Stolen Colors
Itch page: https://thespinningsofa.itch.io/stolen-colors
Our twitter: https://x.com/thespinningsofa
Very big and scary bad guys have stolen colors! The world became very dim and gray and sad and... We have to return them!
Draw runes to summon and upgrade your tiny army that will take back the colors!

To complete the level and return one of the colors, you need to capture all enemy castles and beat the boss at the end.
Summon little creatures using rune drawing board to attack enemy and defend your castle!
To spawn creatures and upgrade them, draw runes on the drawing board.
Press LMB on rune, then press LMB on any other rune to create a connection. You can make up to 4 connections.
You can only choose rune which has no connections, but it is possible to cross the same rune several times. It will double or triple its effect.
When you're done, press "Done" button. You can erase drawing with "Erase" button if you need to redraw it.
There are several types of runes:
Spawners make new creatures.
Upgrades increase their stats, making them stronger.
Heal restores their health.
Lock prevents from making a connection through them.
Level is divided into waves. Before wave start you have some time to create and upgrade your creatures.
The wave ends when you capture enemy castle - beat all enemy creatures and reach the building.
The wave starts after countdown reaches zero and last rune is drawn.
There are 3 unit classes: Warrior, Tank, and Mage. The rules are the same as for Rock-paper-scissors:
Warrior beats Tank
A lot of damage.
Tank beats Mage
A lot of health.
Mage beats Warrior
Ranged attacks.
Usually you should make balanced teams consisting of all three unit classes.
The Spinning Sofa Team
Game Design - UniOwl
Unity Development - Pacelin
Art
- EklBirifine
- MatiMay
- Tryam
SFX - Bulba
Used music - YouTube playlist
This version was added after receiving first player feedback. We made several fixes, some changes in gameplay, added quality of life things.
*Please note that this version is not made for rating. It was made for getting quality feedback from players. If you want to rate a game only, play jam version instead.*
- Enemies are now always full-colored.
- Additional ally castle to allow player to comeback easily.
- Ally stats panel showing player progression.
- Next wave enemies panel.
- Tutorial sequence at level 1.
- Mage attack animation and effect.
- Timer removed in favor of runes count to encourage player play smart and not fast.
- Rune and enemies balance reworked.
- Random generation of runes is now more uniform.
- Player defeat now restarts current level instead of loading main menu.
- Camera is now following enemies when no allies left.
- Locks replaced with crosses to not confuse with something unlockable.
- Class icons for enemies.
- Icon colors are changed to make them more distinguishable.
- Reduced build size.
- Boss attacks.
- Enemies used wrong sprites in 2 and 3 levels.
- A bug that caused player to stuck when enemies captured a castle.
- A bug when ally tries to capture a castle right before his death.
- Boss defeat animation wasn't playing.
- A bug with locks being choosed first.
- Custom cursor not being rendered correctly.
- Wrong button text in main menu right before locale initialization.
- Mages are now shooting from distance when no other allies are present.
What changed in jam version.
*Please note that changes are not meant to add new stuff or alter gameplay but only to fix important bugs.*
- Removed broken cursor image.
- Fixed issue with Firefox browser not loading the game.
- Added postjam version in addition to original one.
Our twitter: https://x.com/thespinningsofa
Idea
Very big and scary bad guys have stolen colors! The world became very dim and gray and sad and... We have to return them!
Draw runes to summon and upgrade your tiny army that will take back the colors!
How to play
Goal

To complete the level and return one of the colors, you need to capture all enemy castles and beat the boss at the end.
Summon little creatures using rune drawing board to attack enemy and defend your castle!
Runes
To spawn creatures and upgrade them, draw runes on the drawing board.
Press LMB on rune, then press LMB on any other rune to create a connection. You can make up to 4 connections.
You can only choose rune which has no connections, but it is possible to cross the same rune several times. It will double or triple its effect.
When you're done, press "Done" button. You can erase drawing with "Erase" button if you need to redraw it.
There are several types of runes:
Spawners make new creatures.
Upgrades increase their stats, making them stronger.
Heal restores their health.
Lock prevents from making a connection through them.
Battle
Level is divided into waves. Before wave start you have some time to create and upgrade your creatures.
The wave ends when you capture enemy castle - beat all enemy creatures and reach the building.
The wave starts after countdown reaches zero and last rune is drawn.
Units
There are 3 unit classes: Warrior, Tank, and Mage. The rules are the same as for Rock-paper-scissors:
Warrior beats Tank
A lot of damage.
Tank beats Mage
A lot of health.
Mage beats Warrior
Ranged attacks.
Usually you should make balanced teams consisting of all three unit classes.
Credits
The Spinning Sofa Team
Game Design - UniOwl
Unity Development - Pacelin
Art
- EklBirifine
- MatiMay
- Tryam
SFX - Bulba
Used music - YouTube playlist
Postjam version
This version was added after receiving first player feedback. We made several fixes, some changes in gameplay, added quality of life things.
