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(+1)

Thanks for checking out my game! I wanted to keep the game free from any unnecessary HUD elements, but I'll add those instructions to the game description at least to make it easily available.

In terms of understanding what colors are available, that's actually built into the game already in a bit of an interesting way. The colors you can use are actually contained within your character's color. As you use colors to see the world around you, those same colors leave your character. So when you start off you're white. Then say you use green. The world around you lights up in green, but you lose that color and turn purple. There's a bit of a lesson around colors to be learned to fully grasp it. This also created a bit of a challenge around making sure you don't run out of colors, because if you use them all up you turn black which makes it difficult to see and navigate around you.

I understand the issue regarding color accessibility. It's something I personally care about, but I struggled to find a way to have this concept be more accommodating. Patterns are a good idea, but they'll only go so far in the game as you'll end up encountering objects in the game too small to place patterns onto. I like where your head is at though, and that's definitely something I'll put more thought into going forward.

(+1)

I like the idea that you "subtract" a color that is inside of you to light the world and that your current color is a hint what other colors you still have. The issue I had is that that was not what I expected. I thought that my character is more like a color-changing lightbulb. Because of that I was confused that character had different color than the one I used to light the world up.

An idea came to my mind of how you can introduce that mechanic without confusion step by step. You can make the player start with single color and give a hint how to use that color. After that you could spawn a color ball to show the player that colors can be recharged. After second use of the same color you could spawn a ball of another color and show how to use this one. You could repeat it with each color separately, and after that you could spawn balls of two different colors and show how the body color changes when consuming them and after using each color. You could again do that twice for each pair, so that the player can test each combination. After that you can introduce white by giving the player balls of three different colors. And using white would lead to finishing the intro level.

Good point with issue of fitting the pattern on small items. First thing that came to my mind was - do they have to be small? :D If yes, than some solution would be needed for that case. But I know that sometimes it is easy to fall into fixing problems created by some specific solutions (like making some elements small), while changing the solution is the easiest way to not have the problem in the first place. ^^

Good idea, regarding the colors. I was hoping the particle effects could show the color was being expelled from the character, but that's definitely not super clear. Level design is definitely something I'll consider.

I think the size of those objects is important. They're basically bullets that will kill the character. If they're too large they become very difficult to dodge. It's an important element to a lot of the levels, so I don't want to tinker with it too much. That said I could try adding a mode of the game that doesn't use colors at all (all white). It may not be the optimum experience for color-blind players, but it would be a cheap way to at least make the game playable for them.