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VOOZH | about |
A downloadable game for Windows, macOS, and Linux
A cozy sandbox RPG where saving the world is someone elseβs job.
Zoe and the Cursed Dreamer is a charming open-world RPG with a dark twist. Build your home, befriend strange villagers, and explore a world unraveling as a tyrannical demon god awakens from banishment. Youβre not the chosen one to save this world, but you may end up sponsoring whoever is.
Key Features:
Rate this game if you enjoy it, so that others can find it too!
| Updated | 21 days ago |
| Status | In development |
| Platforms | Windows, macOS, Linux |
| Rating | Rated 4.9 out of 5 stars (28 total ratings) |
| Author | Game Endeavor |
| Genre | Role Playing |
| Tags | 2D, Animals, Cozy, Cute, Exploration, Godot, Pixel Art, Retro, Singleplayer, Top-Down |
| Content | No generative AI was used |
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The text background flickers between bright and dark (downloaded the linux one)π Image
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I liked combat, the map and character designs. Thank you very much!!!
Oh wow, lol. That's weird. Those are just out of the box control nodes, so not sure what would cause that. If you don't mind, could you give your specs? Especially the Linux Distro you use.
Fun demo, looking forward for the full release.
Just one little thing I noticed was that the character is a bit blurry when you move. But other than that, fun combat, and cute character designs. Really like the warrior mice! :)
Thank you! I think this can be fixed by adding physics interpolation. Is your monitor's refresh rate over 60Hz? I'm going to look into it soon. :)
... Become a landlord... dang, this game scary. :P
That part isn't as wild as it sounds, lol. If you've ever played Fable, where you could buy property and earn passive income from it. It's something like that, but potentially a little more involved. Not too much so though. But the game does have this entrepreneurial RPG aspect to it.
Oh yeah, forgot you could do that in Fable. :o
I wish Stardew Valley was smooth like this
Admittedly same sentiments with Sanguine-Oni, but very excited and looking forward to further developments!
I honestly think this game would benefit from their recommendations, or also especially a sort of "top-down twin stick shooter" approach, like Enter the Gungeon; being able to move but still have directionality of attacks be independent. Both for ease of play and for carpal, I use a lot of USB controllers for gaming nowadays, and I think if rrreeeally not able to be given controller support in the future for whatever reason, allowing an additional keybind for attacking using the arrow keys on top of WASD motion controls.
As it is, especially since I rely on mouse so little and it's also clunky as an approach on my laptop, I personally haven't even gotten past the tutorial area. Though, I'm honestly also pretty bad at gaming and have some disability setback. But, was really excited to play and a little disappointed-- but I know further controlling options and input can take time to implement, and this is only a demo. I'd love to play when more control compatibility is implemented! This immediately seem so charming and lovely!
I will be adding controller support soon, and will look into adding a mouseless setting as well. :) Thank you for the feedback!
I've added a keyboard aiming setting in the options menu. It'll be in the next update. :) When enabled it'll aim based on your facing, or you can aim using arrow keys (configurable).
Seems like it would be a lot of fun, but it is very cumbersome on laptop, having the character attack where the mouse cursor is, rather than the way the character is facing. I had difficulty fighting the first skeleton because my character was swinging downward the entire time regardless as to which way he was facing prior to my pressing left click. Gave up right after I won as there is no way I'll be able to play like that. If you could have an option for 'attack where facing' in the options, I'd appreciate it. Or, have it be like the original Diablo games and have the character move where you click so WASD isn't needed (or in my case the arrow keys as my A-button and E-button keep popping off and I had to rebind the movement).
Edit: Also, my 18 Strength dropped to 15 when I deducted points from Wisdom to place into Charm. In other words, during character creation, removing points from Wisdom also took them from Strength. So, instead of 21 total points I had 19 at the end of it since it minused 4 to re-allocate two.
I'll look into adding this feature soon, possibly next update. Thank you for the feedback. :)
I'm unable to reproduce the point buy bug (That's exactly the number of points that would change if you exchanged perks, did you happen to swap your perk as well?), but I've made it so instead of reducing and adding points as they're exchanged, they're just recalculated based on how many points you have total. In theory should fix any issues with that in the next update.
