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A jam submission

Covor Veil*View game page

Banish forbidden colors as a blind (?) creature to save your town!
Submitted by axi* (@AxiDreamdragon) — 4 hours, 2 minutes before the deadline
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Covor Veil*'s itch.io page

Results

CriteriaRankScore*Raw Score
Concept#543.9093.909
Presentation#923.6363.636
Overall#983.4623.462
Use of the Limitation#1273.1213.121
Enjoyment#1473.1823.182

Ranked from 33 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team members
Just me, Axi!

Software used
Unity, Blender, Photoshop, Clip Studio Paint, Visual Studio 2022

Use of the limitation
Attacks are done via colors. When the player shoots an enemy with a color, the enemy will, from then on, retaliate with that color. The player's attacks shape how the enemies retaliate!

Cookies eaten
All of them

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Comments

Viewing comments 21 to 2 of 21 · Next page · Last page
Submitted

Neat, I really like the dialogue, the combat was a bit tedious with needing to time the shots, i found my self just mashing the click just to get it over with most of the time, I also think the checkpoints could be a bit more lenient, but the game was very charming overall.

Developer

Thank you! About the combat and checkpoints is fair, I realize giving the player a bit more control was probably a better idea than letting the Covor Veil spin around, and having less-punishing checkpoint placement would likely make the game more enjoyable too.

Glad you liked the game regardless!

Submitted(+1)

It doesn't feel like a small game made for game jam, this is great.

Developer

Thank you! I worked pretty much the whole three days with time for sleeping, haha

Submitted(+1)

Super creative idea. I feel like, maybe instead of having the color wheel scroll autonomously, allow the player to control that instead (with a mouse wheel perhaps). I felt like it was too difficult to pay attention to both the color wheel orientation and the enemies . Otherwise its honestly a very smart game, well done!

Developer

Thank you!

And yeah, I can understand! I was planning on giving the player some more control by having the Covor Veil's rotation not respond to Clover turning, but in a way, I also liked the skill required to time the shots. I think you're right that it's a bit too chaotic at the moment, though, haha - the mouse wheel could've been a pretty good fix!

Still glad you appreciate the game regardless!

Submitted(+1)

Nice game!

The concept is very interesting and the dialogs were very charismatic!

I struggled with the aiming, maybe just a little dot on the screen would have helped me a lot.  The colors of the player and the enemies confused me sometimes: in some levels the colors on the floor and the ones I had didn't correspond exactly. The player healthbar seemed a bit too gray sometimes to distinguish precisely what color it was.

Besides that, the game is very impressive considering it was made during a game jam, with all the 3D models it had!

Developer

Thank you!

Especially happy you liked the dialogue, first time doing it in a game and I feel like it does help create a setting!

And yeah, the aiming's a fair point - I completely forgot about that. The issue from the colors seems to stem from me calculating the hue difference via a 0 to 1 value - resulting in, for example, purple being around 1, red at 0, which would make the game think there's a big difference in color. Whoops!

I did realise the issue with the healthbar when playing through the game myself again - initially, Clover would just be a fairly gray, draconic creature which the player could also see (now only his shadow remains) and that ended up transferring to the final build. Whoops the sequel!

Still glad you enjoyed! This was a pretty intensive game jam for me, consistently started at 8 am and quit around 1 am (breaks included!) haha

Submitted(+1)

I thought this was a very cool concept for a game! It did take me a while to figure out that I needed to get the enemies to match the color of the floor since I just skimmed through the dialogue, so I'd recommend making that more known, like with a big banner or instruction for the player.  I also felt that the lack of music/sounds pulled me out of the game, but the visuals were great! 

Developer(+1)

Thank you! Glad you enjoyed the concept.

And that is fair - during testing it myself I did feel like the dialogue was a biiiit much at times, so I can understand that you'd read over it, haha. I do agree that I could've spent a bit more time on getting the game mechanic explained!

As for the sound, there are some sound effects, but I feel like I should look into the volume between Unity and the actual game build - I think that the sounds were very loud for me in the game engine, so I turned them down there, which, well, made the sounds in the actual game also a bit quiet - maybe a bit too quiet!

Still glad you enjoyed the game and the visuals! Thank you for the feedback.

