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CHROMATIC PHANTOM's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #342 | 2.981 | 4.000 |
Presentation | #444 | 3.130 | 4.200 |
Overall | #450 | 2.981 | 4.000 |
Originality | #525 | 2.832 | 3.800 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What do you like about your game?
Fluid animations, Fluid Gameplay, cool songs, speedrun potential >:)
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Comments
awesome sprites, those are some really stellar animations! in my opinion, adding a skidding animation for slowing down would be the icing on the cake, but other than that the movement is pretty fleshed out. I usually enjoy heavy controls with a lot of momentum, but I think the acceleration/deceleration could be increased a tiny bit in this case.
when it comes to combat, the game is way too easy — standing still and spamming attack should not be enough to win. the combat is very simple, and I found it somewhat repetitive by room 30 or so. the core gameplay is not bad, it’s just sorely lacking variety and challenge.
the aberration gimmick is conceptually interesting, but it falls flat in my opinion. in theory, being robbed of a random color encourages spreading out upgrades to avoid being blindsided, but in practice it doesn’t really matter. losing green has no effect, as enemies never posed a threat to begin with. losing blue is just a minor inconvenience. losing red is just a waste of time. it seems unnecessary that both blue and red doors effectively disable the ground pound. also, the uncolored door made no sense, what’s the point of running through an empty room? I thought it was a bug at first.
overall, undercooked gameplay mechanics with some really nice visuals. there’s definitely potential here!
the art is great nice job
This is very good and clean. With your art style and how you presented this, I think if you added some more zones and some boss fights this could be a very fast paced RoR1 style game.
And I cannot stress this enough, I see what you did there with the chromatic aberration thing!
Fun game! I ended up playing until I got enough speed to clip out of the map, so surely something is right here. The animations and effects are super clean too.
My main complaint is that the ability-disable mechanic could’ve been a lot more interesting. The healing and momentum disable both weren’t very impactful, and the attacking disable pretty much led to me sitting by the door until I could attack again.
If that mechanic was fleshed out more (and maybe with some balancing so the player’s stats don’t quickly outpace the enemies), the numbers-go-up 2D platforming combat is a super fun concept that I could play for hours.
The visuals remind me of risk of rain -- I like that style of chunky pixel art a lot. The movement feels pretty good but I think the edge-hang logic might be a bit buggy. I got stuck on a few edges when moving around. I think it's an infinite runner? Some more enemy variation and character leveling (or new skill unlocks) could make the player progression more interesting.
Thanks for the appreciation, Its really helpful. Though I have planned on adding more enemies (flying enemies, dashing enemies and even boss fights) and adding more fixes for the edge climbing mechanic but with the time I lost on personal stuff just didn't give me enough time to polish everything up with more content. I have a few things coded in, but disabled as they were experimental. An example are totems that grant unique abilities. Some of them were planned as a long range spear.
Overall, really glad you liked the style of the game in general!