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A jam submission

Chroma ChromaView game page

A Color Combine game with Bullet Hell and small RPG elements.
Submitted by Gomuship — 11 minutes, 2 seconds before the deadline
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Chroma Chroma's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#653.7503.750
Sound#1253.3413.341
Art#1693.4553.455
Creativity#1853.6593.659

Ranked from 44 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Were the art assets made during the 48 hours?

Yes

Was all the music/sound created during the 48 hours?

A few of them

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Comments

Viewing comments 20 to 1 of 34 · Previous page · First page
Submitted(+1)

This is actually a pretty polished game. I really like the mechanics that you built around the different colours, especially the two colours that you choose on the sides of the character mixing to create a different colour (eg. blue and red made magenta). The UI was also really nice visually  which is always nice for players.

Gameplay was fun and interesting with all the different weapons. I think what could be improved (maybe you didn't have time for this), but maybe a tutorial or screen explaining what the different weapons are because I didn't know how to get mana at first haha. Overall great game though!

Developer

I'm working on some of those fix actually, most of them are done :D

Thanks for your feedback <3

Submitted(+1)

Howdie! Is there any way I can play this game with Mac OS? I'm not able to open the file on my iMac. :( I can't wait to play it and give feedback! (It looks cool in the thumbnails!)

Developer(+1)

Sure, let me export a mac version for you...

Submitted(+1)

Thank you!

Developer(+1)

Not sure if it works, but here you go:
https://drive.google.com/file/d/1pGrVKsBnBshtr4hqlXq2AP8M3a9p79aW/view?usp=shari...

Submitted (1 edit) (+1)

This was actually fun to play. However, the game seriously needs a tutorial about the different weapons. I like that you allow the player to experiment, but not telling them that blue refills their mana is a bad idea XD.

The weapons were cool, though I didn't really use some of them. I didn't really need to use the light blue weapon to destroy enemy projectiles since it was easy enough to dodge. The yellow bombs are only kinda useful when there are a lot of enemy projectiles headed your way. The ship was also a little clunky to control

The other powerups were cool and very useful. Lining up a shot with the red weapon was very satisfying and then using the pink weapon to kill off any stragglers was cool. Overall it's a good game man, just desperately needs a tutorial and maybe a few more enemy types XD

Developer(+1)

Thanks for your feedback!

I'm glad you liked it...
I only had 36h to make this game, soo bad some of the stuff that I planned didn't make the cut, but happens...

Submitted(+1)

Really loved and kept a while playing it and I think its a great game.


Just  as a feedback.. bc I repeat I loved the game, The upgrades felt a little random, and I end prefering the first ammo causing to be afraid of upgrading my weapons bc of loosing my first weapon that I ended loosing it anyway. But I repeat I enjoy playing it!

Developer

Thanks for playing and for your feedback!

In the plan, all weapons would be useful...
In the final result, unfortunately not xDDD

I intended to add more enemies to solve this!

(1 edit) (+1)

Here's my feedback about the game: (The feedback may sound negative, but the game is actually  great: I had a blast with it!! That's just how i give feedback)

  • Visually, the game is very appealing, even before starting playing!! Good Job!!
  • There isn't any clear tutorial
  • There isn't (at least in-game) a proper explanation of what the different ammo do
  • Some ammo combination are pretty imbalanced (Shield + Homing (Magenta) + Red & Black Upgrade = The enemy can't damage you. Plus the mana, with the red upgrade charges soo fast that you feel like a god)
  • The cyan and yellow ammos feels pretty powerless. The yellow one i thought it was a bomb, but it kinda disappeared (and i felt really confused), and the cyan one i didn't get the effect until i read it up
  • It's hard to recognize the "Left" part of the ship from the "Right" part of the ship. Every time i had to look at the indicator in the bottom left of the screen, getting distracted about what's actually going on in the screen, and most of time getting hit (no HP loss, thanks to the shield, but still...)
  • The movement, for a spaceship, is unconventional and unintuitive. i have quite a few trouble to adjust to it
  • You can travel really far in the map, and lose sight of the enemys. An indicator would be nice
  • The isn't any enemy variation, and the enemy feels boring after a while
  • There should be a way, other than taking the white power up (and using the cyan ammo, i guess, that i didn't know) to heal up the ship imo
  • Same thing for the mana, i guess
  • The sound effects are... weird (not bad, just... weird. idk how to expalin propelly)
Developer(+1)

Thanks for your feedback! Even if it's negative, can be useful, so don't worry xD...

