okay so i just talked to one of my old friends who loves workin on this with me, and he reminded me how off-track i was. Youre in a DREAM for god sake, anything is possible! Like fewar said, this is just a game, nothin special or unordinary except maybe the sketchbook
we talked a lot about the combat, storyline, and level-to-level progression, and i wanted to share one or two things he mentioned and see what yall think
1. Combat. Direct combat like this is a bad idea past the beginning. As you go through the game, you learn to control your dream state more and more. At first itll be new, so of course youll just think "hack slash" but eventually you want to get to a point where, for example..
If youre fighting a big-ass monster (like in Shadows of the Colossus or whatever it was called), instead of attacking, switch to 1st person camera and crush it between your fingers.
Suddenly you have no weapons and magic doesnt seem to work? Grab the fear meter and bash their heads in!
Stuff like that. Anything is possible, and one thing about the game is that it's a puzzle. You have to find ways to kill enemies rather than the old hack-slash method.
2. Level organization. Rather than having 1 meager level like it is now, it needs to change drastically on itself, like real dreams do. For example, one big map/level would have 5 areas: elated, depressed, petrified, charmed, and insane. Doesnt have to be 5, but the point stands. Throughout each part, the way the map works (enemies sneaking up in the dark, oddities, etc) will change, depending on the theme of the section of the map
You have to go throughout all sections of the map to complete it.
What do yall think? Also, this is the ultimate feedback i'm looking for. Think there's something lacking that would be really cool? TELL IT

Also, about the level organization, how many sections would you say, and what would they be? Perhaps also a Challenge section, with multiple mini-bosses and the level's final boss