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SplatCat's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Use of the Limitation | #2 | 4.474 | 4.474 |
Presentation | #4 | 4.421 | 4.421 |
Concept | #6 | 3.947 | 3.947 |
Overall | #7 | 4.092 | 4.092 |
Enjoyment | #21 | 3.526 | 3.526 |
Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
5
Software used
Phaser, ldtk, aseprite
Use of the limitation
Everything colored in theme palette only. Draw on the world with the colors
Cookies eaten
14 and a half
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Comments
The art style is amazing! The paint drop mechanic adds a lot to the feel. The challenge motivated me to keep trying to beat the harder enemies.
The team's skill really shows here!
Thank you very much <3
I love the openness of the game, the upgrades, and the visuals, including the amazing color paint effect, not to mention the incredible background music. This one is really a gem, and exploring the world felt real nice.
Some aspects of the game were very interesting from a design perspective, when I saw I could save at a bonfire my mind instantly thought: "Oh, so I suppose I can explore in any direction I want", considering my recent experience with Elden Ring.
The enemies and bosses overall were fairly easy, but I like that there are so many and that you can choose to fight them in any order. The upgrades give an extra spice to the game as well.
Overall, very complete experience. Great job, one of my favorites so far.
Thx for the kind words.
Elden ring was indeed one of our inspirations. Sadly we ran out of time and were forced to rush enemy (including boss) ai / attacks
In terms of style, drawing, the game is amazing! Very good gameplay cycle, pleased with the presence of save points and a vast world.
Thank you :D
Heyo! I did video feed back / impressions / playthroughs.
Really awesome entry, I forgot to say in the vid but super clever to make the gameplay ABOUT color when the limitation is color related. Absolute banger all around!
Also holy hell I apologize for my Microphone going rogue
OMG thank you. Can't wait to see the Video after work! <3
actually just got to watch the Video earlier.
First of all tank you so much for playing! Loved every second of that playthrough. Sadly you stumbled upon quite a few bugs and had some open questions. So let me explain:
That you sometimes can't interact with npc's and campfires is a bug.
1. Progression
Some NPCs are supposed to drop a line to explain what you need to do. This was bugged as well. They will give you recommendations where to walk.
There are 4 key locations;
- opposum boss
- ratking boss
- opposum village
- alpha boss
This was the recommended route we had in mind.
The alpha being the wolf boss in the center and also being the winning condition/end boss.
Ranking and opposum boss are quite clear.
The village at the top was meant to be hard to enter but have some cool items like the "more projectiles" item.
The bosses also had some unique items they would drop. Though we added the items we didn't get to add the loot mechanic. Adding more directional bullets etc.
2. Combat
We did plan the combat to have another mechanic I didn't get done in time. Projectile sizes. Instead of 2 bullets destroying one another enemy bullets need two player bullets to break if equal size. Double if larger size, half if lower. 3 sizes: tiny normal and large. That would have laid more focus on dodging.
Enemies where meant to have more moves. But we had to completely overhaul enemy AI including bosses at 3 am (world saving/respawning broke at 4 am so 1 hour before jam end) . So we didn't get to add more patterns which would have forced the player into a more skilled combat.
Glad you liked it though!
Excited screeching counter: 6x
Holy crap, I did not expect you to make a WHOLE VIDEO ???! WHAT!!! That is crazy, wow, thank you so much!!!! That is such a valuable insight into the player experience of our game, and you certainly discovered a crapton of bugs (some we were awre of, some not).
Gerolmed already elaborated on a lot of the mechanics stuff you pointed out but yeah, unfortunately we could not get all the features in that we wanted. For example the buff when you walk in your own paint sadly didn't get added in time (and afaik caused some performance issues, so let's see if we'll get that figured out).
Some more design oriented points Gerolmed hasn't mentioned: Definitely a lot of missing polish all around. You mentioned the outlines of the world are hard to see - I'll have to agree, a yellow outline instead of a white one would go a long way in that regard. Level layouts need a revamp aswell, so do the NPC dialogues and general level design. The directions weren't clear enough and the goal was confusing, so all stuff that needs to be reworked. Also the boss rooms were supposed to lock you in, I believe we all just collectively forgot about that. xD
But yeh, I'll have to agree with you on all the other points aswell. We'll definitely consider your feedback and pointers at the end, more feedback on enemy hit would have been desirable for sure, but the music and art department was preoccupied with dying unfortunately, so no effects on that end. Olof (our musician) and me definitely want to polish the game up some more though, so once we start finishing things up those will be added for sure.
