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color_key's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay: How enjoyable is it to play? | #6 | 3.182 | 3.182 |
Creativity: How well does it use the theme? | #8 | 3.000 | 3.000 |
Overall | #9 | 3.242 | 3.242 |
Design of the game: How easy it is to understand the gameplay | #12 | 3.545 | 3.545 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Member Socials handles or Discord names.
anonsh (discord)
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Comments
Edit: I also forgot to mention that having the key instructions on the ground was brilliant!
Nice job, there's a lot to like here with lots more potential!
I really liked the art style with the music, I think it meshed nicely together. The gameplay is simple but a satisfying loop and the idea to use the colored bombs to progress is nice. The boss battle at the end was a really cool idea especially.
Just some personal observations: I think the sfx is aggressive compared to the rest of the game and doesn't fit the vibe. Choosing some pleasant sounds when you pick up items, collide, shoot, etc. I think would go a lot way to improve the feel even more. I think the collision boxes on the boss could be a bit forgiving, and I didn't actually realize it did so much damage until I died a couple times, so possibly some more feedback on that end would be nice. I think a cool idea could be maybe flashing your character when they get hit, slowly losing color as you take more damage? Another issue I had was seeing enemies before they get to you. I think when you're moving, you should stick closer to the center of the screen (or make the camera drag faster).
Some ideas I had while playing are that I kinda like how the enemies stick to you. I don't know if this was completely intentional, but the idea of collecting this sort of "burs" as you go and slowing down the more you have is kinda neat. When I was playing, it was making me think of paint, so leaning into that might be pretty cool. For example, when you kill an enemy, they leave a splatter of their color behind? Maybe when you shoot them, it splatters their paint? Also I think to really push the theme, you could lead into the color coding. I think making every enemy like the boss, where you need to use a specific color to destroy them would be really neat. That would be a nice way of increasing difficulty as well as variety.
I really dig this one. It looks great and has great ideas. I'd love to see it developed further!
Fast paced gameplay is always fun, kinda had to play it on mute. The concept has penitential and the simplicity adds a lot to the experience. Execution of the theme was decent, gameplay definitely carries. Color coded enemies would make a lot more sense as the yellow bullet lead to that assumption.
I liked this one! Though the key pick up sound almost raptured my eardrums, the music wasn't preparing me for such a loud noise.
The theme is handled pretty well. I think it's a good direction with colour coded weapons/bombs required for progression. I thought I needed a red bomb to kill the red enemies, this wasn't true, and then I thought, it would've been cooler if it DID require you to have a colour coded weapon for certain enemies. Also the slime mechanic is cool: enemies just clogging the screen and slowing your movement, I like that!
Sorry about the sound. I was really on the fence as to whether to cut the music or leave it in, looking back I probably should have cut it.
Thanks for playing and for the feedback!