Good game, really good roguelike
Play game
Cursed Color Palette's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #10 | 3.133 | 3.133 |
Presentation | #15 | 3.267 | 3.267 |
Overall | #18 | 3.167 | 3.167 |
Use of the Limitation | #20 | 3.333 | 3.333 |
Concept | #26 | 2.933 | 2.933 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
One
Software used
Unity
Use of the limitation
Dodge is out of your control, you dodge every 4 seconds. You can take advantage of it but be careful, if you are not prepared it may catapult you into the enemy.
Cookies eaten
Unfortunately zero
Comments
Great job! Especially since this was a solo project and your new to this kind of thing. I liked the execution of things and personally I didn't feel like the dodging was too unfair but I do agree maybe it could've been changed. If anything I didn't like how far it went and maybe the player could be invincible while dodging so they don't just get tossed into a stream of enemies and take a bunch of damage. But the concept of losing control of where you are established and have to regain your bearings is a good idea, especially since this kind of game is all about positioning so it definitely shakes things up. I also liked the art and the paint splatter effects that made it fun. I do wish there was a more clear ending because when I beat the boss I thought something else would happen and I waited but nothing happened.
But overall great job! I would be proud of this if this was one of my first projects. Keep trying and hopefully have fun improving!
Wow! Firstly thank you so much for the thorough feedback, this is the main reason on why I want to participate in Game Jam's, I don't want to get stuck in the tutorial hell, so I do these to test the mechanics I have learnt and more importantly get the perspective of the player, for what works in a game and what sucks so I can progress further.
Thank you for the kind works, I thought this was a massive improvement from my first game jam and I'm glad that you didn't find the dodging too unfair as that was the main and only limitation in the game. I think your point on the dodge mechanic is totally valid, the dodge did propel the player a bit too far (I need to become better at game balancing).
Regarding the ending, unfortunately all I had time for was to add a "crowd cheering" music effect when you beat the boss but I did noticed just before the deadline that if you died and the game/ scene restarted the audio manager that contained the background music was destroyed and didn't reload (this may be why you didn't have much of an indication that you beat the game). Unfortunately I didn't have time to fix it.
Ideally I would have had 2 more scenes, one for the main menu and an end screen. Plus I really wanted to add a way for the player to regain health by melee'ing the enemy with a pencil (similar to doom) but unfortunately I just didn't have the time.
Thank you again for completing the game and spending the time to rate and leave feedback :)
Pretty good especially since you're just starting out, kudos! :)
One piece of advice I could provide, is that the automatic dodge could feel a bit unfair especially since it is based on keyboard input which limits the player choice of where to move (as well as WHEN to move, which was intended).
I know the limitation is minimal control, but this design choice takes away too much control from the player in my opinion. As an example, an alternative design that you could try is not allowing the player to move at all, but do allow them to choose where to dodge using a mouse click. This way, you still have 'minimal control' (only dodging and attacking, but not walking), but the player has complete control of where he ends up, allowing for a more fair experience.
Thank you for your feedback and you are totally right, the automatic dodge was unfair at times especially if you weren't as focused on the top left to know when its coming because of everything else happening on the screen.
I think your alternative design is spot on and it would have leaned very well into the limitation. Have left click to fire and right click to dodge.
This is why I wanted to do game jams, to learn what people like and what people dont like, as well as finding out what I have learnt along the way
Ahh ok, I just need to learn how to balance the game better then. I forget that being the developer you are naturally going to be better at the game than someone new that plays it. As I was playtesting it throughout so I had more experience with all the mechanics.
I really appreciate you downloading and playing the windows version though as I do feel that was the best version of the game. I did intent on the boss level being difficult but I know for next time to dial down the difficulty a bit.
The game looks like an old flash game, so you get extra nostalgia points. You need to add better balancing and extra features to keep the player interested. I usually find successful to add presure for the player, a bit of randomness and increasing game stats.I find the color movement and music very fitting, gotta pull out my notes.
For 5 weeks of game dev you're doing great, keep it up.
Can you suggest some features? I really appreciate the feedback, I want to do a jam every couple of weeks to learn from the feedback I get from others, so any suggestions would be greatly appreciated. My first thought while building this game was to have health drops when the player melee's the enemy, similar to DOOM but after getting the core gameplay done I just didn't have time to implement a enemy drop script and player pickup script.
As I mentioned in the description, unfortunately all the inspector settings reset before I made the WEBGL version and then I rushed in the last hour to put them back in the best I could remember, a lot of the inspector serializedfields were balancing, The Windows.exe version is better balanced as I was playtesting while building it.
Feedback is always nice, the best one I can give you is to do a lot of play test and think for possible features that would make the game more fun and work around them, experiment is very immportant. Also I understand the frame time is small ( I had the same issue with my game in that jam because I spend a lot of time trying to do the ray casting and understand how it works ) in that case aiming for something small is ideal. In the end of day game jams are for fun and learning by doing.
if I found time, I would probably check the windows version too.
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