Hmm, I might echo what others have said that a bit of tutorial might help, but not so much the gameplay and more what the colours mean, like if it matters if you change the black and white tiles and if it's good or bad when the screen is red on a level complete or green on a level failure. But it's a neat little idea that in concept you kinda 'make your own difficulty' with the place and play parts. Good job ~
Viewing post in Cubism with a side of Thorns jam comments
Totally fair about the tutorial! You do have a different viewpoint on it with the colors though, which is very useful. You do help me realize that the significance of the colors is a biiiit confusing.
The color of the background, level completion screen and tiles are purely for aesthetic purposes, but the color of the enemies does signify some things about their behaviour (at least, for the enemies there are - 4 isn't a whole lot, heh). The colors the background and enemies use are the exact same though, so I can understand that that creates some confusion. Especially with the tiles, you can hover and de-hover over them to randomly make them black or white, but this is also just for game feel - which, understandably, also creates some confusion!
It might be cool to add 'modifiers' to levels based on the background color. Could be as simple as increasing the chance for enemies of said color, or something with generation that benefits that color of enemy more, or both, or something completely different!
In any case, more stuff to think about for me. Thank you for your perspective!
(Also, adorable pfp)