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A jam submission

RGB BlasterView game page

a color themed shooter for the Pre-Indie Gamejam 2018
Submitted by McGnoll (@McGnoll) — 5 hours, 10 minutes before the deadline
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RGB Blaster's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#93.0153.333
Overall#143.4173.778
Theme#143.6184.000
Fun#163.1163.444
Graphics#242.6132.889
Humor#321.6081.778

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Hey, just a quick note, the macOS version is having some issues on High Seirra. The included game file didn't have it's file permissions set to run, so I ran

chmod a+x RGBBlaster

but it still wouldn't run!


I get the error message indicated above.

Developer (1 edit)

Ouch!

I'm not a mac user. I tried the exported binary (it's really a .zip but with execution permissions) on a friend's machine and it worked fine.

I'll check it as soon as I get my hands on my friend's machine again.

Edit: I've uploaded a new zip. Uncompress, and click on the RGBBlaster file. It should work now.

Submitted

Works great! I was able to play on macOS. 👍 Thanks for taking a look into it.

The concept was neat! I liked being able to get into a good rhythm and shooting the objects in series. I was playing with a gamepad and the feeling of pressing the d-pad left and right helped a lot. Good work!

Developer(+1)

Thank you for playing, and I'm glad you liked it. :D

Remember that pressing "down" in the d-pad does a quick 180º turn, so it's handy when playing for a while and everything is sped up.

(+1)

That was pretty awesome! 

You did a really good job with the theme, and just originality in general! I can honestly say I've never played a space shooter like this, it took me a minute to get use to how it worked as well. I got a high score of like 9262 or something.

Seemed like it was getting more fast paced as well as throwing the more "uncommon" colors at me, but that could have just been in my head. I really like the fact you made this with Godot too, I don't see that engine very often in game jams.

Would definitely love to see this game expanded on post jam. 

Developer(+1)

Thanks.  I'm happy you liked it! :D

Yes, right now, the speed and spawn rate improves each time a rhomboid is spawn, so eventually it becomes a hell.

There are some changes I already made to the spawn rate and enemy speed to make the power-up more useful. There's also an improved power-up (just the same as the actual one but when you use the white ball you get a 6 second buff that make your ship dual colored (red becomes yellow, green becomes cyan and blue becomes magenta). This new power-up comes when killing 2-colored rhomboids.

Finally I'm coding something like a boss enemy. These bosses will be the last enemy from each stage, so no more rectangular/rhomboid spawns until the boss is destroyed.  It's not working right now, but I'll make it work. :D

I think these things will make the game a bit more interesting (while keeping the simple gameplay)

Ah, and an android release might happen as well, but I'm struggling right now with making the controls fluid enough to be playable

HostSubmitted

Fun game.  Your incremental controls made it easy to not miss stuff, but I still wasn't very good at it.  Especially the ones where you had to figure out which two colors made up the enemy.  Definitely a fun jam game, glad you participated.


Developer

Thanks for the kind words. I'm already planning to do some little tweaks post-voting to the enemies speed and spawn rate, to make a better use of the power-up, and adding another type of power-up aswell, just to make the gameplay a bit more interesting. Oh, and thanks for hosting this jam. It made me finally complete a game. :D