Games / Unity / 2D

Cloverbound

A small platform adventure built around a simple invitation: keep moving right, then look for the path you missed.

Actual Cloverbound gameplay with the courier, grassy platforms, collectible gems and a beetle.
Captured from the playable Unity WebGL build. Character and scenery are original procedural artwork.

The brief

Create a warm, approachable platform game with a character worth following and levels that invite another attempt. The core needed to feel good before adding more content: running, jumping, landing and recovering from a mistake.

What we built

  • A leaf-eared seed courier with animated boots and scarf, moving through meadow, hollow and moonlit stages.
  • Handcrafted routes with gaps, beetles, collectible gems, hidden clovers and checkpoints.
  • Keyboard and touch controls, pause and retry screens, synthesized music and effects, and locally saved best scores.

Making the jump feel fair

The controller allows a brief jump after leaving an edge and remembers a jump pressed just before landing. Holding the button changes jump height. Together, these small allowances make the character respond to what the player intended around platform edges.

Playthroughs exposed a less obvious problem: low floating ledges could block a jump needed to clear a gap. Making those ledges one-way lets the player rise through them and land on top. Checkpoint retries also restore the right collectible and score state so restarting cannot manufacture extra points.

A world drawn for the game

The character, platforms, plants and layered backgrounds are generated as original artwork. The visual language stays consistent across the different worlds, while moving scenery and small character animation give depth to a simple side view.

From Unity to a browser

Unity and C# handle the game; a WebGL/WebAssembly export runs it without a player installation. The site shows a lightweight introduction first and downloads the game after Play is selected. Browser checks cover a complete playthrough, natural deaths and retries, pause, local records and touch input across orientation changes.

Where it stands

A playable, single-player in-house game. Best scores stay in the current browser; clearing its storage removes those records. The introduction is available in English and Romanian, with English in-game menus.

Have something worth building?

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