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Unicornly

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A member registered Jan 08, 2019 · View creator page →

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I just tried in Firefox but same issue I'm afraid :( I think it's because I'm on a Mac. Would love to know when it's updated, the music is awesome!

I disagree with whatever judge scored you a 4 on cleverness lol, I think you'd struggle to find a game more clever than this! (Still keep meaning to play it again and try to figure it out properly... we'll see)

What I saw of this game seems very cool (music + opening screen/first piece of art) but sadly I couldn't get past the very first screen! I tried all the commands and clicking around, but couldn't get anywhere (let me know if I'm just being dumb).

I'm on a Mac (tried Safari and Chrome on here) which does notoriously have issues with a lot of these web pages. But I'd love to play more if there is a way around it!

This doesn't work properly on Mac (lighting issues creating a blinding grid of black and white over the entire screen), and I believe I'm unable to use the controls because it requires holding right click and left click at the same time, but I have a one-touch trackpad. What little I could play, it felt very slow and I couldn't see where I was meant to go.

Very fun 10/10 no notes

Actually small note, I did think the rotating eggs were clouds for a good long time, lol. might be worth doing a slightly different model of those!

Ohhh no I am not! I thought I was clicking on like, the arm, because the sprite doesn't have an arm so it made sense to me that I'm selecting an arm to build them an arm? I'll try again. Think the UI could do with being a bit clearer for that as I think someone else had similar issues figuring it out!

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No, there's no feedback at all for the body parts.

The runs correctly move into the slots below the circle.

I'm on V17.5 of Safari and on MacOS Sonoma 14.5

Of course! We've got a couple of people already so no pressure :)

I think it may not be working correctly on Safari/Mac? When I click a body part and then click runes, there's no feedback whatsoever.

I love the art and music! Seems like a cute idea, though sadly I couldn't figure out the rune mixing screen so I wasn't able to get very far. I tried clicking the body part and then clicking some runes, but there wasn't any feedback about selecting a body part, and then nothing to press after selecting runes it seemed?

I agree with other feedback about the movement being a bit too floaty (especially in the up-down direction for some reason) and the tree collision needing to be a bit more intuitive!

Let me know how I should be doing the rune mixing and I'll give it another go :)

This is really cool, I love the parallax effect of the shadow and it's a great concept to fight monsters in the shadows!

I think making the monsters' shadows slightly darker and clearer on the background would make it easier to avoid running into them, but I love the idea! Maybe the player could get a power where they can see outlines of the monsters, a bit further into the game?

I died quite a lot so didn't manage to get very far, but I love the art and design! Feels really fun and impactful to play.

P.S. we're looking for another 2D pixel artist for expanding our game if you're interested in joining, I love your work and I think it'd fit pretty well (though ours is top-down rather than side-scroller) - let me know if you might be interested!

Yes, sorry about that! It should run on Safari in Mac but you'd need to run it with no sound. We're hoping to fix it after the judging ends for the jam!

It does currently have a note about it on the page itself, but it's under the "compatibility" section. I'm a bit nervous about updating it during the judging but after that I'll be sure to update it!

This seems amazing! I only wish I was smart enough to figure it out, LOL - I'm sure with time I could get there! Mainly I struggled to understand what was being saved in each state in each tab, I think if there was an easier way to understand that, I would be able to get there! Also the images showing "what to do" are a little hard to decipher so I think those could perhaps be clearer?

But anyway this game is really clever and very well made! Movement is good etc., I think only the sound design could use a little work but otherwise, what a great game to make in just 2 weeks!

thanks! I did see the large box on the left as well and I did make that bigger, but it didn’t seem to get my any further? Maybe I’ll try again :)

Really cool art and music! Looks fun to play and I'm interested to see more. Unfortunately I did get the ending cutscene right after the 1st house so thought that was all there was to play, until I read the description.

I think it would be cool to break up the story exposition into a few segments. Maybe do the first half of it, then play the first house, then explain more gradually as you go along? Otherwise it's quite a long opening cutscene. I think splitting it up would add to the sense of mystery!

Ah yes, thanks - at one point we had the sewage extend onto the screen with the valve, so putting that back may help, or we may add back in a rusted version of the valve in the dark world as that may help draw attention to it also!

I just couldn't figure out what I was meant to be doing haha - I used the enlarge photo on the white stick to make it touch the top thing, but wasn't sure what to do from there?

Thanks! Which fragment was the last one for you? Would be useful to know so we know which puzzle(s) need more hints!

Thanks, definitely a common piece of feedback so I think we will implement that! We added the transition pretty late in development so I think that's why we didn't notice how slow it was!

I agree a little bit here that the left-click and right-click felt a bit clunky for some reason? I think because it was switching between left-click meaning "pick up", "add", or "drop". My Minecraft brain really wanted to just use right-click for drop. Maybe rotate could be Q and E instead? or just detecting the difference between just "click" vs "click and drag" so it can all be on left-click, and then use right-click for either add or drop. I also kept not being able to drop the potions because they were half-clipped through the floor - so maybe just a keyboard button to drop would help with that? Lots of options here I think! Would love to see more of this game though!

Wow, such a cool mechanic and really well implemented! The 3D modelling is great and the mechanic works really well - great interpretation of the theme and a really unique way of using shadows!

