I'm a bit biased in my rating here, since this game is based on one of the prompts I submitted to Seedcomp. More specifically, a list of my own dreams. There are few things cooler and trippier than playing through a game featuring your own dreams, where you get to travel through expanded versions of your own dreamworlds that have been incorporated into a larger story (and a delightfully creepy one to boot). There were so many moments where I said to myself "Hey, I recognize this place!" or "Pairing these dreams is a great idea, they work together so well". Really fun stuff.
Gameplay's pretty typical: explore, take everything that isn't nailed down, use it to open doors and solve puzzles. The puzzles are good, making use of the environment in interesting ways. Took me about an hour and a half to get the true/bad ending, since I spent half an hour stuck not finding the gloves. Though that's probably my fault for not thinking to (Spoiler - click to show)open the kitchen cabinets. Some kind of hint that you need to do that would be nice, but maybe I'm just dumb. Besides that it was smooth sailing. Was really obvious that you needed to (Spoiler - click to show)give the meat to the fly, I just had to find the gloves, and then riding the fly up to the top of the tower is really fun. Good game.
Tiny quibbles: some of the things you can do could be better signposted—e.g. (Spoiler - click to show)entering the two cars involved in the car accident, and the schoolbus on Error Avenue—it'd help if it was made more obvious that you can go inside. Also, (Spoiler - click to show)Tiff and Jen can have the argument about whether or not to free the dad even after you've freed him. Happened for me when I freed him and then went to the living room.
I found three endings: (Spoiler - click to show)the one where you wake up before you free the dad, the one where Claire dies, and the one where you wake up after. There might be more endings, but I'm not sure how to get them. There were definitely events and things that I found and couldn't figure out how to do anything with. A list:
(Spoiler - click to show)
- The cool schoolbus mannequin sequence. Really trippy, loved that bit.
- I never figured out the point of tying things (though untying is necessary to free the dad) or crawling under things, two verbs the guide says are important.
- You can take the uncanny pillow and uncanny blanket, but I never figured out if they had a purpose, either.
- Taking photos is fun, but I'm not sure what it does? (Would be nice to have a list of all the things you photographed after ending the game, or something.)
- The entire point of the bicycle? Thought it might be needed for an escape sequence, but never ended up doing anything with it.
- Why can you pet the fly but if you try to hug it Claire tells you it's gross? This is an atrocity against flyhood, giant fly friend is cute please let the player hug it. If Claire can ride the fly to the top of the tower she should be able to hug it. Feed it treats. Give it a name. You know, Pokemon style.
But again, these are tiny quibbles. The overall experience was great, and I'd recommend this game to anyone who likes bizarre and unsettling dream adventures.
Random side note: The concept seriously reminds me of the Paths from the Pactverse setting. In short, Paths are game-like dream realms you can explore and get rewarded for upon completion, while failure leads to horrible death or worse. There's a bunch of TTRPG documents about them, including a list of canonical and fanmade Paths that's fun reading if you have some time to spare. I've always thought they were perfect game material and this game is what I've always wanted in terms of a Path-like text adventure.