Overall I want to thank you kindly for taking such an indepth look at our game, and giving such lovely feedback. About the game polish - while we did have a bit of a larger scope than the other Jammers, we also had a much bigger Team. I'm sure if the other games had five people working together on each project they would have left us in the dust haha, but we're lucky enough to be an established group with a common love for game dev :D Overall this Jam experience has been so so lovely, and I would have never expected such an outpoor of love and feedback from the community, and so many great people reaching out to us. Personally it was my first Jam experience, and I think it was a really amazing one. I'm so happy with the product, thank you again <<<333
nice game liked how I was painting the world well I went after getting a bunch of the upgrades the boss battle was pretty easy since I fired faster then him so could destroy there blasts before they got near me. To bad you were unable to get a % counter for the painting the world though great job to you and your team.
Thanks so much for playing :)
Probably the most artistically pleasing jam entry I've ever played - you guys seriously knocked it out of the park! Unfortunately the mechanics seem a little half baked; the upgrade system and movement both felt solid, but the combat as a whole unfortunately was a bit of a weak point. Some of the text was pretty hard to read and as many people have said the game was incredibly laggy at times.
I really do hate to list so many flaws considering how fantastic the art is, but if your team works on them youll seriously be able to get first places like its nothing! Im hoping we'll be treated to more work by you guys in the future :)
Thanks a lot <3
Ye the performance is a bummer. And for the combat: We had to rework enemy AI about 2-3 hours before JAM end. They where actually planned to have attack patterns and a larger variety of moves instead of simple spray. This would have lead to a more satisfying combat gameplay.
ALSO what version did you use? the one embedded in itch or the github pages edition linked below that (not the source code link ofc).
We have noticed reduced performance in the Itch io embedded version for some reason.
I totally get having to speedily rework / scrap features during the final couple of hours - it's totally understandable, and a big part of the game jam experience! The git version did seem a good chunk faster, though it did still chug a bit during more intense moments with 3-5 enemies on screen
Hey there, Artist here! Thank you so much for the lovely words, Gerolmed screenshotted your comment and sent it to me because it was so kind :D Tried my best to keep the art efficient but polished, towards the end I kind of was panicking with the boss animations though. Overall I'm really giddy you liked it that much, it was my first Game Jam experience and will surely not be my last! <3333
And thank you for creating such a cool game - it really was a pleasure to play :)
Were you seriously the only artist? I thought at least 3 of your team members would have needed to work on it for it to be so polished. And I wouldnt worry about the boss animations at all! The final bosses walk cycle was really goofy and fun, and it actually made me laugh when I first saw it (in a good way lol)
If you have a spare moment, do you think you could take a look at the art on my entry? I struggled a lot with it, so having the input someone who actually knows what theyre doing would really help me in future jams!
Thank you again! :DDD You're far too kind!
Of course, I would love to check it out! I'll take a look later this evening, I'm excited to see what you've submitted :D
Did you end up giving it a try btw? No pressure of course, but like I said any input on the art would be really valuable to me :)
Congrats for the submission!
I loved to paint the landscape, it was my main goal.
Thanks <3
We sadly didnt get to add a paint percentage indicator as we planned to track how colorful the world is :D
Could be a nice addition to your game! :)
Satisfying paint animations and fun binding of issac-like combat, I love it!
Thank you :D The painting is pretty awesome indeed. Couldn't stop playing it while testing ^^
Love everything about it, amazing job making it look so polished in just 3 days//
Thanks!
Really awesome work! The visuals, audio and gameplay were all on point! I loved how the players bullets painted the scenery! I was hoping that maybe there'd be some secret item or something if I painted the right spot but I couldn't find anything. Overall fantastic game!
Thanks a lot ^^
We sadly ran out of time for secrets. Or finishing the bosses
It seems I hid the secrets so well that not even our Lead Dev knows about them. xD You missed some bits here and there :)
The game is cool and I love the mechanics although I would suggest not using Arrow keys and using other keys since arrow keys are a pain to use on 60% keyboards. Good job :)
Also why did you only eat 14.5 cookies, why didn't you finish the 0.5?
Thanks :D
I'll think about the keys next time ^^
I ate the other cookie half before the event started
Ahh makes sense
laggy but cool :)
Thanks!
Just uploaded a small performance improvement. (Well at least I hope its one)
As said, the webgl version is very laggy unfortunately. I like the mood of the game and the color concept, it's a pretty clever way to use "more" the given palette.
I don't like the combat system though, in a 1vs1 with a rat or whatever I feel like I can stand there forever shooting at him and the rat will shoot at me at the same rate so our bullets will collide forever without hitting us. Maybe I get it wrong and there is a easy method, but idk.
Overall it's a pretty game and I hope i'll see it finished one day. Great work :)
Thanks :D
Ye no idea why its so laggy. Its perfectly fine on my end.
For combat best strafe while shooting and use the dash as it gives you invulnerability. Than try to rush items that increase attack speed and projectiles and so on.
Fun gameplay with interesting concept of painting the color onto the world. The webgl game is very laggy though and have no idea what my goal is.
Usually three bosses which the npcs give you hints about and that are indicated on the minimap.
But we barely didnt get both finished :/ So rn its running around and collecting items