If I could wish for one minor change it would be a way to skip the stopwatch back to the beginning instantly - of course I could try to figure out the puzzles partially in reverse, but that's too much for my brain to bother with unfortunately! So a way to just play from the beginning would be great instead of waiting for the rewind. But I love how it shows how much longer is left on the timer (took me a moment to notice that so perhaps it could be bigger or coloured a little differently?) and that you can speed up and slow it down - many people wouldn't have taken the time to implement that as part of the mechanic, but it really helps with the player experience!

I also think a splash of colour here and there (more than what's already there) would be useful - I kept losing the potion bottles so if they had some colour it might've been easier to keep track, though maybe that would've made the puzzle more confusing... not sure!

Fun and fast-paced platformer! I did struggle a bit to figure out what I was meant to be doing, so a bit more of a step-by-step tutorial would help there. (I couldn't really hit the enemy without getting hit myself?)

Also I died and didn't respawn, think that may have been a bug :)

Really cute game, the music is lovely and the controls are well explained in the beginning screen!

Couple of things that would be on my wishlist for improvements would be for the cauldron to be directly on top of the ingredients and to have the list of current instructions at the very top - I kept trying to put the ingredients straight into the grid.  It would also be nice if each arrow had its own little artwork, I think that would add to the feel of the game!

Finally, maybe some way of previewing the timing of each obstacle? e.g. a tic counter on each one before it activates? It felt bad having to always fail the level once to find out how each obstacle works.

Love the concept and it's really well applied for the most part! I did get stuck on the level about the "charged object" though. And agree with what others have said about the perspective - top-down may be the best bet?

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Super cute game, I love the art and the voice for the instructions! I like all the artwork, though some of them seem to be scaled differently so the outlines are different widths, so working on that would elevate it a bit for me.

Is it intended that I can jump infinitely? I'm guessing not really! Good fun though and cute to play!

Edit: Also the mouse still meows... meow :) A variation in meows would be nice also, to make sure I don't hate that poor cat by the end!

Very intriguing but a little slow paced for me, though it did make me play for longer than I thought I would!

Really cool game, I like the puzzle aspect of turning all three items with limited ingredients and having to work out how best to use them!

My feedback would be that it took a little while to work out what to do with the potion once I made it, so maybe changing the blue button to say "activate" or "use" would help with that!

A fun game, definitely difficult for me as I'm not great at platformers! I think it could do with either the movement being a tiny bit slower, or the camera being more zoomed out, as I struggled to see what was coming next and react to it, which made me have to play it at a slower pace than intended. Though I guess this adds replayability too!

Thanks! Ah yes, that did come up during play testing but I wasn't sure the best way to deal with it. We may just put a fragment right outside the lab exit to guarantee people see/collect it, and make that the first fragment instead!

Wow, what a fun game concept! The animation in this is so reminiscent of Fancy Pants and those types of stick man games, which makes it feel really smooth, and it's so fun to smash into people/objects. I love how downright fun and silly this game is! How many more times can I say "fun"? Cos that's what it is!

Only minor feedback would be that the instruction "shake the mouse in a circle" confused me a little as I didn't realise I had to hold the mouse button while circling, I thought it was just tracking the movement in general, but I got there after a moment!

Thank you so much!

Ah, thank you! Thought we'd done a fix for that one but it must have not quite covered that edge case :)

Also I cheated and watched the ending scene and it's soooooooooooooo cute!

This game is so good! The art is incredible and it's a great concept with a fun story. I didn't manage to make it through first time, but it seems to have enough variety to be worth coming back to.

Your game seems to have the same audio issue ours does - on Mac (Safari) the audio has issues. We haven't fixed ours yet so let me know if you figure it out!

Okay, I really love this! The art style and general vibe were impeccable. I love the battle and it's a fun concept, the only thing I wish with the battling was that it was a little more intuitive for what keys I should be pressing, e.g. a more "guitar hero" style mechanic or some other way of being able to more easily link the icon to the key press. Maybe it could use the arrow keys, and you could gradually introduce each element with a rationale for the arrow? E.g. Air rises so it's the up arrow, ground is at the bottom so it's the down arrow, water flows downhill so it's the right arrow, and fire travels uphill so it's the left arrow? And just introduce 2 elements first, then the other two, then start to combine them.

It's also a little confusing in the battling screen how I have to sometimes select an enemy and sometimes right click to attack - I would've thought the combos would do the attacking for me! And I'm not always sure when I've dodged correctly.

The overworld was also very confusing, I kept getting teleported back to another room and I don't really know why! I'd love to see some more story in the overworld and something to connect the fights together, but the fights themselves were very fun!

I'm really intrigued by the name of this so I really want to play, but I don't have a controller! I used my keyboard to move around the virtual cursor but couldn't figure out how to interact on keyboard. Any way I can play?

It's really fun to move around as this little blob! It's a very cool game concept, looks quite difficult to master but I'm sure platforming pros will enjoy speedrunning this game!

The movement is very satisfying and I like the art style! I agree though about it being frustrating being sent to the beginning when you die, since there is a lot of wandering around in the dark, it's easy to fall down a hole. It would be good to be able to see the destination torches slightly as it does feel like fumbling blindly in the dark with no clues for where to go, sometimes!

Fun to play and a cool concept! I did get quite stuck though, took me a while to figure out how to use things with the physics jank, and then it seemed slow progress to unlock things. I would like to see more of the symbol-based puzzles being more obvious from the start, to give you a better starting point!

Cool game! I like the concept and how you can get different abilities. It was a little hard to see what was around you due to the camera being a little delayed sometimes, so more visibility or a way to look around further would be cool!