The 2025 Unity security patch has been applied to both downloadable versions. The patched downloadables are safe from the vulnerability Unity has discovered.
Otherwise the game should behave exactly the same and be compatible with your save files. If anyone runs into a problem with the patched versions, feel free to reach out! ^^
Xenareee
Creator of
Recent community posts
Thank you for playing and leaving a comment! ^^
Noted, the feedback I got so far is that the platforming itself wasn't that good, and it's definitely something I still have to learn more about. I'm happy you liked the story and especially the dialogue system \(ϋ)/ What you described was the general idea I was going for, and it's so nice to know it's been noticed by a player, despite the issues it has.
Hello, and thank you so much for playing, glad you enjoyed it! ^^
I'm happy to get some constructive feedback from you \(ϋ)/ Lots of fair points. This was my first game (not counting tutorials) and this will be very valuable for future games.
About Dedal's area: it's actually the last area of the game, so you didn't miss much (assuming you saw the last custcene in the maze). I had to cut the scope back then, so it might not have been communicated well in the game that it was heading to an ending once you get out.
EDIT: Just saw the stream, the exit was in the same room where the last cutscene could be seen, directly to the left. Perhaps it wasn't too obvious that the corridor goes up as it did lack any indicators.
Oh this is so fun! There's only two colors in the palette and the resolution is low and you managed to make it very fun and lively. Flobbo is cute and the shapeshifting mechanic is brilliant. Didn't have time to explore everything in one go as there doesn't seem to be a save system, but there's a good chance I'll play again! ^^
A very fun concept, the tilting would feel right at home on a mobile device. The levels weren't easy but had just the right amount of challenge to not feel frustrating.
(🐞 I found a bug: sometimes the player fails to change color in level with the pepper and ice cone. Not sure what triggers this specifically though. It's just visual, the speed change works fine despite the color being wrong.)
Some notes:
- Looks like the BG volume was already tweaked a week ago, but I feel it's still too high by default. The lowest audible setting (20%) was an alright level but since the music is very arcade-repetitive I would personally prefer an even lower volume. I was playing using headphones though so that could change things a bit.
- About the controls, they felt a bit slow at first but after a level of two were pretty good. A sensitivity setting for a potential full game would be a very good thing to have though. And perhaps making the player accelerate a bit faster.
Overall, a fun prototype! ^^
A very atmospheric demo. Writing is fun, being able to interact with so many things in the buildings really adds to the immersion. Charming UI as well!
One small issue I encountered with movement was: there is no way to turn in place. This made aligning to interact with certain items more difficult than it should be, especially that they don't very obviously conform to the grid that the player is constrained by (which is a good thing). It can also be related, but there's trouble with opening (otherwise open) doors when standing on an adjacent tile sideways to the door and turning.
In the end it was only a minor inconvenience. The demo was fun! :D
I'm glad it's not a bug ^^
This type of control (wall jumping) is often used in 2D platformers, so I assumed "use space" would be enough back when making the game. Something more descriptive or perhaps visual could be better for players who don't get it right away I suppose... not updating this game anymore but it's something I'll keep in mind for future games. (👍ᐛ )
About the jump behavior:
- Launching away from the tree with limited air control is the way it's intended to be. You can jump from one tree to another, the level doesn't require any maneuvers in between. Jumping up on a single wall is actually possible too but not required, it requires a bit of right timing.
- Sorry to hear it's tricky to trigger! It works by checking if you are turned away from a tree/wall and using space in a short time period (turn has to come first). Can you try this combination? (Jump to a tree) > (Hold opposite direction) > (Jump immediately after)
The forest was definitely the trickiest platforming-wise when I saw people play, the jumping definitely isn't perfect. If you have a PS4/subsitute gamepad, you can find it easier for platforming. Good news is that you'll be able to fast-travel through the forest after you pass it.
