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Rainbow Crystal's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Accessibility | #1 | 3.679 | 3.679 |
Overall | #6 | 3.709 | 3.709 |
Theme | #9 | 4.143 | 4.143 |
Graphics | #12 | 4.071 | 4.071 |
Audio | #12 | 3.679 | 3.679 |
Originality | #22 | 3.679 | 3.679 |
Fun | #27 | 3.500 | 3.500 |
Controls | #30 | 3.214 | 3.214 |
Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
3.3-RC6
Wildcards Used
DUCK, DUCK, MOOSE
Game Description
Collect the three energy orbs from the shattered rainbow crystal.
Source
https://github.com/dardanbujupaj/rainbow-crystal
Discord Username
dardan#7188
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Comments
Cool game. I like the idea for a plot and also the graphics are super nice. Great job!
Thanks for playing :)
Great game! Felt a bit short: I would have loved some puzzles tied to the different missing orbs. Attack was decent for the bosses but not very useful for other enemies (it flies so far you have to back way up for it to hit anything on the ground). Maybe have a melee attack option? Tree boss was cool but there was nothing to stop me from cheesing it by backing up really far and using my slingshot.
I loved the music and sfx! Wish there was a jump sfx though.
Puzzles are a great idea, somehow I only thought about combat :)
Actually those are all good suggestions. I'll definitely take them into consideration if I manage to finish the game at some point :)
Thanks for playing and your feedback.
Hey I really enjoyed this entry! It reminded me of a game I made in a previous jam.
The art is pleasing and was enriched by the use of animations and parallax layers.
The use of duck duck moose for the giant bird was great and still felt like it fit with the overall aesthetic (had a lil trouble reaching the boss). Don't suppose the giant bird was inspired from the mosquito in Rayman? Couldn't help but make the connection :)
Would have been nice if the left most area had more going on (I guess you ran out of time) but I had a lot of fun regardless. And that's why my only real criticism is that I wish it was longer!
Keep up the good work!
p.s. Would be great to know how you did the portal effect!
Thanks a lot for your kind feedback! I'm glad you enjoyed the game.
Actually I've never played Rayman but I think I'll have to give it a try to see the similarities 😅
Regarding the portals: I already tried to describe it in an answer below. Let my copy it in here:
I used ShaderMaterial for this. First I made a copy of the background image from each area and resized it to 128x128px. Then in the shader I calculated the distance(radius) from the center and rotated the pixels/fragments this radius (this gives a spiral) * sin(TIME) (this unwraps/wraps the spiral over time) + TIME (this rotates the whole thing constantly). I also set the alpha channel depending on the distance from the radius, this makes it a circle). You can find the shader here in the sourcecode: Portal.tscn
Feel free to use it if you like it, I licensed it under MIT.
I certainly liked the concept and the art style. The controls however left something to be missing for my taste at least. Movement felt a bit imprecise and attack target couldn't seem to be controlled with precision. I guess with some work on controls, and a bit of expanded level design, this can turn into an enjoyable tiny little game.
really nice game!!!
Thanks for playing :)
I really like this concept! I love how the color returns as you get the orbs. The game could have used some polish, but overall, great job!
Thanks for your feedback!
Yeah the scope exploded a bit during the development, which led to a very small playtesting/polishing timeframe... I hope I find the time to give it a proper polish after the jam :)
Nice little game. I’m not a big fan of platforms, but I did finish it, which is saying something! I got the green orb first which I kind of regret because it made jumping difficult due to the SUPER fast movement. I also found the delay when firing to be a bit annoying.
Great art though!
Well done!
Glad to hear you managed to get through :)
I agree, both the jumping physics and the shooting mechanism need more work to really give a pleasant experience.
Thanks for you feedback!
Really good, color effect was really nice.
Thanks for playing and the feedback!
I really enjoyed this. Overall great game, difficult but not too hard. Funny enough I found the mushrooms to be the hardest-to-kill enemy. :P But really pretty, great sfx/music, it's a keeper.
Thanks for playing. Glad you liked it.
Haha, I wasn't sure if anybody would get, that you can kill the mushrooms. They're so damn hard to hit :D.
Beautiful pixel art. I loved boss sequences, awesome animations and music transitions.
As already mentioned, jump feels a bit floaty, but the movement is very fluid and responsive, so I had no issues controling the character.
I agree with TRy Dev, the pixel art is amazing, and the first boss scene with the tree Guard is amazing! Well done!
The colour palette you used made your game stand out amongst the rest.
Questions:
1. How did you pull of the portals? Is that a shader?
2. How did you manage the separation of colours? Is there a filter or something?
Well done on a great game!
Thanks for your kind words!
1. Yes this is a shader. I made a copy of the background from each area and resized it to 128x128px. Then in the shader I calculated the distance(radius) from the center and rotated the pixels/fragments this radius (this gives a spiral) * sin(TIME) (this unwraps/wraps the spiral over time) + TIME (this rotates the whole thing constantly). I also set the alpha channel depending on the distance from the radius, this makes it a circle). You can find the shader here in the sourcecode: Portal.tscn
2. This is a shader as well. In the beginning I tried to use a Screenreading shader, but the problem was, that I wanted some Nodes in the game to not be affected. So I opted for a ShaderMaterial for every Node that should be grayed out. This was a bit of a pain, but there's a flag "Use parent material" which makes it a bit easier. In this shader I have 3 boolean parameters which are set by the game mechanic and by checking the parameters I disable/enable certain colors (for the disabled colors I use the average from the three color channels). See here: Color.shader (Disclaimer: The calculation of the gray value is not perfect, if I had more time I would've implemented a more accurate calculation)
Feel free to use all of it, I licensed it under an MIT License.
Oh wow! Thank you for such a detailed explanation! Shaders are still legends of myth in my understanding, when I try to engage more, I will definitely come back with more questions now that I found someone who can implement them well :D
Thanks!
Thanks for the feedback. Nice that you noticed the music transitions :)
Glad you liked the game!
really liked the implementation, the sound, graphics, and really neat settings lol. 9/10
Thanks very much for playing and the feedback :)
Fantastic game, the graphics are amazing and the concept is so original! I feel like you can build on this, in any case well done!
Thanks for the feedback! Glad you liked it.
Yeah, I'd love to complete the game after the jam. I had some Ideas especially for the sky and the mountain area, which came a bit short as the time was running out :D.
Good luck!
Some notes to maybe help you
I‘ll definitely take that into consideration if I find time to make a post-jam update! Thanks!
lovely pixel art style in this one and the controls were responsive but a bit too floaty. The tree boss was crazy, well done.
Thanks for your feedback!
Yeah, I spent a loooot of time on that tree 😅 glad you liked it!
I like the style of the graphics. It's very commendable, that your sprites have no outline, yet stay readable in grayscale. The platforming is a bit too floaty for my taste, especially after you gather the green orb. But I had fun with this game regardless. I wonder if the crystals in the upper right corner have any relevance or if this was cut for time...
Thanks for playing! glad you liked it :)
The mushrooms in the forest drop crystal shards when hit with the slingshot. But I lacked the time to do more than that with the idea...