A mysterious adventure awaits! You are an ancient Sorcerer of unparalleled magical Kowledge! But while you where reaching into your magical bag of holding, you fell into it`s seemingly boundless space. Can you manage to avoid the clutter flying about and uncover the sinister mystery that lies at the deepest depths of your trusty bag?
Controls:
A - Move left
D - Move right
Space Button - Dash in move direction
We only spent like one day on the Project due to being lazy and also having to go to work, plus one of our members decided to help out the local bridge troll untwist his nuts, instead of helping us make the game, so sorry about that. We hope you enjoy the little story we cooked up!!
The game does not seem to be loading for me in the embedded page. Sometimes this happens in Unity builds when the web player settings has data caching checked on. This is not an issue on itch.io AFAIK.
Here is how you can disable Data Caching: - pack it as a ZIP index.html is at the root-level aside the folders created by Unity - Disable “Data Caching” when creating the WebGL build in “Player Settings” -> “Player” -> “Publishing Settings”
The embedded game worked for me (Windows/Firefox)! In answer to the character's question "why are there so many bodies?" it's because I'm not good at this.
Cute little game, died a lot, curious what I might discover further down the bag but I'd have to stop dying. Could use an in-game hint to dash with space because who scrolls down to read the instructions? (that was my first few deaths)
Reminds me of that terrible section of VVVVVV where it keeps going and going and I died a similar amount of times.
@gold-daniel Thanks for the tip, forgot about the Data Caching. It should be working now! And thank you for testing our game, will test yours once im truly rested ;-)
Finally getting a chance to play now that the embedded page is working!
Excellent pixel art, lots of detail in it which is appreciated. I love the voice work as well, and it suits the character. I wish there was some background music it would really add to the feel. Getting to the bottom and moonwalking over a pile of corpses was a good laugh. Great work!
Artwork and voice acting are dope, really builds the atmosphere. I failed so miserably haha. I managed to clutter a small corridor with dead bodies and then I couldn't get past it :P Then I figured out you can drop between other objects.
I think some depth meter or indication would be nice to add to the feeling of progress.
Nice submission, good to see a fellow dodge dropper game out there!
Amazing work on the art and voice!Some sort of scoring system would incentivize people to play it over and over again. It took me a few tries before I got any good at it Good job!
@advarsky@livelypersimmon @vera-stepanyan Addmitetly we kinda scrammbled together the level design in the last 2 hours, and we where really tired and kinda overtuned it :P sorry
G
Game-mon9 Apr 2025, 13:57
Nice one! I love the graphics and the voice acting! It was perhaps a little bit too hard/tedious (but that's ok i'm probably just bad at this haha) nice job, like it!
Intereseting simple gameplay and ocasional narrative is pretty neat. Physics acting up at times and sometimes you have to fly long distance just get smoshed and fly that distance again, which might get repetetive. But otherwise pretty fun.
The voice over is awesome, liked it alot! As well as graphics, really nice job here. Idk, seems like my reflexes are off, buy I couldn't get passed over the second steep left turn. Overall it's nice little game. Thanks!
I like the art and the idea is really funny. I did enjoy finding my own corpses laying around, but either I'm bad at this game or it's very unforgiving. Struggled to make it very far and I got a bit frustrated having to restart all the way at the each time.
Really fun take on the theme, voice acting really pulls it together for sure! The mystery at the end is definitely tantalising enough to keep pushing past the difficulty!
I'm guessing the big box with the "warning" was the end? And my wizard moonwalked there...? :D
Cute. The "dash" mechanic was not what I expected just reading the tutorial, so at first I assumed the game is going to be *much* more challenging (it would be without any way to slow down ^^). The voice acting was technically very good, and it was good there were *some* variants for the lines, but it still wasn't great that the same-ish lines were repeated upon dying again and again. There was also a place where the exact same line was repeated back-to-back.
The actual "level" was mostly fine, the moving spike balls provided some more interesting challenge. Although it looked nice, the walls could have been more clearly delineated, once or twice I ran into what I thought was a gap at first when it really wasn't.
@aurel300 Thanks for the feedback! I suppose you got to the end ? I still wonder if we made the "story" to vauge.
Yea, we should have explained the gravity resseting better to the player :/ retrospectivly a bigger oversight than I thought.
As for the voice lines, and the level design, we where kinda missing one person and had no real level 2 hours before deadline, so we used the voicelines we had and I did some copy/paste/spin for object to create sorta a level :P never did level design before either. Thanks for the thorough feedback my dude!
This was cool! Nice movement mechanics, I really like the voice acting and the cover art is amazing. Got to the end after the 5th or 6th attempt once I got the hang of the movement mechanics - although don't knows if I could repeat this feat :D. Could do with the first section on restart being a touch shorter as when you die initially, you do have to spend a few seconds waiting to get back into it. Good effort!
Comments27
Here is how you can disable Data Caching:
- pack it as a ZIP index.html is at the root-level aside the folders created by Unity
- Disable “Data Caching” when creating the WebGL build in “Player Settings” -> “Player” -> “Publishing Settings”
Cute little game, died a lot, curious what I might discover further down the bag but I'd have to stop dying. Could use an in-game hint to dash with space because who scrolls down to read the instructions? (that was my first few deaths)
Reminds me of that terrible section of VVVVVV where it keeps going and going and I died a similar amount of times.
Excellent pixel art, lots of detail in it which is appreciated. I love the voice work as well, and it suits the character. I wish there was some background music it would really add to the feel. Getting to the bottom and moonwalking over a pile of corpses was a good laugh. Great work!
Artwork and voice acting are dope, really builds the atmosphere. I failed so miserably haha. I managed to clutter a small corridor with dead bodies and then I couldn't get past it :P Then I figured out you can drop between other objects.
I think some depth meter or indication would be nice to add to the feeling of progress.
Nice submission, good to see a fellow dodge dropper game out there!
It took me a few tries before I got any good at it
Good job!
Making dead bodies colliders on the way not really good for gameplay, but I believe you was just out of time to fix this.
Good entry!
Cute. The "dash" mechanic was not what I expected just reading the tutorial, so at first I assumed the game is going to be *much* more challenging (it would be without any way to slow down ^^). The voice acting was technically very good, and it was good there were *some* variants for the lines, but it still wasn't great that the same-ish lines were repeated upon dying again and again. There was also a place where the exact same line was repeated back-to-back.
The actual "level" was mostly fine, the moving spike balls provided some more interesting challenge. Although it looked nice, the walls could have been more clearly delineated, once or twice I ran into what I thought was a gap at first when it really wasn't.
Thanks for the feedback! I suppose you got to the end ? I still wonder if we made the "story" to vauge.
Yea, we should have explained the gravity resseting better to the player :/ retrospectivly a bigger oversight than I thought.
As for the voice lines, and the level design, we where kinda missing one person and had no real level 2 hours before deadline, so we used the voicelines we had and I did some copy/paste/spin for object to create sorta a level :P never did level design before either.
Thanks for the thorough feedback my dude!