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RGBee's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #52 | 3.538 | 3.538 |
Fun | #58 | 3.462 | 3.462 |
Overall | #67 | 3.385 | 3.385 |
Visual | #81 | 3.385 | 3.385 |
Audio | #83 | 3.000 | 3.000 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you use any third-party assets or skeleton code?
All audio is from OpenGameArt.org and is sourced in the page description. The rest is made from scratch by us.
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Comments
Only level 10 yet to beat. I am a big fan of the difficulty spike there, the opposite would have been a bit disappointing.
Anything with bugs is worthy of interest anyway but the game is super fun, I love it. The 10 levels are very distinct, make very good use of the color swapping mechanics, and they're all super fun to solve. The difficulty among the game is perfect.
Super cool entry, I've a lot of fun playing it.
Thank you!
Pretty interesting mechanics
I like the concept of “nullifying” the effects of enemy bullets by chosing an opposite RGB color.
Also cool that you included a tutorial level to help the player understand the concept by themselves while playing :)
Thanks!
Fun game! I liked the managing colors / dodging bullets / aiming swings all at the same time. The music is catchy and made me want to keep playing. Also nice bee pun :D
Thanks, I'm glad you liked it!
The name was actually one of the first things we decided on after the color limiting mechanic and the overall theme and environment design stemmed from there.
Very cool and original idea and a great use of the theme! It took me a second to get a hang of but it was fun. Great job!
Thank you, I'm glad you enjoyed it!
I think this game has a lot of potential, I really like the color changing mecanic, in such a short time and the graphics are cool !
Thanks, I'm glad you enjoyed our game!
interesting idea with colors,
the game is quite fun but not very difficult
Hi, thanks for the feedback! The game starts pretty easy, but we thought it got quite hard near the end. Was it still not hard enough for you?
Having to match the colors half second of being hit, that was fun.
Thanks! I'm glad you liked it!
Really fun, such a clever idea, mixing bullet hells with a puzzle element, I just wish I didn't suck so hard at it XD
I could never quite get used to the dial to switch colors, that may have worked better as individual buttons but that's more a me problem and each death was 100% my fault, just how difficulty should be, good job!
Really fun, such a clever idea, mixing bullet hells with a puzzle element, I just wish I didn't suck so hard at it XD
I could never quite get used to the dial to switch colors, that may have worked better as individual buttons but that's more a me problem and each death was 100% my fault, just how difficulty should be, good job!
Hey Dinokaiser, I'm glad you enjoy our game!
If the mouse was awkward for you to switch the dial, you can try using the 1/2/3 keys to turn off R/G/B respectively!
I see, I was using the controller though, did I miss something there?
Ah, the controller only supports the shoulder buttons, sorry!
Really cool interpretation of the theme and there seems to have been a ridiculous amount of work put in here to make 10 full levels. I feel there should be some feedback to hitting enemies so you know you're doing damage. But overall a really awesome game.
Hi Leaf, I'm glad you like our game!
Is there any particular type of feedback you would prefer when hitting enemies? There is a sound effect currently but it plays at the same time as the sword swing so it can be hard to hear.
Probably something more visual such as the enemy flashing slightly red, maybe some particle effects, and maybe a slightly delay on the sound effect so it can be heard more clearly. But still overall the amount of work here is impressive.
Great theme and looks like A LOT of levels and work was put into this. This is more mechanically heavy than most game jam games which is amazing to see! my only comment is that R+G+B+Black is a lot of colors for the character to switch through in an intense gameplay situation. All in all this gave me real Ikaruga vibes.
Thank you for the feedback! The Ikaruga similarities were definitely noticed, though it actually wasn't a big influence funnily enough. Black is just what bullets become when they aren't active, but I totally get it still being a lot to keep track of.
Looks really nice and like the color switching mechanic. Definitely could benefit from feedback when you are actually hitting enemies.
Hey, thanks for the feedback! What kind of response would you want? We did put in a hit sound, but maybe it wasn't enough?