*Please note that this version is not made for rating. It was made for getting quality feedback from players. If you want to rate a game only, play jam version instead.*
Added
- Enemies are now always full-colored.
- Additional ally castle to allow player to comeback easily.
- Ally stats panel showing player progression.
- Next wave enemies panel.
- Tutorial sequence at level 1.
- Mage attack animation and effect.
Changed
- Timer removed in favor of runes count to encourage player play smart and not fast.
- Rune and enemies balance reworked.
- Random generation of runes is now more uniform.
- Player defeat now restarts current level instead of loading main menu.
- Camera is now following enemies when no allies left.
- Locks replaced with crosses to not confuse with something unlockable.
- Class icons for enemies.
- Icon colors are changed to make them more distinguishable.
- Reduced build size.
- Boss attacks.
Fixed
- Enemies used wrong sprites in 2 and 3 levels.
- A bug that caused player to stuck when enemies captured a castle.
- A bug when ally tries to capture a castle right before his death.
- Boss defeat animation wasn't playing.
- A bug with locks being choosed first.
- Custom cursor not being rendered correctly.
- Wrong button text in main menu right before locale initialization.
- Mages are now shooting from distance when no other allies are present.
Changelog
What changed in jam version.
*Please note that changes are not meant to add new stuff or alter gameplay but only to fix important bugs.*
08/10/2024
- Removed broken cursor image.
11/10/2024
- Fixed issue with Firefox browser not loading the game.
14/10/2024
- Added postjam version in addition to original one.








Comments95
It was a neat idea though so I wanted to play anyway. I tried hard to spawn enough creatures to survive the first attack but never quite managed it. Agree with crushedsummers, maybe a tutorial?
The plot is interesting, and all the sprites are charming. (,,>﹏
Hello. We are sorry that you experienced difficulties downloading our game.
Please contact me at Discord to resolve this issue.
bulba1914
Thanks for the feedback!
We worked very hard, but we didn't have time to add tutorial to the game. We will soon release Q&A and a short video guide.
Thanks for the feedback!
We are aware of this problem and are already trying to solve it. We are sorry that you experienced difficulties while playing.
We will definitely add tutorial(video) soon.
Thanks for the feedback!
We will convey your kind words to our artists
A bug with the cursor was very unexpected :(
Itch page: https://thespinningsofa.itch.io/stolen-colors
Love the art, super cute/cool character designs. The mouse tank is really funny lol. I like how you guys opted to animate them simply in engine. The art polish seems well scoped. Really interested in the color shader you have! The title screen is so pretty and it looks awesome with the shader applied.
Music and sfx are great as well, really appreciate the noises to indicate time running out on the runes phase.
Awesome work and congratulations on submitting!
I played for a good half an hour, it is fun, but probably much harder than you realize.
Also, some of the difficulty seemed to be from unforgiving RNG. I had a world 2 first battle where I only saw 4 or 5 summon squares and they were all in corners.
I think the difficulty would be pretty balanced if I kept my army when starting world two. But since I start from scratch it is really hard.
I really did enjoy the game.
I hope that we'll get to fix all the mentioned issues later, after the jam ends
In the end, I just drew runes as quickly as possible, focusing on the spawns since that's the only thing I could tell was doing anything, and amassed a pretty massive army. I easily won the first battle, but not because of any skill or strategic thinking on my part, which felt wrong.
Off the top of my head, I could see a couple things helping with this. First of all, you NEED to be able to see the attack speed, damage, etc of your army & how it's increasing with the circles you choose. I could also see limiting the number of runes per preparation phase, so maybe you get 60 seconds to decide how to allocate your, I don't know, 5(?) runes. I'd also decrease the number of lines you can draw per rune & maybe add in some more blanks/locks so the player has to be a bit more strategic about the way they draw connections. Then, of course, you can make different levels require different strategies to beat, so the skill of the game comes from understanding what your opponents are doing & how to counter it. If all of that was in the game, I could see it being a really interesting army design puzzle.
I know this comment ended up as a bit of an essay, but I only write so much because this game has so much potential. Apart from the gameplay flaws I love the world you're creating here!
Valid and reasonable point about time limitation. I would like to try something other next time, more like quantity-based maybe? (for example, instead of time, you have limited casts)
Lack of display of the bonuses is indeed may affect perception of value of such bonuses. Maybe some visual indicator will help with that 🤔
About line count and bonuses amount: blanks and locks were indeed added to limit too much drawing freedom, but me as a game designer just didn't leave enough time to balance everything this time, which is a serious mistake of mine that can alter player experience in a bad way.
Your tiny essay is very valuable and I want to look into the mentioned problems. Actually, we are planning on building a postjam version with bug- and balance- fixes, and I think I'll try some gameplay changes, and I hope we'll manage to fix problems you mentioned.
