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The concept looks good. But the experience is hurt by the many reload I have to do.

But if I make abstraction of it :

Controls are not so complicated (once you have the explanation). Perhaps adding a white "viewfinder target" under your mouse will help to understand, and some simple text on your background.

The first levels are very useful to teach your rules. In your case I think :

Level1: your characters and the goal to achieve (no platform yet)
Level2: your characters and coloured walls to teach white goes through black wall but collide on white (and vice versa).
Level3: Add some grey wall
etc...

I also think you can add dynamism by letting player correct a wrong trajectory on the fly.

I didn't understand why we must found the triangle with the same rotation, and not just an exit of the same colour, but perhaps I didn't see enough of the game.

ALWAYS add at least some jump/fail/success sound and a background music.

Other than that I like your aesthetic, and I think the idea is good. There is a potential. I didn't play a lot of physics game is this jam, this is a good point.

Hope it helps.

Though nice work. Keep it up !

yeah adding visuals to let you know which player you were controlling was on my list, I just didn't have enough time to implement it like with many things. Now seeing criticism and watching my friend attempt to play through it I know this game would fare much better with less precise, more puzzle / problem solving type platforming. The reason you have to find a triangle with the same rotation and opposite colour is because it was the triangle listed inside the bodies of both circles, (you would have to get each to their own goal)  and the different colour because you cant phase through objects of your own colour, only the opposite. Though I agree that it may be a little too complicated. 

thank you for the criticism!