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A jam submission

cmykayView game page

Use color theory to vanquish waves of foes
Submitted by zpaper
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cmykay's itch.io page

Results

CriteriaRankScore*Raw Score
Use of theme#14.0024.143
Creativity#14.1404.286
Overall#23.5423.667
Playability/Entertainment#52.4842.571

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

HostSubmitted

First of all, great idea and fabulous use of the theme. I would also include the instruction to HOLD DOWN space because I thought I was casting spells, but it was only the little pre-spell, which didn’t waste any enemies. Also at first I thought I was selecting the colors and didn’t realize I had to adjust the levels of the selected colors before space bar mixed them all. (Maybe ‘Use left and right arrows to select a vial and up and down arrows to adjust the amount of the vial that goes into the potion. Hold down the space bar to mix and cast the potion.’) I think I was too focused on remembering what colors did what (and I’m not sure I got the correct cool/warm associations). It’s fun that enemies can heal too if you aren’t careful. Very sophisticated use of such a small playing field.

Developer

Yeah the tutorial was really not it, I guess it was hard for me to imagine a player's perspective. In retrospect there were way too many types of enemies, I was trying to make a game you could really 'master' but practically it was just super convoluted

I use correct spell for correct enemy and they no die? also good. potiON

Submitted

So glad you were able to submit this, such an impressive concept for such a quick project

Def my fav out of the bunch!

Developer(+1)

means a lot coming from you

Submitted

This game has an incredible idea, mixing three different things to change your magic spells. I did feel that the execution was lacking with a lack of explanation or intuitiveness, confusing mixtures, and overall blandness. I wish that each color changed an effect of the spell like shape or size or reload. I also wish it was a little easier to see what to do for each enemy.

Developer

Unintuitive is right, I spent too much time adding features and not enough time on the tutorial/balancing, or even just thinking up some more clear features beforehand. I blame the 'blandness' on there not being any sound, if I let myself do that I would spend the whole time listening to random royalty free songs trying to find the perfect one