- Thanks, was made all with simple shapes in unity, only the background I made outside!
- Yeah, indeed x.x;
- True, I would solve this with a proper tutorial;
- True also xD, the plan was to add more enemies so the other weapons could be more useful. In any case, I didn't spent a good time with balance;
- The yellow was supposed to be used vs enemies with huge HP and with a lot of bullet spamming, the cyan was supposed to heal you, but since you can't really take damage if just dodge, this get useless;
- First time someone talks about this... This is new, thanks! <3
- Usually you move ship games with steering and forward acceleration, with some momentum... But I like to do more precise gameplay controlling in my games... Can you specify more what kind of trouble you had?
- In this one, the map is literally infinite, the enemies always follow you and they are spawn with this in mind... Even knowing this, you still think a minimap would be viable or something?
- True true, my bad x.x;
- With the other types of enemy in mind, would be easier to heal with cyan weapon... Maybe fix the cyan weapon logic as well, as it is, is not working 100% intended;
- Not sure if I agree, but it's ok o/;
- Actually in this part I was pretty lazy, and got some sfx from past games x.x.

I didn't  thought it was negative feedback at all! There's a lot of gold here... Some stuff I will definitely add to the next version, so thanks for saving a time to help me with that! <3

BTW, if you need more help with jam participating problems, count me in o/

(+1)

Oops, i forgot to reply!! 😅 (Sorry)

Yes, ik, i say that pretty much to everyone because there are some people can't get negative feedback right, so i'll always remind that, just in case...

I've tried again the new ammos that i missed out in my first playtrough, and i've got to say: i seriously think the yellow one should be a bomb, because righ now there isn't really a way to deal with a lot of enemys other than spamming the magenta ammo (the red ammo is usefull becuase of his piercing ability, but not that much really, an AOE would be more usefull). Dealing with enemys with more HP instead, with the tools that you have, i think it's much easier

Also, the cyan needs to give more feedback of his utility, it isn't really that clear that it heals you (i missed it soo many times): doing something like the blue one, when they collect a bullet it should fix the problem imo. And it seriously need some balance, because healing only 1 to 3 HP in a game where you can have 600+ HP i'd say is a pretty low amount.

(These last two point is just my opinion on how i'd improve the game. Obviously you know the game better than i do...)

Like we said, the moviment of the ship is not conventional: usually in this kind of game the ship it steeres to the direction you pressed, instead of moving in that direction right away...what i've said is that, because of this thing, and the fact that i've played many games that use that kind of moviment (the steering one) i had to adapt myself to your pattern of moviment... That's not really a problem, nor did it caused trouble, it's just a thing that you need to be aware, especially without a tutorial... I hope i explained myself propelly

I was thinking more like an indicator than a map, like the one you gat in an FPS game when you get hurt, especially because doing a minimap of an infinite map dosen't sounds right to me, but yes. i think the game needs an indicator: if you continua running ina d irection, or you need 10 enemys to complete the lever, dometimes finding that enemys it's pretty hard to do...

About the second last and third las point, not that i really think about it, there isn't really a need for that: i was saying that because you currently have only one way to heal/regain mana, and i tought that having only one way to heal isn't really a good thing, especially if the player can miss hoe to do it... But that sould be fixed with a tutorial

(And yeah, you're about the mana one, it shouldn't exist: Regaining mana is much more easier than regaining life)

I should be probably the one to thatnk you for helping me and for making an awersome game!! I'll take you on my mind in case i'd need help on the future!! 😊

Developer(+1)

Makes sense xD

But "good feedback" feeds your ego. "Bad feedback" feeds your project, which actually truly feeds your ego, as long you can take the "punch".

The way I thought about the weapons was the following:
- Red means damage;
- Green means defense;
- Blue means utility;
So the yellow weapon was supposed to be a damage/defensive weapon, that's why is the way it is... I could make it explode on contact and dealing damage based on the size... Could work, I will keep this in mind :D... But after doing some fixes, now the enemies increase in health, and now suddenly every weapon got useful, but still need some touch!