Submitted(+1)

Very cool! Love the stage design and all the writing is great! It's amazing how engaging everything feels, great job! On a side note, thanks for writing your process on the game jam page, I like reading the process so thanks for sharing that as well!

Developer

Thank you! Very glad you enjoyed the writing, trying to create a narrative is quite new to me, so I'm glad it wasn't too bad, haha.

Also happy that you enjoyed the other writing, good to know you liked the extra insight on designing!

Submitted(+1)

Fun concept! The core mechanic is creative and certainly fits the color theme. It didn’t seem like different colored shots from the enemies changed their damage or anything, so I don’t see the limitation being implemented to it’s full effect. The starting location looks great and the text had charm, though clicking through it every time I died was a bit of a slog. I think adding a reticle for lining up shots would be helpful to the gameplay overall as I felt aiming was off from where I would intuitively expect shots to go. The download version worked well for me on Windows. I tried it in Firefox on Windows and the lag on the first enemy was too bad to play. Firefox on Linux provided a much smoother experience but the strafing keys didn’t work at all. I think this could be fleshed out into a more cohesive and intuitive experience, but generally excellent work given the time constraint.

Developer(+1)

Thank you!

Looks like I should've taken some more time to have the game mechanics be explained - the bullets themselves don't deal damage, but instead change Clover's color according to the color of the attack he was hit with. If Clover is standing on his own color, he'll take damage.

And glad you enjoyed the starting location! Really wanted to make the player intrigued by what's going on around them at the start. The dialogue is understandable, I could've probably implemented that in the I had left, admittedly!

The reticle is also a good point, actually - didn't think of that, and that could've helped quite a bit in the chaos!

As for the versions - I have little experience with WebGL, and combined with some poorly optimized segments and a bit of spaghetti code (rendering a 1x1 camera per enemy to get their floor color every single frame who?) it's understandable that it can lag in the browser. Glad the downloadable for Windows worked fine for you, though! I do wonder why strafing doesn't work with Firefox on Linux - I did use Unity's new Input System, so maybe that's the culprit?

Again, thank you for all the feedback and testing! Useful info. Glad you enjoyed!

Submitted(+1)

An Interesting game. 7.5/10

Developer(+1)

Wow, Covor Veil is now officially better than Elden Ring according to the User Score for the PC version! That's a totally fair comparison, I think.

Glad you enjoyed!

Submitted(+1)

There's a ton of interesting content here, you really went above and beyond with the writing. 


I liked all the different enemies, very colorful and fun game, you built a ton of 3D content for a 3 day jam

Developer

Thank you! 

Especially glad you enjoyed the writing - this is the first time that I've tried to create an actual narrative for a game!

Submitted(+1)

Great use of the theme and interesting concept paired with the limitation! Always really fun to see game concepts that work well following the jam limitation, but also make some sense on their own.

I have no idea what killed me most of the times, but that could just be me rushing trying to get back to where I died x)

Bravo for making this all in 3 days by yourself!

Developer

Thank you so much! Happy to hear you appreciate the design.

I did figure out what might cause some confusing deaths - copied from another reply, the difference is calculated wrongly: 'red' has a hue value of 0, whilst 'very-very-very close to red but a biiiit more purple' has a hue value of 1, so the game would think the difference in hue would be very big, whilst in-game the colors are similar! (In turn, making colors like green more 'sensitive')

Submitted(+1)

super good concept and implementation. if you kept working on this i could see it being a cool color oriented roguelike or something. the only issue I had was that sometimes when stepping on a color it would hurt me, but it was a different color each time i died. not sure if that was a mechanic i just missed or something but yeah. good job!

Developer (1 edit)

Thank you!

And I do like roguelikes! I had an idea to make the tower endless and you'd gather powerups with each level, but this was too much to do in the given time, sadly

You change color (health bar) throughout the game as you're hit by enemies, taking damage if you stand on approximately the same color as yours - but I have noticed that some colors seem to trigger damage-taking faster than others. Not sure why - the game just calculates the hue difference and checks if the difference is below a threshold.

(Actually - I think what might've happened is that the difference is calculated wrongly: 'red' has a hue value of 0, whilst 'very-very-very close to red but a biiiit more purple' has a hue value of 1, so the game would think the difference in hue would be very big, whilst in-game the colors are similar!)

