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(+2)

The art in this game is gorgeous, and there's so much good music here, too! The incredibly cutesy theme is a lot of fun. The gameplay is unique to me; Tetris Plus also has a character you guide around, but plays totally differently, and I appreciate your original take on the genre. I played this single player and I definitely had fun, but I don't think there was enough for the unicorn to do. The push ability could be handy, but at least in single player, it doesn't feel worth hunting energy for, and I'm not sure how often it's useful with the restrictions (maze walls, only pushing left/right). I felt like I could usually just park the unicorn at the top of the maze while dropping blocks, and when doing this, I also wished I could make the blocks spawn faster. I'm not sure what your plans are for the full version, but I'd love to have more pressure forcing me to juggle the unicorn and blocks more, or maybe more reason to keep the unicorn energized. Overall, I'm excited to see how this develops.

(+1)

Thanks for your comment; and yes, we do have some plans for the unicorn that we couldn't do during the compo, which touch on some points you've mentioned:

  • a score multiplier tied to the energy, which becomes x0 when it's empty; this would make hunting energy more worthy
  • allow the push to work on a block behind a wall (the flavor being that the vibration from the impact on the wall is pushing the block on the other side), which makes it more viable on some mazes..
  • ... and also apply block gravity to the pushed block (and blocks above it), so it becomes a bit more useful (we've noticed that sometimes the pushed block was more of a hindrance than a help)

About the rate of the spawning blocks, it's tied to the game "level" (which currently increases every ~50 points); but we do need to balance this and many other constants (because, for example, once we have a multiplier the blocks may start spawning too fast too soon).

(+2)

Those changes sound great! Looking forward to playing with them.