I thought of doing that, but actually didn't ;-; , the balance part, well... In late game you can have a lot of cyan active, so you can regen pretty fast, but I couldn't have time to do some full playthrough to actually look at this x.x... One way of dealing with cyan I thought off after some feedback was: making the cyan being like satellites that when a bullet appear, it moves there and "kill the bullet and collect the healing", this could work better.

I understand this, and makes perfect sense! I can try to see how enjoyable the mechanic would be with this mechanic in mind. But one thing that is definitely making thins worse is the "parallax", because I couldn't make it work properly, so sometimes it seems like you are so fast.

This is pretty clever! I will do this :D... Last 10 or something it start to show "Arrows" pointing towards enemies.

Yeah, a well made tutorial and a improve in the cyan mechanics should be enough :D

Sure, feel free to ask me so whenever you want! :D

(+1)

Man, this discussion is really getting out of hand!! XD (But we're enjoying it, so it doesn't matter...)

Yes, i agree: "negative" feedback is better than the "positive" one (i don't think there is an actual good/bad feedback). Ego aside (i think the impact on ego depends on the way you take feedback), Highlighting the bad part of a game helps improving the game and you as a developer (Plus it's much honest and easier to do, at least for me), where "positive" feedback doesn't really "improve" the game, but only strengthen the already good part of it.

Oh, i think you should make that more clear to the player then... 😅 If that's the direction you're going for, i think you should strengthen the categories of the weapons a little bit... Not in actual power, that other than the yellow one is done right, but in feel: make the screen shake a little when you fire the red ammos, maybe a green aura when your using a green ammo, idk... those are just some ideas

Well, so far, i don't agree that much: If i understood correctly how the cyan ammo works, it heals you of a percentage based on the bullet power and the green powerup level (I say that because i didn't see more cyan bullets spawn when i get the green power up), and once it gets in a contact with the bullet, the both of them disappeared.  Did i understand it properly?? Anyway, in the end game (Unless if you decide to group or push them, a tactic i don't think many players will go with, since it's more risky than just run and shoot, and it probably produce more bullets that the player, and the cyan ammo, can handle) there is a max of 3? 4? Maybe 5? projectiles on screen at time, most of the enemys won't shoot at you. Plus, cyan ammo is pretty expensive and risky to do, but this isn't really a negative (Rather, it's a positive. for balance reasons) but is still one of the causes why i think cyan won't heal you that much in the end game

I mean, is the parallax, or being fast THAT bad?? I'd say, I've kinda enjoyed that...

The problem doesn't just occur when they are a few enemys on screen, but also when you travel far from the enemys (btw you should try to encourage the player to not escape, if it isn't your gameplay intention). Plus I'd suggest to go with a percentage instead of a fixed amount of enemys (10% of the total enemys remaining, instead if just the last 10 remaining)

Again, thank you for everything!! (Maybe i should send you a friend request on discord or something?? idk)

PS. Sorry if in the last post they were so many errors, i wrote it on my phone that has a small "keyboard" with no auto corrector :/

Developer(+1)

It's fine, as you say, if we enjoy... Whatever xD

Feedback is a really important discussion, because what (unfortunately) lack a lot in the industry as a general is some true feedback. I've seen a lot of people in a lot of places already saying something just to make the dev happy, and this can't be helpful. x.x

Makes perfect sense. Since everyone that played couldn't figure this out, I guess it's useful to say it.

Yeah, I totally agree. I still have to play around with some of the values, to see how well it can works. But right now, it heals you x * blue level * green level (amount of bullets that can absorb.

Well, if you move diagonally when there are some enemies around, you gonna understand what I mean xD

Hmm never thought about a player trying to escape, makes perfect sense... And the 10% thing makes sense too!

Sure! Mine is: Suikou#6294

PS: it's fine, don't worry

Submitted(+1)

WTF why long text and shit Help me please

Submitted(+1)

Wow the visuals are really nice! but i couldnt really understand how to regain mana, so i dont have too much to say about the gameplay, but it looked really juicy with good effect and particals, Great job! but maybe next time add a small explnation to the tutorial.

Developer

Thanks for your feedback!

You can recharge your mana by using the blue weapon...
A tutorial was needed indeed x.x

Submitted(+1)

nice game

Developer

Thanks!

Submitted
Deleted 3 years ago
Submitted(+1)

Very cool! Took me a little bit to figure out, but once I got going I was having a blast!

