The Last Dream

A point&click text adventure

This is mostly an experiment - I wanted to create a combination of point&click and text adventure. So most of the work went into the "engine" for that, and the story is more of an afterthought. I noticed that I'm not much of a writer, but I didn't have time to also add some pictures, so I hope you enjoy reading stuff.

Made with Unity and Small Basic.

Voting results


This game entered in the Ranked competition (6 entries).

Comments (8)

 • 2 years ago • 

Hooray, a winner is me. You had me hooked with the first unlabelled diskette. I reached endings 1, 2 and 4 (with a hint). The writing is quite good, I'm not sure what you're complaining about. I'd like some indication of words I've found to be interactable, maybe changing their colour the first time I interact with them, but otherwise the point and click text works very well. Slick system, great work

 • 2 years ago • 

The interface is really quite impressive. I think you've discovered something new in the genre! The writing really sets a convincing mood, and makes you feel quite alone. The puzzles are fantastic and the multiple endings a nice extra.

So far I've reached endings 1 and 4 (I think, anyway). Still no idea how to use the ooze.

 • 2 years ago • 

Winrar. I managed endings 1, 3, and 4 I think. I quite like the concept, the controls are very nice. One tiny thing to improve would be to have a bit more explicit labels on items that you can have more of.

 • 2 years ago • 

You're definitely selling your writing short here.
I found the writing of the game to actually be it's strong suit.

Also even though the game is plain text, moving back and forth between the rooms to find new interactables to combine and contextualize in previous rooms was very reminiscent of adventure games like Zak Mckraken and Maniac Mansion.

I didn't enjoy scouring through the words for contexts though. I know you want your players engaged and thinking - but I think as long as you as a developer can't make everything interactable that would make sense to interact with - it's just scouring for things, that you as a player might think the developer might have intended aswell. Honestly I think streamlining the game by having words which are neither examinable, nor collectable not being able to be highlit would be for the better.

There's a lot of combinatorics left to still make the game engaging and challenging.

Excellent game though - I found the writing to be witty and funny and the mechanics interesting and well made. :)

  • 2 years ago • 

@elZach Thanks for playing! The thinking behind this framework was having a text adventure without the typing, and one thing I like in text adventures is how you can write basically anything. So every word being a potential use/examine/combine candidate is something I want to keep somehow; especially as it allows easter eggs.

 • 2 years ago • 

Cool stuff! Well written at least to my standards. Kept me interested to play through it once for now. I died so I'm interested what else can happen. I like the weird text only but movable windows idea. All of this feels very unique and interesting. Maybe there could be a dedicated examine slot that shows the non-interactive boxes on mouse hover and prompts to eg. double click if there's something like the posters that change the narrative. Then you wouldn't have to click all the things.

 • 2 years ago • 

Really interesting Mechanic of having every word be usable, could definitely see it being used in a developed game.

 • 2 years ago • 

This is a clever game that's very well written and made. The combination of a point & click system with text works great! I managed to get 3 out of the 4 endings (including the good one). Had a blast playing this, well done.

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