If you are interested in our further updates, you can follow us on twitter here: https://x.com/thespinningsofa. We'll make a post about postjam version when rating ends.
Thanks again!
While I found the rune concept intriguing I feel that it has some issues. I am supposed to make the best runes possible but since it is time based I just rush and do whatever. Also it seems that the spawner symbol are the most important, so I always try to link those and never really care about what other rune are doing. And since it seems that the symbol spawning are random (or fell like it?), I did not manage to make a balanced party and win. I personally was not a fan that the dexterity seemed so much more important than the strategy.
But beside that I really quite liked the game!
I liked the game! It was a pretty interesting idea, pretty innovative to do a speed army builder to not only focus on troops but also their stats, so you have to think quick and act fast but also with purpose! I liked it and loved the designs, the colors and use of it was also pretty phenomenal.
The audio felt a little out of place but I understand it works in a pinch!
I felt like there should've been a tutorial or at least some sort of entry level thing to tell you these are spawners, these change stats, etc. I was lost when I first tried it, and then saw what you were doing in the gifs and read it and it made sense, so that was good.
One of the stronger entries I've seen in the jam thus far, so great work! Congrats!
Did find it got difficult quite quickly, would be nice to retry a level rather than having to start all the way from the beginning again.
Overall really good game though!
Our team worked hard all through the jam.
We are currently preparing a post-jam version.
In the new version, the display of information about the improved characteristics will be added, the waves will work on a count-based system, instead of time-based. The main shader will be improved. Well, a couple of critical bugs will also be fixed, which no one has found yet))
And balance edits, of course) And also a small tutorial) The last preparations are left)
I think the artwork changing as you take back colors is a really cool idea, and nicely executed here. The music wasn't a wow for me, but it got the job done. The only potential bug I ran into was one where some fighters stood basically still for a few seconds, then moved forward for a few, rinse and repeat, while the rest of the army moved at a steadier pace. Overall I like the game a lot.
We really loved the colors influencing gameplay but just a tiny critique being that we wished the locks and spawners were more visually noticeable. When the time is against the players it's really helpful to be able to see things quickly in our peripherals because when we're drawing so fast we're focusing on the end points and it was really easy to miss the locks and wondering why our lines weren't registering. Plus because spawners are by far the most vital part of winning it would've been nice if they were more noticeable. Overall though, a really great game and interesting mechanics and a lot of fun! -Swan
We are happy to announce that we finally made little postjam version!
We took in serious consideration your feedback on the game and tried to make it better. Original version is still avaiable for ratings.
Main changes:
- We removed timer entirely in favor of turns so that player will make more strategic decisions.
- We added stats panel so player can actually see his progression.
- Took our time to do proper rebalance. We experimented a bit with the randomness and made a game more fair (it is still not super easy but very much manageable!)
- Tutorial explaining basic gameplay!
- Made some minor graphical changes, both for UI and game.
- Fixed some bugs (including support for Firefox).
All changes listed in *Postjam changelog* section.
Huge thanks for help! I would love to hear your thoughts on this! Please note that this version is not made to improve our ratings or anything like that. We wanted to provide player with best experience (and learn from our mistakes). So please if you try this version out, don't change your original ratings.
I played through twice to try and amass a bigger army :)
I think you also did a great job balancing the different classes against each other. I don't know how much of this was in the original game tbh, but seeing the enemy warriors shred through my tanks but then get killed by my mages really drove home the importance of looking at the expected enemies and planning my army accordingly. I feel like you've now got a really strong foundation, either to leave as a finished game or keep building on!
The one thing I think needs fixing: as @tarisma mentioned, my soldiers (tanks, usually), would occasionally get stuck and not advance with the rest of the army, which can be a fight-losing bug if you get unlucky enough.
> At first it still felt a little random to pick what stats I wanted
We didn't wanted to change rune generation too much, but made some changes related to bonuses' weights. Every time you don't get certain type of bonus, it's chance to spawn increases a bit. So that it is still random but more uniformly distributed (there's lower chance that you won't get certain bonus for a long time).
> I think you also did a great job balancing the different classes against each other. I don’t know how much of this was in the original game tbh
I only had time to balance base stats of units, but enemies and allies 1v1 of the same class were equal. It was difficult to balance when you have timer because you have to guess how many casts will player make. And in postjam version we properly balanced every wave, which is a lot easier since you know average speed of player's progression.
> my soldiers (tanks, usually), would occasionally get stuck
Yes, we didn't find a solution to this bug yet. When you have too much allies, sometimes they block each other's navigation :(
Thanks for very valuable feedback!
Is the limit time or number of actions? I thought it might be timed and it got me nervous ^^
The artstyle is really good! cute designs, very strong presentation, interesting. The music, some really nice bangers in here.
there's a lot of depth to the gameplay and I found it compelling. I managed t get to the very end once I understood all the mechanics
vary good entry!