I'm glad you like the Ford version better! It was based on this one. The full board bonus is something like: the maximum number of empty spaces on the board since the last time it was full, times some multiplier. Do you like that mechanic? I was considering getting rid of it in the upcoming mobile version.
Tom Quinn
Creator of
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Great art and interface, and a beautifully simple idea at its heart. I like the variety of effects on weapons, but agree with other folks that the balance needs work. I appreciate just how hard it is to balance a game like this in such a short amount of time. It would also be really cool to introduce more mechanics that care about positioning, like having enemies block each other, etc.
I was able to upgrade a Redo Arrow to pretty insane levels for an easy win!
Sure, I'll be the first to post a victory screenshot:
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Cool twist on a roguelike — I was almost expecting some Sokoban elements at some point. I really liked the dash mechanic, although I'll say that dashing + free health refill each level + single-turn "snap" independent of length added up to a pretty breezy difficulty. Would love to see a more challenging version. Love the three distinct worlds, very impressive for 2 days of work!
You can find the music (and the source code, and everything else) on the Github page: https://github.com/thquinn/Quintacolor/tree/master/quintacolor_assets
Thanks for playing! :)