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A jam submission

Colour WearyView game page

Made for MVM26
Submitted by LowQualityRobin
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Play game

Colour Weary's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#201.9052.333
Execution#231.6332.000
Overall#241.5991.958
Sensory#261.6332.000
Metroidvania#271.2251.500

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Godot

Team/Developer
LowQualityRobin, duncancookmusic

External assets
Source code for the texture painting: https://github.com/thefryscorer/GodotPaintDemo/tree/master

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Comments

Submitted (1 edit) (+1)

This was cool I really liked the painting of the world it looked cool and the fast movement was fun. I struggled quite a bit cuz the controls felt kinda slippery and playing a 3d platformer on mouse and keyboard was really hard for me. I liked the main game that you created and the prototype level was cool but I got stuck in the wall jump area, I found it really difficult to direct myself where I wanted to go after wall jumping. Great work on this it's super cool! Oh also it was a bit terrifying running a jam game that was just an exe file, I don't have a ton of experience exporting to non web, but I think people prefer when it's a zipped file like I see other jam submissions do.

Developer

Thanks for playing!

Also I 100% get not wanting to run an exe file. I didn't expect to get a ton of reviews because of it, I mostly just made this to challenge my self.

Submitted(+1)

An interesting entry, with strong Portal 2 vibes!

Sadly I did not finish it.

I found the controls to be very slippery, both moving on the ground (probably because you can move very fast, but the animation doesn't match) and while jumping. I kept overshooting platforms, or not jumping far enough. I wrote a note that shadows projected on the ground would help evaluate where I would land, and shadows did appear after the tutorial (why not before?), but jumping was still very difficult.

It took me forever to escape the blue-paint room with dashing. Same for the very next room. And sadly I gave up in the wall jumping tutorial room. It was very hard to wall jump and keep the camera from going weird places.

Combat was also a bit difficult. I liked the idea that you can only stun and push enemies around and you have to create pools of the appropriate color to defeat them. It was an interesting setup. But I kept taking damage while I tried to push enemies around.

Thankfully I could absorb green paint to heal. It was an interesting feature but I didn't understand what absorbing blue paint did? I'm a bit sad I never reached the red paint, but I struggled to reach the wall jumping room and it seemed to me the platforming difficulty was ramping up from there, so I gave up.

Something I really liked was the doors opening to an outdoor city after the tutorial. It was a nice moment!

With tighter controls, I could see this game becoming a very interesting puzzle-platformer! ;)

Developer

Thanks for the detailed feedback!

I'll tighten up the controls a bit in the future if I made another platformer or continue this one.

It's a bit concerning that the animation didn't match the running. From my end it did. Was the game running at 60 fps? I've had other games where the framerate messed up the animations.

Submitted (2 edits) (+1)

I like the color abilities + painting floor to absorb(wall jump was hard to use got stuck in wall jump room for 15 mins) and the axe spinning enemy was fun
P being pause vs escape is an option I found it after i forgot what button absorb was and was clicking all of my keyboard to find it again lol
the health upgrade in the wall jump room was very difficult to get I had to not wall jump and use 2 slides instead
the red ability was very cool wish it could be used mid air to catch/stop momentum. and had more than one room to explore it but from what it says mid game you may have scrapped an more open city concept and went for portal puzzle rooms instead. I liked the absorb mechanic because if there was a boss choosing between healing and doing more damage with your color meter is a good concept.
Had fun playing! (minus wall jump room lol i got a bit mad)
Edit: Watched my friend play and F stops momentum midair I played the game on hard mode lol

Submitted(+1)

i’m freind :)

Submitted(+1)

Edit 2: Didn't find the air dash either super hard mode i guess (my friend found it as well lol)

Submitted(+1)

(i’m freind :) ) ((i like the use of the actual primary colors, it bothers me when people think yellow is an additive primary color :) ))

Developer(+1)

Bad news, the only reason I didn't add yellow was time.

I'll probably just stick to red, green, and blue from now on though.

Submitted(+1)

well if you’re looking to add more abilities beyond yellow… magenta and cyan would be cool additions too!

(those are the secondary colors when you’re mixing light, but those are the primary colors for mixing ink… which might be more applicable to your game 🤔) ((i just love being pedantic about colors, especially yellow))

Developer

Really cool that you found a way to sequence break the game!

Developer

Thanks for playing!

I'm actually glad to hear you wanted more areas to use some of the abilities. This game ended up being a rough prototype of what I had originally planned (you can kinda see some of it in the background of the final room of the tutorial, the whole city on the other side of the door was designed to be one of many playable areas, I just didn't have time to finish it), so I might still make a complete game with these mechanics.

If by red ability you mean multidash I had considered using it as a way to catch yourself midair, but that would conflict with the airdash which is an overall more useful platforming tool. The multidash was originally just added to give the player an easier way to paint surfaces red. I may reconsider how it works in combination with the airdash though.