Wow, loved the idea of each color representing a different weapon! It was also surprisingly challenging (in a good way). Great job on developing a solid game that has tons of potential to be developed into a bigger game! Good job :)
Play game
CMYK's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #99 | 2.506 | 2.692 |
| Technical | #103 | 2.578 | 2.769 |
| Artistic | #111 | 2.506 | 2.692 |
| Overall | #117 | 2.392 | 2.569 |
| Theme | #119 | 2.005 | 2.154 |
| Design | #119 | 2.363 | 2.538 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Cool game, could benefit a lot from more feedback for the player (Damage dealt, damage received) and with that some QOL changes, BUT I liked it a lot! :)
This game would benefit greatly from an explanation of controls and not one-hit kills on the player. Being dumped right into the scenario with no context is also jarring.
Thanks for playing it!
I did include control explanation on the floor, although given the feedback I have been getting I see that it wasn't obvious enough as it's missed. I was going for trying to explain the mechanics through gameplay (less is more) with really minimal instructions to let the player feel things out.
As for one-hit kills and dumped right in - I completely agree, those 2 things where left unfinished due to time constraints (the player taking damage was the last thing I got working before I ran out of time...) In retrospect, I would have spent less time on some of the other things and gotten that working earlier so I had more time on polish and balance.
It was in full screen mode and it seems that I understood why it is so small. The full screen mode didn't scaled anything because (I guess) you didn't change default project settings so it just renders bigger part of level instead of scaling...


Leave a comment
Log in with itch.io to leave a comment.