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Version 1.4d
Summary:
This update adds a plethora of bug fixes and graphical adjustments including a pause menu, new character asset, font fixes and more...
- fixed bug causing the text mesh pro textures to appear distorted and hard to read (caused by the skybox oddly enough) Quality of life update: changed the font to be a more sci-fi digital style
- fixed pause menu which now has a back button, mute music button, restart button and quit button (the issue was caused by having multiple XRUI Event systems + some other issues) Quality of life update: added a new laser pointer specifically for the menu
- Huge Overhaul on the button Integration system (they now basically work the way they were meant to) … now when you move a soul off the button, it will correctly disable the effect it has when activated. (originally, you could simply activate the button and just walk away from it apart from the first button) 
- Gameplay improvements: because of the button fixes, I adjusted the final section to make more use of the soul swapping mechanic over the teleportation. plenty of space to improve the game now!
- fixed a bunch of audio glitches and auditees (related to clashing priorities)
- added a new asset for the souls thanks to @foxial https://www.artstation.com/foxial (find his work on art station) Quality of life: I added some spinning to make it feel more animated 
- adjusted the trigger size of a checkpoint and also moved the first soul slightly further up (I noticed this bug when I had a family member playtest the game and they kept falling) … I plan to add a restart section mechanic to reset the positions of the souls

All in all, a simple Quality of life and polish update to make the game feel more stable. keep tuned for more updates and get hyped for Version 2.0! 


Version 1.0 - Game Jam Edition
Welcome to the first iteration of Project Yume!

So what's in the box? 
- soul swapping 
- neon graphics 
- the first character (basic teleporter)
- not-so-catchy music (if you play it long enough) 
- An Obstacle Course to show off the mechanics

what do I got to do? 
- get through all the sections and experience victory
- remember that your soul beam has a longer range then your teleport beam
- the game was made with an old HTC VIVE (I'm too broke to get another one) but I used the action based system... the only 3 buttons being used is selector and activator buttons (defaulted to grip and trigger)… the third one is useless,  it pops up a menu that doesn't work :'(

finally what was / is the plan for the future?
- various 'souls' which have different ways of moving and interacting
- an in-depth obstacle course making use of all the different mechanics including the ability to climb, throw yourself, use levers and potentially ziplines. 
- a lot more polish and and a different art style (most likely)
- other awesome game ideas that may or may not be VR related!

Download

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Click download now to get access to the following files:

Kikai-Yume V1.4d.zip 22 MB
Kikai-Yume V1.0.zip (VR JAM 2021 Edition) 21 MB