Still happy that you enjoyed it!

Submitted(+1)

I like the gameplay and the idea in general, but for a casual player like me it would be great if there was a system of saves :)

Developer

Fair point! I'm starting to realize that the game might be a bit too difficult, haha

Glad you liked the game regardless!

Submitted(+1)

Awesome concept - 3D is tough in a 72 hour jam but your art was more than capable of getting the point across. Some small touches like checkpoints would be great but I had a fun time! Good work!

Developer(+1)

Thank you so much!

Ironically, I feel like my 3D skills far exceed my 2D skills, so it'd probably be harder for me to make a 2D game, haha.

Doesn't mean I didn't work from dawn till dusk on the game, though!

And I really should've spent some more time on the checkpoints, huh - seems like a lot of people struggle with that. Glad you still had a good time, though!

Submitted (1 edit) (+1)

VEry amazing that you were able to actually create a 3D game in 3 days!
(is that what 3-D stands for lol?)

The idea of having animate objects is very funny, and  that you fight painting tools to relate to the color theme!

I don'T know if it was my PC, but the controls were a bit difficult, it was turning and moving really fast!

Overall,  well done and amusing story line!

Developer(+1)

Thanks!

Definitely spent a lot of time on it - three days of waking up, jamming, and then going to sleep, so I'm glad you enjoyed it!

As for the controls, the movement could've probably been toned down a little, yeah! The turning speed could be adjusted in the starting menu with the sensitivity bar, but that could've used a bit more indication.

Thank you for the feedback!

Submitted(+1)

Oh ok, I didn't see the sensitivity bar! Good to know :)

Submitted(+1)

Really cool, the opening gave me Bugsnax vibes haha

Developer

The only thing I remember about Bugsnax is a video calling it psychological horror game alongside some critter consisting completely of hotdogs.

...I'll take what you say as a big compliment!

Submitted

Game seemed like it would've been fun, looking at the screenshots. I wish my browser would run it more smoothly. In this situation I would've loved a downloadable version of the game due to performance. All in all it was pretty fun for the time I could play it. Would love to try it again in the future.

Developer

Oh, if you scroll down past the wall of text on the game page, I have included a download for Windows!

Or, if you're using another platform, I can try to make a build for that as well, do tell me!

Submitted

Cool concept! I wish there was a checkpoint system though, it feels annoying to restart from the beginning. fun game though!

Developer

Thanks! Does look like I should've added some better checkpoints, seems to be a more common hindrance than I thought, haha

Submitted(+1)

Really fun concept, Painting the enemies was really fun and satisfying. I did have an issue leaving some rooms since the entry door and exit door are the same and the movement could be toned down little, but overall a fun experience.

Developer

Glad you enjoyed!

And yeah - some more indication could help. The final door does have lights to indicate it as being the 'final' exit - I could've probably applied that to the other doors, as well! Slowed-down movement would've probably made controlling your own color a more significant part of the game, actually - currently you can just jump over puddles of your own color with relative ease.

Thank you for the feedback!

Submitted(+1)

Great environment, polishness and concept. I would short a bit the text at the beginning (but keep the humor), and also the game needs checkpoints, although it is understandable you didn't implement them during the jam. Neat concept and use of limitation!

Developer(+1)

Thank you!

And yeah, that's fair - can't deny that having to spam-click through it whilst testing it myself felt a bit lengthy at times.

Aaand I'm guessing you read what I said about checkpoints in another reply, haha

Submitted(+1)

Pretty neat concept for the game, Love the art style, and the feel of the game, the sound effects were also decent and gave good feedback. 

I like how you implemented the limitation and read the though process behind it, was really good approach. 

One thing I kinda wished was having checkpoint system, I would prefer not to go though the whole mechanics explained every time I die :3 

The controls were pretty tight and felt nice! 

An overall enjoyable experience and yes nice job with the humor :3 

Developer(+1)

I'm glad you enjoyed!

And yeah, you are right about the checkpoint system - there is somewhat of a checkpoint system in place after collecting a segment, buuuuut the text is still there. Could've probably put something in place to fix that in the time I had left.

Thank you for the feedback!

Viewing comments 21 to 2 of 21 · Next page · Last page