Very nice aesthetic and solid music choice.

Developer(+1)

Thanks for your feedback! :D

Submitted(+1)

Awesome game! Really enjoyed it. It was a bit difficult to understand the mana mechanics at first, but then I got the hang of it. Great Job :)

Developer

Thanks! :D

Submitted(+1)

cool game but gets little repetitive after some time

Developer

Thanks for playing!

I wish I could add new enemy variations too...

Submitted(+1)

Had a little trouble understanding the "Mana" mechanic at first, but It's a very cool game!

Keep up the good work!

Developer

Thanks! :D

Submitted(+1)

Amazing game!!! I agree with the other comment the game is overwhelming at first but it pays off !

I found myself experimenting with the colors to try to find the perfect strategy.Also found out the only mana regenator color was blue took me a while to figure that out :(.I can say that this game can be expanded to full release.Great work ! :D

Developer

Thanks for playing and for your feedback!

My bad on not being clear with the blue weapon.
I wish I could add the other enemies as well, so every weapon could be useful. But it's ok!

Expanded for a full release? Well, who knows?
Thanks! :D

Submitted(+1)

Really well made game
it's a little overwhelming at first
but once you get know the functions of each color, it gets pretty enjoyable

took me a while to know that blue was the only weapon that regenerates mana

however tapping the shoot button repetitively makes my hand hurt
perhaps an automatic shoot option would be nice.

A really  good game

Developer(+1)

Thanks! :D

Would be really useful to hold for shooting indeed. 
Maybe could add attack speed too, thanks for the feedback.

Submitted(+1)

Daaaaaaam bruh you got me

At first i was a lil bit confused what's going on but when I figured it out omg bruh that's clever! The intensity is high af when you think about managing your mana and remembering the right combination after that, really juice stuff right here!

I felt like at the end I was using only purple and blue weapons cuz the purple one is op! I think the game would benefit of static enemies (so it was easier to shoot from other weapons)or making everything hostile projectiles cuz i felt like i didn't want to use other weapons cuz the purple one is just really easy to use and it just one shots.

Also have you considered doing to buttons to shoot? like from the right one and the left one? maybe it will kill the balance cuz you would probably always will have a blue one at one side, but I felt like it would be interesting(kinda like in the elder scrolls games lel)

Anyway i didn't expect that, it was really good!

Developer(+1)

Thanks for playing and for the long feedback!

Each weapon has a utility, but in this version only blue and purple are enough. For example: the green shields you, the cyan regen your health.

Purple is indeed really op in this xD, I planned to add more enemy types so the other weapons could make sense. But unfortunately I had lost the first 12h of jam, so it is what it is.

Never considered add each button shoot a weapon because I wanted to have the color mix as gameplay too. And yeah, would be easier too.

I'm happy that you liked it! :D

Submitted (1 edit) (+1)

ahhh right, i thought they were just another type of weapons, I didn't think that they have other utilities. It kinda reminds me of Magica, really cool idea mate!

Developer

Each one is supposed to have a role in the gameplay, couldn't balance well enough and a tutorial was missing too! Maybe showing combinations from time to time... It was not inspired in Magica, but makes sense :D

Submitted(+1)

After I figured out the blue weapon, it was great! Really fun to switch weps around!

Developer(+1)

Thanks :D

Submitted(+1)

The idea and gameplay is great! 

Developer

Thanks! :D

Submitted(+1)

Cool game, but the mana was depleting quickly and it didn't regenrate. Good job!

Developer

You was supposed to use blue weapon to recharge mana, but i think it wasn't clear enough... And if you upgrade black/blue color later, you improve your mana pool! :D

Submitted

Now I understand!

Submitted (1 edit) (+1)

-- edit -- blue to charge mana! got it ;) love the dnb song, and weapon system! Maybe next time add a tutorial ;) cheers!

Developer

Would be nice to add one, thanks for playing :D

Submitted(+1)

Liked the idea and gameplay. Got confused with how the mana system works, but got the hang of it at the end, pretty neat.


Good Job!

Developer

I'm glad you figured it out!

Thanks :D

Submitted(+1)

The idea is good, design is cool and gameplay is cool. I also liked the color scheme

Good job!

Please check my game as well ;)

Developer

thanks!

i will check your game too

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