an increasing base percentage of providing a fitting tile each time you get stuck. Stalling is random to the point of ugly. Maybe it's a neat risk-to-reward mechanic for bending your path backwards, but it really is a showstopper in a game that is so slow to start with. If you're an accountant with a big manga collection, knock yourself out, but if you have to reset three times in three seconds like Angry Birds, move on.
Tactics + strategy + quick resolution = meaningful choices
This game came out of nowhere to become my favorite new addiction.
Your first impression may be th at the game is too easy, or that there's nothing you can do to get farther than your last game. That's not the case! The game rewards the time you spend figuring out its systems and learning how to optimize your progress by making it possible to do better and better. It helps that it's so snappy. Games can take a few hours of you're doing well (but the autosave is perfect for mobile), but compared to other games with interesting min/max systems, there's really very little bloat. I like the idea of fire emblem or xcom where your tactics and upgrade choices make a real difference in outcomes. But in reality they stress me out and lead to save scumming or resignation because it might take ages to realize that I've messed up irreparably.
Fun, clear graphics. The music is good. The unlock scheme is interesting. I like that the game isn't a pseudo roguelike where you can eventually grind your way to excellence with a persistent reward.
I'd love to read some interviews with the developer, he clearly put a lot of thought into creating a fun, balanced system.
Fantastic Game! (with design issues)
IKHTD may be one of the single best games on the App Store. It's simple and intuitive, but with compelling depth that keeps drawing a player back in.
Unfortunately, as other reviewers have pointed out, the game is plagued by terrible balancing issues.
The decision to have attack reduced by 1/3 it's value, and defense by 1/2 it's value on every single "attack" is... We I just don't know. I understand that the game is supposed to be difficult- but this decision was just odd. Defense essentially becomes a throwaway stat because it reduces so quickly. I would suggest reducing both of these ratios to 1/4- this achieves much the same effect. This would lend a consistent viability to both stats that is sorely needed in the game.
Level length is another issue. The distance between start to finish really ought to ramp up at a slower pace. I don't know what the correct answer is here… I suppose I would suggest starting at 20 tiles, and increasing by 20 each additional "world" until capping at 100 at world 5. Lock count can increase from one to four with each world.
Who knows, my ten cents.
- Category: Games
- Updated: Mar 30, 2016
- Version: 1.0.3
- Size: 69.1 MB
- Language: English
- Seller: Alex Kuptsov
- © 2016 Alex Kuptsov
Compatibility: Requires iOS 6.0 or later. Compatible with iPhone, iPad, and iPod touch.