To support this game please subscribe or follow me on Twitter:


Arrow Keys - Move 
Spacebar - Jump
- Attack
- Dash

StatusIn development
Rated 3.3 out of 5 stars
(10 total ratings)
AuthorAlessandro "Ordnas" Capriolo
GenreAdventure, Action, Platformer
Made withUnity
Tags2D, Abstract, Fantasy, Pixel Art, Retro, Swords, Unity


Log in with to leave a comment.

This game has some texture issues and the attack button does not work

good but quality varies throughout the game. like why is the player character blurry?


Hi Ekim, thanks for playing! I am sorry for the blurry, which is probably a wrong filter setup I applied to the character texture. 


great game

If I had access, I would contact you directly, but this is the next best thing. 

I apologize if this sounds too forward, but it sounds like your music is currently in "placeholder" status. I am looking to stretch my legs creatively and would love to create some fantasy/retro/chiptune/dungeon-crawling music for you--free of charge.

No pressure, of course. Just fun stuff to create.

Hi Veugenea, thank you very! Currently this game is just a prototype, in case I will find a publisher interested I would consider your proposal! If you visit my Itchio profile, you can send me an email or add me on Facebook or Twitter.

The fire breathing heads from WayForward "Shantae" game series. You don't mention that anywhere.

I apologize, I was rushing to finish the prototype and I forgot to mention it! I will provide to add a mention immediately. Thank you nsobject :)

amazing game! i just wish you could attack while jumping

Thank you! Yes, I could had add it, but I didn't have ready an animation for an attack in air, so I said "ok, I will do it later" but at the end I realised that I did not had enough time :p


Introduction seemed too long. Player control feels a bit weird. There's something strange going on with the sprites, but I like them, they're nicely done (backgrounds, trees, fire-spitting gargoyles -> my favorites). Keep it up!


The original introduction was cut for lack of time, it was supposed to showing the hero traveling towards different environments (on a boat, walking on the snow and during a storm). I wanted to include at least a bit of travel at the beginning, but at the current status it was went well. For the sprites I think I should had set the sprite resolution to 16x16 to solve resolution problems + some Z-fighting and dynamic lights issues. Thank you for the encoragements :)


The Gameplay didn't keep me interested for long and the controls are very janky and frustrating at times. The game did nothing to set itself apart. I reckon it's a mere proof of concept, but it didn't impress. Has potential, needs polishing.


Absolutely agree with you, I recognize the problems you are mentioning. I think making it an action game, where the controls has problems and the mechanics are too linear and basic, is something that does not work. In 16 hours available for the game, I thought that the atmospheren, art and music could "hide" in a sense these issues you are mentioning. Knowing that the prototype has potentials is something that I could consider when I need to decide which game I will continue to develop. Thank you for your feedback! :)


The art's a little buggy (concerning the lighting and the blurred art), and the gameplay is kinda iffy.


For the skeleton I should had used a poligon instead of a box collided to fix the wrong shadow contacts (as I did for the hero). The controls are not very responsive, it would be very time consuming (coding and tuning side) to get it right, for this prototype there was not much time, something that I will work on. 


Why don't you compile it to Windows/Linux/mac?? 

WebGL is easier to play on-the-fly have feedbacks, I never thought that anyone could be interested in other platforms. Depends on the number of request I could think about in making a build for Windows (no Linux and Mac at home sorry :( )

Okay then