Billy’s Nightmare
Abilities & Items, based on child logic
Poison bullies with a pair of Stinky Socks, set creepy toys on fire with a
Magnifying Glass or make them step on some painful Pego Bricks!
And since all abilities use cooldowns instead of ammo, there’s no need
to save them for later.
Tons of unlockable outfits with unique playstyles
Dress up as a Pirate, wielding a flintlock pistol and a cutlass for
close-quarters combat. Or maybe dress up as a Magician and keep your
distance, while your deadly bunnies do the work for you. Every outfit in
Billy’s Nightmare starts with a unique primary ability and a more
powerful secondary ability.
Fast mounts for exploring
Since you can’t run very fast in a nightmare, every outfit in the game
comes with its own mount. As long as no nightmare creatures are around,
Billy can use his mount to travel faster.
Friendly combat pets
Fire-breathing dragons, snowball-throwing yetis and barking dogs. Find
the Pet Shop and adopt a friendly pet that will help Billy in his nightmare.
Steam User 0
Pretty game, but it feels like you play budget Enter the Gungeon.
Core combat is fun. Works solid. Art is great. And theme is fresh. But game suffer from lack of content (ability, items, npc events) and from small but annoying moments. If you want try something like Enter the Gungeon, it will be good
Below in depth review aiming to developers.
1) Player can change direaction midair while dodging. Thats not fun. Now I am not beleave, that this is actual dodge. It more looks like invularability button with dodge animation.
2) I very offen failed to dodge through lava pools. So I decided to stop attemt to do it. I now it is possible, but to unstable.
3) Visually levels looks great, but it is so hard to read in a battle what obstacle can save you from bullet once and what is not. It more annoying when you shoot at enemy and projectile collide with one-time obstacle than I feel benefit for myself from this obstacles. And fundamentally I think that in gameplay-driven games level enviroment must be fast readable.
4) In hard mode ranged enemies dodging too often. And It makes many skins (like wizzard) almost unplayable in hardmode. And this type of enemies (ranged+dodge) become too annoing for common enemy. I will prefer that the enemies can move faster and more often. But not to dodge literally every my projectile bullet. Dodge can be a feature for some special enemy. Cowboy on lvl 3 for example.
5) Lava pool is too harsh for lvl one. But it is okey for lvl 2 and 3.
6) There is no preparation animation for enemy shoot. And this is very unfriendly scenario for melee outfits. I not have enough time to react when play on pirate skin.
7) Bosses are too strong from start of a fight. They dont have phases. They fight all arsenal from the first moment. And it is very easy to die before I have learned anything from them. Complete 3rd floor without healing is ~1.5 times eazier than beat 1st floor boss.
8) (small concern) Sometimes it hard to read can enemy diagonal projectile hit me or not whan I am behind an obstacle
9) Skins are very unique, which is cool. But restriction that I can not get a new weapons during a run makes the game more repetetive. As well as lack of abilities, items, etc.
10) Santa has the same quest every time. And that quest is repetetive. Rabbit also has the same quest, it is no repetetive becasue it is fast. But boring from 3rd time. Explorer quest is fun.
11) Really dont understand what proffit in that player have with own health bar instead of usual for the genre discret hearts. I do not understand what damage I get from different type of enemy. Dont understand which enemy is more dungerous. Dont understand should I use dantist tool or it is too risky. Dont understand is it all outfit have same health count or not. Btw healthbar under an enemy is good for me.
12) (small concern) I like skin-dependens achivements. And sad, that the pirate skin does not have one (Buy smth in Pirate shop while wearing pirate skin).
13) Too many text in tutorial. It is not plot driven-game. And I dont have a hook in tutorial to be hunger for plot details. So it was boring to read this. For me, at least.
14) Boss dying animation is sick. Really good job here!
I wish you (developers) the luck to support the game or to creating new one. Chao!