1. Introduction
This prototype was created for the Japanese Unity1week competition, themed “ひく” (“pull”). I interpreted the theme as 相手の足を引く — literally “to pull someone’s leg,” in the sense of hindering the opponent’s progress. The result is a short WebGL game about obstructing enemies instead of defeating them.
2. Concept & Theme Interpretation
3. Development Process / 開發過程
- Built within roughly two days of focused work.
- Designed the “pull” mechanic as a set of skills: pushing, pulling, and trapping.
- Kept scope minimal to ensure the concept was playable and polished in time.
4. Key Features
- Variety of skills to manipulate enemy movement
- Timing-based control for chaining slowdowns
- Minimalist UI with focus on visual readability
- WebGL build for instant play
5. Post-Event Thoughts
- Even simple mechanics can feel fresh when paired with a clear theme interpretation.
- Time pressure helped me focus on delivering the core experience.
- Future improvements: more enemy types, interactive terrain, skill upgrades.
Itch.io : Link
Unityroom : Link