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Gave it a try, and have to say I don't get it. While its ok looking, especially the unicorn and the monster design, the "game" part of it is lost to me even after reading the description.
I can find visual games quite ok (basically games where you don't really have any "game play" more then moving around and maybe a few interactions). But sadly, this game gave me nothing.
The Unicorn and monster have no visible relation between one another. If, as the description says, you "paint hope into the dark fog" etc. there must be something more then a color change of the stage, you get the "paint" part, but where is the "hope" or even the "fighting" represented? There must at the very least be some feedback/hint to what your action does, otherwise it gives the user nothing to read in to.
For example: Make the music faster/change the more squares that get colored. Have the monster in the back react to the colors/changes. Have him try and make the square dark again after a while. Something that at least gives a hint the context if the entire point of the gameis its background-story . You should not have to read a description of the game to understand what your trying to accomplish.
Aside from that the controls are a bit sloppy (the movement should be aligned with the squares on the floor), the unicorn could use more animations (a simple one like the monster behind it would have worked).
Still, big props for making a game! Also this game-type is difficult to make in the first place, so looking forward to se if you can revise the format and make it more interesting.