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Buncat Recolored's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #2 | 4.565 | 4.565 |
Overall | #2 | 3.938 | 3.938 |
Originality | #5 | 4.304 | 4.304 |
Accessibility | #6 | 3.261 | 3.261 |
Audio | #7 | 3.870 | 3.870 |
Fun | #8 | 3.913 | 3.913 |
Graphics | #9 | 4.217 | 4.217 |
Controls | #17 | 3.435 | 3.435 |
Ranked from 23 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
N/A
Game Description
Jump through levels to spread color and restore the sun.
Source
Yes - Contact me on Discord
Discord Username
Kwabsi#0951
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Comments
Really cool game Kwabsi!
Great mechanics, super cool effect with the color splashing. The controls took a bit of getting used to. I've definitely used that sort of wall jump scheme before where you need to change direction and cross to the other side in order to jump again, but it always just feels so confusing for my hands lol. I think I'm too used to the Megaman style of wall jumping; no cross over needed unless you want and a slow slide down the wall. But either way, other than that, was a fun game to play and to see.
Oh! 1 other thing Kwabsi! Your tree is not the same resolution as the rest. :P But I'm sure you know. As a pixel artist myself, that just, makes me cry inside hahah. But in all fairness, I didn't even notice it until right now. ^^;
Excellent entry! And glad to have you around in the Discord!
Excellent job! I agree with other comments that controls are a little floaty and wall jumping takes some getting used to. The color coming back slowly is beautiful! Sound effects are basic but appreciated. The music is amazing! I wish I could restore the music sooner so I could hear it sooner.
Have you considered having sfx as something you need to restore (just like music)? That could be a fun little touch. I think a lot of the fun from playing the game is how gradually more and more juice (and thus fun) gets added as you restore the world.
Thank you for you feedback. I'm happy, that you liked it.
I considered having the sounds as something to be restored, but there were already sooo many collectibles in a single level, that I decided against it. Plus, the feedback of the color pellets "exploding" when revealing the color was very important for the whole effect. Maybe if I work on the game and make bigger, more open levels, I think about removing the sound again.
Really cool concept, very polished for a game jam game. Controls felt a little too floaty for my taste but that just may be me.
Super polished game with original idea. I like the controls and I love the graphics. Great job :D
I really enjoyed playing this on stream! The controls have a nice level of nuance to them that makes zipping through the levels really satisfying. The visuals are basic, but functional - with the exception of the colour coming back to the world in spotches; that looks really cool - and while the sound effects are a little uninspired, the music is fantastic. I'd love to see this developed further.
Solid controls, lovely main character sprite, and a good music loop.
The only thing I might nitpick about is holding dashes behind a limited resource, but most of the levels are designed around the mechanic, so it only becomes a problem once or twice.
Nice game! Really liked the way the buncat controlled felt nice. The little slide after you sprint when you ears stay slanted back but your legs stay still was my favorite. Also the main mechanic of bringing back color was well done!
The art/sfx/music are all fantastic - very cute - and I loved the idea of missing colour/sound and bringing it back into the world. Nice job!
Great use of the theme! Graphics, audio and story all come together in a really complete feeling package.
Awesome work!
Awesome! The animations, sound, graphics and effects fit together really well! My only complaint is that the audio is on the louder side. It spooked me a little when I first started up the game! :D
(PlugN'Play)
This fits the theme so well! And most importantly it is presented clearly.
Additionally, I really enjoyed how you kept the first level challenging yet possible to complete. The second one had me stuck at times. I think I have to take better care of my colour reserves at these trying times :D
I am so curious how you managed the drop-pellets-colouring mechanic so beautifully! Can you give me a hint?
I can give you the project files if you want.
But in short, I use two additional viewports. The first one is just a black screen, where I draw white circles on whenever a pellet "pops". The circles radius is tweened, so it isn't revealed all at once. The second viewport just contains a copy of the dark tilemap with a different tileset and the background. I then use the texture of the second viewport as a sprite, which I put between the player character and the dark map . The texture of the first viewport with the white circles is then applied to the second viewport as a mask with a shader, showing only pixels where the texture of the first viewport is white.
It's really complicated and inefficient, though. There are probably a dozen easier and less resource hungry methods to do something like this.
Wow! Thank you for such a detailed explanation! (I have no idea what the viewports are, but you made me understand now, thanks.)
Since the game was running fine on HTML5, I do not worry about how hungry it came out as hehehe
Great game. Didn't play it through yet though, I'll have to give it another try later.
The music and soundeffects fit the gameplay really well.
I would have wished that the screen with the controls would have stayed until you press any key or that there was an option to show this screen again. I wasn't fast enough to memorize all keys. And when I had to dash for the first time, I had to open a second tab with the game to find out I had to press J :D.
All in all, really fun to play. Well done!
Thanks for your feedback. Glad you liked it!
I've added the Controls to the games description (along with all the other "hidden" control schemes). Hope that helps.
I like it! Clever idea, really pretty method of "revealing" the world. The controls were a bit sticky at points, as in not turning in mid-air is sort of normal for people to not really be able to do, but abnormal as far as most platformers go. I think I had a few lost frames at various points, likely due to whatever animation was done to reveal the world, but overall, this game was really good. [Edit: Sorry, meant to put my review here.]
Thank you for your feedback and for testing the mac export! Yeah, performance was a big concern, because my method of revealing the map is very resource hungry.
That you don't turn mid-air was intentional, so you can not wall-jump indefinitely upwards. I can see how it may seem unusual or clunky, though.
Oh okay, regarding wall-jumping. I usually see that handled with a counter in code, like `jump_count` or something. But that's a fair reason to use it that way.
Very nice idea and execution! The jumping does seem a little buggy, but it doesnt prevent completion. I liked it and played it all the way through. Good job!
Loved! The kitty is very cute and his animations are pretty good. Loved the idea and the execution.