So that’s the narrative container for the game loop, which plays out very smoothly once you get in the rhythm of it. Design-wise, it’s very much a “just a little guy, running around" kind of game, like Hades, where you’re in roughly ¾ overhead view with fixed cameras exploring various “rooms” within each layer of your dream. That’s where the real meat of the game is, After selecting your loadout, (which, as you progress, can include things like specific or randomized weapons, magic abilities–called “lucid abilities”--armor, dodge attacks and various buffs you can gain through different means) each “run” starts with you choosing to make Cassidy flop down on her bed as you enter the first layer of the dreamscape. Each room is a randomized mix of either enemies, buffs or puzzles and the controls are extremely snappy with great attention to the various animations and feedback of each different attack. Even though the character models are relatively small (esp. if you’re on handheld), they’re extremely distinctive, making all the encounters, though relatively “samey” after a while, still fun and satisfying. As you progress through the rooms, destroyed crystals and enemies drop various tokens that can be spent in trading rooms you encounter as well as “outside the dream” (more on that soon). Combat is player directed and the different items and abilities that you eventually unlock (and can upgrade) allow for an extreme variety of playstyles–within the confines of the overall mechanics here of course. But especially as you chain together different buffs (like ones that add extra chains to lightning based attacks or additional projectiles) you can really have a lot of fun with the enemy encounters.
There are two styles of puzzle rooms you can encounter through each procedurally generated level. One is functionally Minesweeper on a 5x5 grid, The other is a version of the “flowing pipes” style games like the classic Pipe Mania I remember playing on school computers in the 90’s or the one in another childhood computer classic Shivers. Credit to the team behind Dreamscaper for making each version of the game exactly the amount of size/difficulty where they were always a fun one to two minute respite from combat and never overly time-consuming.
You can get bombs and keys to unlock hidden rooms with more buffs or specific battles challenges and then, after clearing the floor you can enter the boss arena–well, you don’t have to clear the whole floor, you can start the boss battle as soon as you find the room, but, like most roguelikes going back to at least my old standby, FTL, it behooves the player to clear every room possible to get as many upgrades as possible before progressing.
Mild spoiler (though it’s pretty easy to see at the start of each run); there are 6 overall levels, each with their own different take on the iterations listed above, but they’re mostly aesthetic differences along with slight variations on enemy abilities. Each boss fight is pretty distinct, though all share the trait of being able to tank an extraordinary amount of damage, even at the lowest difficulty level. One of the things that make them distinct, of course, is the variety of attack modes and various “tells” for each one. Like many a Souls-like, you can start to read the patterns of attacks and learn how to counter and prepare for each one. The other thing that makes each one different is the singular design of each one, representing various things that haunt Cassidy. Each a horrific, yet often slightly sympathetic, amalgam of monsters and inner demons. And here’s a good place to discuss the overall aesthetic, vibe and look of Dreamscaper because it really is a small wonder. It’s painterly, wistful and nostalgic without being whimsical and dreamlike in the best way. The dreamscapes, especially as you descend deeper, start to bend reality in a pleasing way.
If you die at any point along one of your runs you wake up, back in your apartment in the big city. Now, the game states that it features perma-death and this is what that means. Any progression you’ve made during your dream run is now lost; though of course, all the collectibles and resources you collected remain with you. And it’s those various dream resources that you can take into the real world and “spend” on upgrades that will allow you more skills and abilities to progress further. So, very much the typical action roguelike loop. That said, the real world segments are extremely chill and charming, with you moving Cassidy around various locales (book store, bar, park, coffee shop, etc.) to meet different NPCs and collect upgrades. Mechanically, Dreamscaper has you craft trinkets to give to the NPCs to befriend them and unlock conversations where you can learn more about Cassidy as well. Upgrades come in a couple flavors. You can upgrade the item drops and challenge rooms in the dream world, “daydream” new weapon/ability types and you can get buffs the more friendship you build with the NPCs.
Admittedly, the real-world segments can feel a little slow, and the conversations can drag on pretty long (and the plot around Cassidy’s past, I think, doesn’t wind up being all that compelling, really), but, generally, they provide a good respite from the combat runs and, I must repeat, the painterly, charming style goes a long way to smoothly over any minor frustrations.
Still and all, after upgrading a fair amount and unlocking quite a few fun abilities and weapons (my favorite build consisted of a space-hopping dodge, a set of killer yo-yos and an ability to summon a black hole) and making it to the deepest level of the dream and beating and its final boss, I realized that this will not be a game I’ll be returning back to very often. Simply put, as fun and charming as the game is (and the progression made in the first few hours is particularly rewarding), in its later levels and with more experience, the game doesn’t offer much in the way of strategy or continual problem solving. It’s not fair to compare any roguelike game to an absolute pinnacle of the genre, but I’m still playing a 10+ year old game in FTL because, even after unlocking all the items, each run offers enough challenge and strategy to keep me coming back, year-after-year. Dreamscaper mostly increases the challenge by upping enemy HP counts so they all just become bullet sponges. But when you’ve upgraded to the Nth degree and it still takes forever just wailing on enemies to clear a room it can start to get a little same-y. Yes, there are ways to increase the difficulty but those options, again, mostly just increase the amount of damage an enemy can take. Maybe straightforward combat roguelikes just generally can suffer from this problem but I found that once I’d made a full run (and the fact that, in getting there, I’d unlocked about 75% of the items and become good friends with most of the NPCs) I felt more-or-less like I’d “rolled credits” and am happy to fully put this game to bed.
~ Played on Switch, approx. 25hrs at time of writing ~