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CMYK's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #99 | 2.506 | 2.692 |
Technical | #103 | 2.578 | 2.769 |
Artistic | #111 | 2.506 | 2.692 |
Overall | #117 | 2.392 | 2.569 |
Theme | #119 | 2.005 | 2.154 |
Design | #119 | 2.363 | 2.538 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Wow, loved the idea of each color representing a different weapon! It was also surprisingly challenging (in a good way). Great job on developing a solid game that has tons of potential to be developed into a bigger game! Good job :)
Cool game, could benefit a lot from more feedback for the player (Damage dealt, damage received) and with that some QOL changes, BUT I liked it a lot! :)
When I understood the name of the game it made so much sense, very creative idea! I had some trouble with the last area but was a fun game to play, good work you did.
I'm glad you liked it! thanks for playing :)
I was on the fence between "CMYK" and "CMYKill" for a name. I'm still not sure if I made the right choice
The title works great! good job.
This game would benefit greatly from an explanation of controls and not one-hit kills on the player. Being dumped right into the scenario with no context is also jarring.
Thanks for playing it!
I did include control explanation on the floor, although given the feedback I have been getting I see that it wasn't obvious enough as it's missed. I was going for trying to explain the mechanics through gameplay (less is more) with really minimal instructions to let the player feel things out.
As for one-hit kills and dumped right in - I completely agree, those 2 things where left unfinished due to time constraints (the player taking damage was the last thing I got working before I ran out of time...) In retrospect, I would have spent less time on some of the other things and gotten that working earlier so I had more time on polish and balance.
Is it for controller not for keyaborad?
it should work with keyboard arrows for movement and wasd for look
For time reasons I didn't set up controller inputs :(
It is hard to me. I even can't escape first room. And I saw text on ground (with controls) but it is so small so it happened at 10 try or later... I can't say anything because can't feel the game
That's a bummer to hear :( where you able to use the fullscreen mode? I wish I had more time to try to optimize the web experience, maybe I should have uploaded a windows build as well...
thanks for giving it a shot!
It was in full screen mode and it seems that I understood why it is so small. The full screen mode didn't scaled anything because (I guess) you didn't change default project settings so it just renders bigger part of level instead of scaling...
Interesting concept and satisfying gameplay, nice job :)
thanks! I had plans for more levels, enemies and some simple puzzles but just ran out of time