Cursed Unicorn by gord10ahmet


A Ludum Dare game that's inspired from Vampire Survivors, but differs from it with side scrolling and flying mechanic.
Your objective is to protect the baby unicorn from evil spirits as long as you can. You fire projectiles at the enemies automatically. Each time you level up, you can either increase the attack speed or heal the unicorn. Oh, and you can fly!
New enemy variant is introduced after the 4th minute. But there isn't any successful ending condition in the game, death is inevitable.
STORY
You are a benevolent witch that lives in a cursed realm where the evil roams free.
One day you found a newborn unicorn who had just lost her mother. Dark spirits are the natural foes of the unicorns. It's clear who killed the mother unicorn. What killed the mother is pursuing the newborn, as well.
You swore that you'll protect the baby unicorn, the innocence, from the evil that are after her. Even though you know you will not succeed.
CREDITS
Everything besides the font is developed by me (Ahmet Kamil Keleş). The font is FFF Forward by FFF Team.
TOOLS
- Unity 2021.2.18f1
- Visual Studio 2019
- Aseprite
- Adobe Photoshop
- Chiptune
- Notepad++
| Link | https://github.com/Gord10/CurseOfTheUnicorn |
| Link | https://aslangames.itch.io/cursed-unicorn |
| Original URL | https://ldjam.com/events/ludum-dare/50/cursed-unicorn |
Ratings
| Overall | 482th | 3.115⭐ | 41🧑⚖️ |
| Fun | 424th | 3.077⭐ | 41🧑⚖️ |
| Innovation | 503th | 2.821⭐ | 41🧑⚖️ |
| Theme | 366th | 3.526⭐ | 41🧑⚖️ |
| Graphics | 418th | 3.154⭐ | 41🧑⚖️ |
| Audio | 474th | 2.385⭐ | 41🧑⚖️ |
| Mood | 225th | 3.41⭐ | 41🧑⚖️ |
| Given | 36🗳️ | 60🗨️ |
As for the downsides, the audio side feels a bit empty with only few sfx and it would have been nice to have a small music loop or some ambient sounds. The balance felt quite off as the Faster Attack upgrade is kinda always a better option compared to the Heal. Also, as the difficulty curve comes at a stop after 5-6mins while our character still levels up, after a bit of time I got to the point where I couldn't lose anymore as I was killing enemies faster than they were spawning, delaying the death of the unicorn undefinitely. I'll just assume that after a long time, baby unicorn would become big and we wouldn't be able to hold it anymore, it'd end up wandering away from us and ultimately die from the spirits, so its death is still unevitable.
Still a solid compo entry overall.
With the introduction given I believed there would be music, but the sounds created a nice atmosphere.
An additional comment on the sprites of the spirits in the dark with their eyes glowing, they were awesome.
Congratulations for the game!
When the game first loaded I was left wanting start screen or a "click to continue" message to know the game is ready for my input.
Nice work and thanks for the game!!
@vladadamm You are right about everything. Music would complete the game, but I don't have composing skills. I had thought of putting a time limit for the game, where an invincible enemy would kill us, but I didn't want to borrow too much ideas from Vampire Survivors. Maybe I should had.
I made progression harder on further levels after reading your comment.
@pierce-brooks They spawn faster.
Cute game, reminds me of something I played on Neopets a while ago. The addition of I-frames would really help when you get trapped in a sea of enemies. Fun and innovative, the level ups gave me something to work towards and the choice between healing or fighting better was a good decision.
The art was nice and the game felt fluent. I would say that the mood of the game is definitely set well.
A point of constructive criticism is that it seemed very hard to choose which enemy to attack (the mouse button direction didnt seem to influence it, I am not sure if there was some other mechanic that let you aim but I couldnt figure it out). I think being able to aim could add some more depth to the gameplay with creating exit paths from certain situations etcetera, now at times it felt a bit more like just holding the mouse button while flying around.
Good job on your entry!
@haastregt The protagonist aims the closest enemy. I should have made this more clear.
the started of feeling easy but as I kept playing it became pretty hard. i really like the fact even within all these there are strategical choices that need to be made.
having more mechanisms or simply to state having control over the weapon I think is a necessary addition, but what we have here is quite nicely put together for the jam :eye:
I enjoyed playing it.
Good work!
I definitely see this being much more playable with better verticality, maybe with some floating objects in the level so you need to flappy bird around things... And of course a variety of upgrades :)
Thanks for participating, btw I saw the game on ÜNOG <3
I kind of like the auto aim thing, the upgrade mechanic is great but the attack speed upgrades don't feel impactful enough. Eventually the zombies were giving each other piggyback rides and I couldn't jump over the conga line lol
Good job overall!
@ismael-rodriguez I didn't design the game as a humourous game, though. The story was about the inevitability of death. I can't manage drawing pixel arts that look serious, maybe it's what gave a funny feeling.
This makes me think of "Vampire survivors", but from a platformer perspective; which actually is a great concept :smile:
I managed to reach level 8, which I am pretty proud of. What did you reach?
Really nice idea and easy to play! Also, the theme was really accurate.
I got a bit stressed because I kept getting trapped by evil spirits all the time :cry: , I found it almost impossible to reach to the end of level 3... I've challenged myself to at least complete level 4, I took it personally!
One quibble I do have with the game as it stands is that it seems as though the witch targets the enemy that's closest on the X axis but doesn't consider the Y axis. I also ran into the piggy-backing enemies problem that a bunch of other people have already described, but felt as though I could possibly have taken out the upper one (particularly with a well upgraded attack) if I hadn't been stuck targeting another that I was currently flying over. I might be mis-reading what's going on there, but unless I was pretty much ramming into the top guy it seemed as though I would usually shoot at the one on the bottom, even if hovering quite a way over him. I'm also not positive that "heal" pulls its weight as a level-up option: since you can't simply plough through enemies, I pretty much found that the only time I lost significant amounts of health was when I was already doomed.
All in all, though, this is a neat game! I found myself compelled to try it multiple times which is always a good sign.
The witch considers the Y axis, too, by the way. But the pivots of the witch and enemies are different; witch's at the bottom, enemies' are at the center. I guess this situation caused the problem.