I have not tested the game in Opera, but its based on web standards so it should work.
Void Director
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I tried it out again to make sure it still works. It does, but with a catch.
When I downloaded the game using Firefox on android double-clicking the .apk file tried to open it in a random app, rather than install it.
The issue is that android now only allows apk files opened by certain apps to be installed. If the app isn't allowed to do installations the apk will just be opened by some random app instead. So the solution is to download the apk with your browser, but then run it from the file manager. That should lt it actually install.
TLDR - Open the APK file from file manager, not your browser.
Its a possibility. But it would require some time and effort to update the build system to also produce an APK. In the mean time, the game should work fine on mobile browsers.
Edit: I put it in the tracker https://bitbucket.org/VoidDirector/chosen/issues/6/create-an-android-apk-during-build-process so I won't forget about the suggestion.
Unity can export to Mac and it usually works without any extra effort (Mobile and Web builds are more likely to have problems in my experience).
You can also set up https://github.com/Chaser324/unity-build to let you deploy to all platforms on itch.io with 1 click.
I played it again some things I noticed.
- There is a small typo in your tutorial text. It say "holing space" instead of "holding space" in one spot.
- Going up and down to gain momentum is a bit counter-intuitive and I was never sure if I was doing it right.
- A bigger issue is that this is only explained once at the very start of the game, but you don't need it for the first or second level, so lots of players will forget about it before it comes up. You might want to save this tip for a latter level and then require the player to do it at the very start.
- I couldn't beat the 3ed level despite a number of attempts.
- Always resetting at the start of the level starts to get annoying after awhile, given how slow the character moves.
Thanks for the feedback.
I was a bit worried that the lighting effects might be too much on mobile. It works on my Pixel but probably won't work on a lot of phones. I will disable the lights attached to each projectile and just increase the background lighting on that scene when its played on mobile.
The objective in the belly section is just to reach the edge, which leads to you re-spawning as a new morph. You lose one essence (the resource you use to evolve) each time a projectile hits you. But you don't lose the game (there is currently no way to actually lose). If you have a higher tier morph you will retain it after re-spawning.
I will be sure to tone down the bat noises (its just the noise I use whenever any morph takes damage, its not really appropriate for all types, but I didn't have sound assets for all of them).
And yes, your mobile version was part of the reason I decided to do it. I also wanted to know how hard it would be to do on screen controls. It turns out to be pretty simple with the new input system (which I have been using in all my projects). The hardest part was moving things around to make room (eg the minimap had to move) and getting resolution scaling right.
Things I like
The art and music is nice.
Solid gameplay loop with some challenge.
Potential Improvements
Some of the food items in the pantry were a bit hard to see. The black labels were also not always easy to read.
More gameplay variation would increase the game's longevity. Maybe not all the food items should be available at the start and you could spend money to unlock more?
Things I like
Clever premise
Very polished presentation.
The start menu and sprites are all very nice.
The game explains its mechanics so its easy to figure out.
First two levels seemed like good tutorial introductions.
Potential Improvements
The controls seemed a bit glitchy for me. Some of my inputs (especially when jumping) seemed to be ignored. Are you checking for input during FixedUpdate?
We need more levels to finish up the epic plot!