Really, this game confuses, excites, and saddens me. I will admit that when I rated it badly on Kongregate, I was a bit hasty. But that doesn't mean it's good. In all honesty, this game had a great deal of potential, it really did. I think the best thing this game had was the setting, and the attempt at world building. The Land of Dreams was and still is a fascinating concept.
What really ruins the game the most is the game play design and the programming issues. This game was made by Foofa Studios, which, if haven't said before way back, is an indie company based in Italy. According to the credits, there were seven people working on this thing, four of which are listed under "Programming". And yes, one of those people, one Matteo Sosso, was involved in many other areas, and seems to have been the leader by how many areas he was involved in. But the other three are exclusively listed there.
And yet, even with four programmers, this thing was riddled with typos, glitches, or things that I couldn't tell were a typo or glitch. Many of the Dream Bubble descriptions are mislabeled, putting the wrong names to spells or cures. Some of the bubbles list spell costs that are inaccurate, some by as much as 40 points. The Chaos Bubbles spell the word right in the title, but misspell chaos in every instance in the description. The Medusa Bubbles aren't consistent between "Medusa", "stone", or "petrify".
And of course, the Holy and Dark Bubbles were given the code for weapon only bubbles, even when holy protection would have been really useful for instances like Vincent's Holy/Dark Claws, Prince Charming's Holy Sword, or Rapunzel/Snow White's Holy Ball, which really hurt.
And then there's the glitch with the probability of inflicting status effects and defending from them. When it says 100%, it doesn't actually end up as 100%. I could understand a boss, maybe, but still, when you say 100%, you better mean it, otherwise you are flat out lying to the player, and that doesn't endear you to them at all. And I personally hate it when people lie to me.
As for the action bars, even though I admit I was wrong about them not stopping, there are still problems. Many people on Kongregate said they were too slow, and I agree. But then I also had situations where my character got frozen or turned to stone right after I clicked on them and right when I was about to push a button to have them attack or select a spell. That's probably due to a delay between choosing a move and performing it, but for that reason alone I say the whole action bar thing needs to go. And the entire idea that spells can fail and take your power for nothing, on top of status effects failing or spells being dodged, it's just too much. The spell failure thing needs to go too.
The stats need explaining to make them actually meaningful, and on that note, why are they two numbers separated by a dash? Is that supposed to be a range? That's not how stats work, and on top of all the other probabilities here, if they are a range that's too much variance to handle. It means getting anything significant done in this game is a stroke of pure luck. And why are some stats listed backwards, with higher numbers on the right? Most of the numbers go the way of a number line, and you can't tell me "well it's styled like a Japanese RPG", it's in ENGLISH. For the love of all that's holy, explain your stats and tell us this stuff if you are going to show it to us.
As far as language goes, the creators need to fix all the typos in their grammar and spelling. They misspelled mysteriously at the end and also in the summary on Kongregate. They constantly misspelled chaos, and they added a "t" to Rapunzel when I don't see any spelling variations. And they misspelled adrenalin. I will concede now that the word adrenalin is valid, but then why go and spell it "adrenalyn" in other parts of the game? It's ridiculous.
Look, I know the game creators are based in Italy, and I have heard enough times that English is terribly hard to learn as a second language. But if that's the case, and you have a not so perfect grasp of the language, seek out someone with a better grasp of it. Admit to your problems and get help, there's no shame in that. As it stands, the spelling and grammar errors, and the way they mix up "town", "city" and "world" in proper nouns is insane. Their inconsistencies make the tide seem stable.
Sometimes it's just irritating, and confounding, like the case of the cookie/muffin. I still don't understand how something like that happens, and it's not funny. Other times the terrible grasp of language and consistency has greater implications. Like how Jack first says the Magic Cobbler is in "the southern part of this town" or the Wicked Witch Superior says the Darkville Farms are to the "southwest". Those are the completely wrong directions, and the secret maps were an afterthought.
There are some people who commented on the game on Kongregate who asked where the Magic Cobbler was. Maybe they didn't read about the link to the secret maps, or maybe, as I suspect, they were following Jacks' original directions.
As far as dialogue goes, it often sounds wrong, wooden. Not to mention that there is extreme abuse of the exclamation mark. It doesn't add to the urgency just because everybody always says things that end in an exclamation mark, it just makes it seem like they are constantly yelling or angry for no reason.
People seem to know about Alan, even though he hasn't been here long. The wolf on the other side of the gate knew him, even though we just opened it. It just doesn't make sense, nor are the ways they address him, "brave kid, stalwart hero, young hero," it just gets so very annoying.
The story concept is also flawed. The NPC not knowing where the Bad Wolves Guild was is monumentally ridiculous. Also, what is the lifespan around here? Pea Princess has been in exile for 1000 years, and yet she looks like a young woman.
The characters are mostly flat and boring, or have nothing. Alan's companions are basically non-existent, the people you talk to not even really acknowledging the existence of anyone but Alan. It breaks willing suspension. These people are traveling, and traveling with royalty, they should be noticed, and interact. That's why I loved the conversation with Charming. I want to know more about these individuals, but there's nothing.
