THE HORSE WE MADE by cesta
The Horse We Made
The Horse We Made is an experimental project exploring themes of active imagination, hypnosis, human character, and the alter ego. The horse is your soul — no further explanation.
As for the team, we are two college students who are always dreaming about games, but rarely creating them. We are both interested in alternative approaches to game design, and this project is our way of challenging ourselves once again. We wouldn’t call this a finished game, but rather a prototype — something that still deserves time, care, and refinement. If you decide to play our project, we hope it doesn’t challenge your nerves too much. Any feedback is greatly appreciated. Thank you for your time, Kristýna & Anna

Controls
- wasd for movement
- choose one of three words per room and type its first letter - door = d
- if you meet a horse you can restart your journey by clicking esc and returning to menu
The webgl takes a while to load but it works i promise :)
Minor bug fixes - 22.4 pause menu function, scene change malfunction
Ratings
| Overall | 502th | 3.484⭐ | 34🧑⚖️ |
| Fun | 575th | 3.156⭐ | 34🧑⚖️ |
| Innovation | 92th | 3.953⭐ | 34🧑⚖️ |
| Theme | 793th | 2.5⭐ | 32🧑⚖️ |
| Humor | 195th | 3.464⭐ | 30🧑⚖️ |
| Mood | 183th | 4.047⭐ | 34🧑⚖️ |
| Given | 38🗳️ | 40🗨️ |
I first couldn't figure out that you need to press the initial letters to progress (I was typing the whole word which somehow didn't work + it's also confusing that the first stage is "D" and WASD includes D already), but after reading the description here it was fine.
- The web player had issues playing it - and the unity logo stayed in the foreground of the screen
- The Windows EXE will just stay running when i hit QUIT in the main menu, so i had to End the Process in the task manager
- Hitting ESC required 2 presses before bringing up the menu.
I thought the direction was fun, and liked the different rooms set up like a digital art exhibition/museum. I would spend time in the rooms looking at the different models / art
The messages at the end were a bit too direct or on-the-nose to me. It felt too much that the author's concrete thoughts or opinions then blended into the piece, rather than being able to form my own interpretation. I feel like having a simple title of the piece, or trying to make the piece closer reflect what the message was trying to convey would have left more of an impact, and would leave more open to the player's own interpretation or "soul."
With that being said, i think i got all the endings and played thru the whole thing, and i enjoyed my time in the game.
I had some issues:
- I'm on an azerty keyboard, and while WASD was correctly auto remapped to ZQSD, the letters I had to type for the words weren't (had to type "," for "m" for example)
- Hitting esc on web player exits the fullscreen so restarting was a bit of a hassle, I suggest using another keybind next time
- for some reason the mouse sensitivity after "door" becomes super low and I have to move my mouse a lot more just to turn around
Also, it's worth noting that it's very easy to fall out of the map if you stray too far out of the scenes. An easy fix for this would be to track the player's vertical position and move them back to the spawn location of each scene if they fall too far.
Also thanks for the note!! We had plans for adding atleast a killzone but with the time limit we completly forgot
love
this
game
I really love this art style, especially the way the scenes and typography are combined.
The only pity is that I played it directly through this interface because it said “Mac is not supported,” so the lag was quite high, and my camera often got stuck in the walls or outside the scene models.