I've added a keyboard aiming setting in the options menu. It'll be in the next update. :) When enabled it'll aim based on your facing, or you can aim using arrow keys (configurable).
Awesome, thank you!
As for the reallocation of stats, no. I didn't change the skills. I had chosen the blacksmith and then clicked the minus sign on the Wisdom twice then Charm's plus sign twice. When I finalized and clicked to go to the next screen I realized my Strength and wisdom were both suddenly 15 (Str was 18 and Wisdom 17 originally, which was why I chose to lower Wisdom, assuming it least important for a blacksmith). When the game began, I went into my character stats and confirmed I had seen that right. I counted the total points and they were no longer 21, but 19. I know they should total 21 because I had counted the points when cycling through the different classes to see if any had more than the others and found they all had 21 total and that you can reroll by clicking the same class over and over.
Edit: First off, why did I keep saying 21 not 61? Was posting the number when you add the right-side but not the left-side numbers. -.-
Secondly, I see what you mean about the skills now. I didn't realize those were skills. They explained the stats, so I thought they were merely a guide explaining what the stats do, like how charm helps and str helps and such. That is most definitely what happened. My clicking was changing skills, good catch. Didn't even realize those WERE skills.
Love the art for the game. Looks really good.
Thank you!
Character creation has tooltips for class but not what stats actually do? And wearing leather greaves made my purple robes transparent.
I will add that in the next update. :)
- Strength deals more damage with swords, maces, etc. Lets you carry more, and in the future will contribute towards your intimidation skill checks.
- Vitality raises your max health
- Agility deals more damage with daggers and bows, and increases the dodge speed and iframes.
- Wisdom increases magic damage, defense, and mana pool
- Charm gives you better shop prices when buying and selling, and will be used in the future for diplomacy skill checks and the commission system for artisans.
I also noticed your party isn't very quick to take initiative, which was dangerous for me - as a mage - as I had to go to the frontline before they would follow and engage, even though the enemy is already targetting us.
i was sold on war mice
I know what you say in your videos about not setting a deadline, but I was wondering, would it be like years from now that the full version is released? What I'm trying to ask is, will it be a long time before the full version is released? xD
It will be a long time, yeah. :) It's a pretty large game. That said, this demo is a large chunk of the vertical slice. A lot of the hard work is done, now I need to fill the game with content. Items, NPCs, enemies, stickers, cutscenes, dungeons, etc (the last two taking most of the development time). So it's all smooth sailing from here. This isn't an official ETA, but I expect development to take another 2-3 years. I'm planning to do a kickstarter soon, the funding from that should help speed up development.
Nice! Can't wait for it to come out :D
is some of this art from the mystic woods pack? is the other art from this game for sale too?
I don't think I used anything from Mystic Woods in here. The art for this game isn't for sale, sorry. :)
bummer! but fair enough :)
looks good
I got soft locked when you meet the cat in the cave. I tried to go right to the area you can't go to yet. As the player was forced to walk left away from the area. The play got stuck in between the plants and had to reset my progress in the cave.
This will be fixed the next update [v0.2.2-demo]. Thank you. :)
Hey there! The newest update (Windows) crashes upon launch, unfortunately! Might be my computer, though. Really looking forward to playing this.
Howdy! I've seen others playing the update without issue and I just checked to be sure and it worked for me. Hopefully you can get it to work. May not help, but you could try downloading it again? Just in case there was an issue with the delivery.
Thank you! I've just done some troubleshooting and looks like I needed to run it in Compatibility Mode. :)
π₯:D This is fine.π₯
Good find, thanks. :)
I found a bug: when jumping while holding the W key, the animation plays backward, and when holding the S key, it plays forward.
You mean the dodge? [Space] It's meant to. You're kicking back in that direction. I could probably throw up some dust clouds to help sell it.
This looks great! Definitely looking forward to trying this out.