Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

ColorHexView game page

Top-down action game with a Roaring 20s aesthetic. Roll to change your die face and hit certain enemies! GMTK2022.
Add to collection

Play game

ColorHex's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#1943.9803.980
Creativity#2234.0004.000
Presentation#2554.2354.235
Enjoyment#3483.7063.706

Ranked from 34 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
The player is literally a die that rolls

Did your team create the vast majority of the art during the 48 hours?

Yes

We created the vast majority of the art during the game jam

Did your team create the vast majority of the music during the 48 hours?

No

We used pre-existing audio

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+2)

I really loved the casino vibes of this game, even down to the art deco font! I also thought it felt fun to move your little dice around and slam into the poker chips.

My main minor feedback would be that the camera and the plain green table made it feel like I wasn't moving around, until I was suddenly right at the edge.

But that's a minor gripe, and this is a fun mechanic. Good work!

Submitted(+2)

Pretty fun!

One small issue, because the background is completely flat, it’s hard to make out where’s player heading at first sight.

Submitted(+2)

Great concept! 

The eletroswing at the soundtrack is just amazing!! The gameplay is very fluid, but I was a bit confused with some enemy colors, tho.

Great job!

Submitted(+2)

ahh... satisfying.. love it SO MUCH! Very easy to pick up and understand, I felt like I jumped straight into the fun! Great job!

Submitted(+2)

Nice and well polished game. The game is satisfying to play!

Submitted(+2)

Very dynamic gameplay — loved the game feel, plays super smooth and fun!

Submitted(+2)

Amazing game!

Submitted(+2)

Quite fun game! The HUD is clear and felt polished. The color for some enemies wasn't as clear, but maybe that was only for the stacked ones. The map is quite large and even a simple texture for the ground could help with navigation.

Good job!

Submitted(+2)

The game is overall amazing! The graphics are splendid and the gameplay is well balanced! Very juicy!

Submitted(+2)

Wonderfully exciting feel to the combat, excellent visuals too. The sounds and animation work so well to lend that extra satisfying crunch to it!

Submitted(+2)

I really liked the game feel, it was satisfying to shoot the dice into the enemy 

Submitted (1 edit) (+2)

Good job! Juicy and fast-paced. love it!

Submitted(+3)

A lot of enemies didn't have colors that matched my own and it looked like I couldn't damage them. Also, the UI on the top right corner with the sides of the dice was a bit confusing. I tried to use it so I could roll in the right directions to get the right colors, but it always felt like after rolling, it wasn't the side I expected, and also it went totally different. This makes preparing combos near impossible.

Still, a game with stellar presentation and great control, there's fun to be had.

Developer (1 edit) (+3)

Ah, yes, the reason for that is that rolling towards one side will bring up the opposite one. For example - when you roll to the left, the face that becomes the top face is the right one. It's a quirk inherent to dice, and rolling in general. We did debate internally whether or not we would invert the animations to make the game easier, but we ended up not going for it, as visually it looked really weird. Sorry.

Submitted(+2)

Very solid entry! I especially like the way the dice indicator works

The game is a little rough around the edges, but the main gimmick is extremely successful at funneling the player towards a playstyle that incentivizes speed and careful thought. It feels really nice to learn how to play it well :3

A few nitpicks: it doesn't feel extremely intuitive when you should be taking damage or not as enemies can slide against you and do nothing, and sometimes the enemy types can be really spread out and that may require you to run around looking for a specific type for a long time instead of attacking when you're trying to build a combo

Developer(+2)

Thanks for the feedback! Yeah, given more time we'd probably tinker with the initial spawn rates a bit more and improve the visual feedback on enemy attacks. The latter was my main gripe with our finished version - it wasn't obvious enough when enemies were preparing to attack.

Submitted(+2)

Okay i spent some time to understand how to roll the dice and attack. I don't know why, but I tried to play with mouse only :) 

Game has intersting loop, like that randomness is not equal the result but affect the play. There is some kind of satisfaction in beating red chips or dodge their unpredictable attacks. I think this game could be going in the hardcore bullethell direction :)

So, I really enjoyed this game - great fun entry! 

Submitted(+2)

Nice game! Pretty well polished, fun gameloop!

Submitted(+2)

Great aesthetic and music choice! I really liked the rolling mechanic, dodging around enemies as I tried to line up the right face to attack with was super satisfying, and I really liked the dice display in the top right. I also liked the tension of choosing whether to dodge enemies or try and hold on to the number I wanted to use.

I think enemies better telegraphing their attacks would be a big improvement. I also feel like having enemies spawn in discrete waves would give a better sense of progression. Oh and emphasising the result of the combo, maybe just with a little particle effect to draw your attention to the health bar, would've been a nice touch.
Was the reward for finishing the combo planned from the start or did you decide on it later in development?

A great and creative entry overall with a solid core mechanic. Good work!

Developer(+2)

Thanks for the feedback! Yeah, if we had more time, we'd definitely round up these rough edges, such as more feedback when the combo is performed and better telegraph for the enemies. As a countermeasure we made it so the player pretty much becomes invincible when charging, which reduces a lot of the frustration of not being able to telegraph the ranged attacks.

To answer your question, during planning we had some ideas for the combo reward, but self-heal ended up being by far the best option in terms of flow. I personally am a sucker for bounceback mechanics, and so loved the idea of coming from the edge of death to fully healed with a well performed combo.

Submitted(+3)

Gameplay loop is fun and game feel is very good. Good job!