You know what else breaks willing suspension? All the walking. I am walking all the way, back and forth over a whole continent. That takes time, and yet there are no inns and we don't stop anywhere. And for so-called kingdoms, these places are mostly barren of settlements. This world needs more towns to flesh it out, and inns and restore points would help the gameplay and break the vicious cycle of fighting to buy recovery items. There needs to be a way to get money besides fighting, in loot, in side quests, something. And make this game seem like it takes more than a day. All the windows, even the poorly placed ones, are dark, but there's ever any idea of time. With the way we never stop, you would think this took one day, which is silly.
And if you come up with a name for currency, use it. You could write it as "D" like I did if you need to save space. And do something more with the backgrounds. The background for the final boss fight should not look like the Pea Princess's house, with walls the wrong color for Sleeping Castle, which you should know since you painted the whole thing pink, inside and out, and you bothered to make different urban backgrounds for the Halloween Kingdom and Sleeping Kingdom, and different architectural styles, which I really like. I can see that someone paused for a moment and put real thought and care into this thing, so it really saddens me that there was so little care put into the rest of it.
Why did Alan's sword break? And how come he didn't need it? He still had two friends to save, one of them that kid in the green short sleeve shirt with the fake beard and the other apparently unseen. His plastic sword turned into a crystal sword, so I imagine it's important.
As for the inventory, get rid of that subsection called "spells". I know it was meant to show you the spells you could use from the inventory, but the only ones that weren't grayed out were Life or Reborn Spells, so most of it was wasted space. Really, get rid of it.
And don't create huge level gaps with your bosses. It's ridiculous.
And yet, even as I list off every single thing that was wrong, I can't help but think of the good. Again, I really liked the world for the most part. I hated the statue referencing the game Kill Christmas. The idea that the spirit of Christmas of all things is evil does not sit well with me, or others. If you want to make a Christmas Kingdom, here's an idea. Don't make the villain Santa. You know who you could use? Krampus. He's a figure in the folklore of Austria. He's a demon who accompanies St. Nick, and while Santa reinforces good behavior with toys, Krampus takes bad kids and flogs them with birch branches and rusty chains. Really puts the coal thing into perspective. Make him a villain in a Christmas Kingdom, not make the Christmas spirit, the embodiment of Christmas evil. I don't mind references to other games you've made, but that's disgusting.
Really, I get the story. I get the enemy upgrade. Beasts are in remote parts, Dwarves are in larger numbers around the area of the Dwarven Village. With the Drowsy Gate closed, only small, lesser forces of Geppetto or the Princess army could get over the mountain. Once it was open, tougher guys came through. After going far into the Sleeping Kingdom and getting Pea Princess, you see the Lead Soldiers. And after some time, the enemies penetrate the cities. I get that from a story logic point of view. I even get why Princes and Spell Casters are in greater number near Sleeping Castle.
But, as someone said in a Kongregate comment, the difficulty curve is far too steep, and the glitches in the program make it harder. This thing had so many glitches and typos I was surprised I could finish it. And while the ability to attack yourself, attack friends, or inflict positive status effects on enemies was invaluable for experimentation, I shouldn't have to do that, and that sort of loophole needs closing, pronto.
Also, get more music. The music was dull and repetitive. And the game became a chore at one point, a real chore, and games are meant to be fun. There's some difficulty, some frustration, and some repetitiveness, but it's not very tolerable here.
When I finished the game, I dreaded the idea of a sequel after what the first put me through. But part of me now kin of wishes that someone would overhall and remake this thing. I want to see it better, because there were times where it was fun. The very image of all six of these people taking down someone like Vincent, just battling him, was pure awesome. Shoot, I could write a better story to this thing, I actually want to.
And the guide. The guide was from Crazy Monkey Games, whose logo in in the game. There is evidence to suggest it was added to over time like a wiki, which might explain why the table of contents is the second to last thing. But it doesn't excuse the poor placement. The Table of Contents goes FIRST. Also, why is the Invincible stat listed when it doesn't exist? And this doesn't excuse this sort of misspelling. Under the list of spells, here's what the entry for the Adrenalin Bubble looked like:
ADRENALIN BUBBLE
Weapon (on the left side, text underneath this heading): Adrenalyn Spell: Can cause Adrenalyn status.
Armor: (on the right side, right next to WEAPON, text under this heading): Cure Adrenalin status spell.
There is no excuse for inconsistent spelling RIGHT UNDER AND RIGHT NEXT TO one another. How can you spell it one way on top, then spell it another way on the left, and then spell it differently on the right. Even if you don't know which one is misspelled, how can you not notice the inconsistency?
As another point of interest, the forum for the game never materialized. A button was made for it on the company site, but it never had a link. Now the button is gone, and under About Us, they say they are "under restyling", whatever that means.
And that's all I have to say on Unfairy Tales: Of Slumber and Dreams. To anybody reading this, I hope you found my long, overly detailed ramblings interesting. I just wanted to get this down for once. And hey, I learned more things in the process.