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šŸŽÆ First Impressions
Upon launching the game, I was immediately dropped into what looked like a "Try Again" screen, complete with a score already displayed—as if I had previously played (I hadn’t). It was a bit disorienting and made me question if the game had started correctly. That said, hovering over the options menu was a delightful surprise—the little character raising their hand on hover was a charming, personality-filled touch that instantly gave the game some heart.

Initially, however, the gameplay itself was confusing. After starting, intense music began (fantastic track choice!), and suddenly the Glorbo—your colorful orb-shaped pursuer—would teleport around the screen and end the game in seconds. I honestly thought I was doing something wrong.

Eventually, after trial and error, I discovered the game defaults to ā€œLunatic Mode.ā€ Once I adjusted the difficulty in the options (after figuring out I had to click the flag to exit—unclear UI moment), the game became playable, and its mechanics much more understandable: avoid Glorbo, who chases your mouse cursor. Simple in concept, but effective once it's working properly.

šŸ”„ Fun & Engagement
Getting into the actual gameplay was a bumpy ride due to initial difficulty settings and UI confusion, but after contacting the dev and reading the updated "read me" on the Itch page, things started clicking. The experience is minimalistic but has the skeleton of a fun time-waster or a future mobile game. The rapid difficulty curve made the learning experience more frustrating than fun at first. I’d highly recommend starting with a slower Glorbo and gradually increasing his speed to better onboard players. With that tweak, I could easily see this being an addictively simple game loop.

šŸŽØ Theme Use
The theme was interpreted simply but effectively. A colorless world with one vibrant entity obsessed with catching you—check. It’s not deep or layered, but it fits the theme and communicates it visually.

šŸ‘ Visual Presentation
There were some great choices here, like Glorbo’s shifting expressions and the character animation in the menu. Those touches injected much-needed personality. However, during gameplay, it was difficult to tell what was happening visually. A more defined player character (maybe one that mirrors the mouse cursor) would help build a stronger connection and sense of control. As it stands, it’s unclear who you are on screen—which can break immersion.

šŸ”Š Sound & Music
The music was fantastic—high energy and fitting, especially as it ramps up with the tension of gameplay. That said, there’s definitely room to add more ā€œgame juiceā€ through sound effects. Glorbo making contact with the player could use an impactful sound cue, and even subtle effects for hover, chase, and fail moments would enhance the moment-to-moment experience.

šŸ›  Technical Execution
This category needs the most work—but it’s worth noting that the developer was transparent about the game being unfinished due to personal reasons. The issues with the game launching into an active state (complete with a leftover score) suggests that the game may not be initializing a fresh session per player, which could limit scalability and usability. The options menu also lacks clarity—players might easily get stuck or not even realize how to change settings. That said, once the difficulty was adjusted and the interface navigated, the core mechanic of Glorbo chasing your mouse functioned just fine. It’s a rough start, but the engine is there.

šŸ’” Originality
A rapidly shape-shifting, face-changing orb of doom chasing my mouse? Yeah, I’ve never seen that before. Points for originality. The subtle option menu animation was also a creative flair that shows you’ve got a fun, whimsical approach to game feel—even in the menus.

✨ Polish
Understanding that the game is incomplete, there's still a lot of polish that needs to happen for it to become truly player-friendly. Key areas to focus on:

  • Fixing the default ā€œalready in-progressā€ state at launch

  • Improving the clarity and functionality of the options menu

  • Scaling Glorbo’s speed to match player learning curves
    Each of these will go a long way toward making the game more approachable and enjoyable.

🧠 Final Thoughts
Colorless Ascent had a rocky beginning, and without developer contact or extra effort, I might have assumed it was broken. But beneath that confusion lies a unique little idea with the potential to grow into something quirky and fun. Glorbo is off-putting in the best way, and the game does create a weird tension that makes you want to keep dodging. There's still a lot of work needed, but I really wanted to highlight the elements I enjoyed—the animation personality, the music choice, and the core concept. With more development time, I think you’ve got the makings of a memorable little dodge-em-up here.

Heya grimmy- Protogen Nerd Here.
Yeah, sorry that I had to publish it in its final state, considering I could've done a lot more, but school was starting up again and I had less time to work on the game. I just wanna really quickly go over the making of CoAs.
Colorless Ascent was initially supposed to look something more like icy tower, or GTTTATINT. Unfortunately, I didn't know how to do that within Turbowarp [which is basically a modified version of scratch] so the idea was scrapped. Don't worry, I have plans for the future... But after that idea got scrapped, I was going to make it akin to something more like the sage 2019 demo of Pizza Tower with a Lap 3 added vanilla. After learning that Blockly is a bit of a bitch when it comes to making 2d platformers I gave up and just made it so that Glorbo would chase after your cursor-- oh, speaking of Glorbo, he initially wasn't even gonna be in the game! He was meant for something else entirely [which I find funny] and I got consultation from someone named Orange. They named glorbo, well, glorbo! Funny enough I didn't like the name at first but it actually grew on me a little. If you actually looked inside the SB3 file, there was a single song that went unused. It was initially going to be the first theme for the game before Glorbo spawned. Since it went unused I excluded it from uploads but since now I'm gonna be making a video on its development i'm gonna be uploading all the tracks on Youtube so you can listen all the time. But uh yeah lemme explain the Russian easter egg. Within the code there's a variable labelled SECRET.

This secret is basically useless on its own, but combined with the rest of the easter egg it actually makes the randomness of the easter egg.

Yeah this looks like a bunch of weird shit at first, right? Let me break it down. The "When I recieve Game Over" block is activated when Glorbo touches your mouse, it triggers the following setup. So the "IF SECRET = 69 OR SECRET IS GREATER THAN 90" practically makes it so that when it's either 69 or >90 it triggers the first group of blocks. It switches itself to the easter egg edit of the game over screen which when translated says this.


Ok, now I have to explain the HET joke again. Initially when you clicked on Š”а It would've lead to a cover of Russkij Pusskij and then just have it return to the main menu if i learned how to do that... If you pressed HET? Bea just gets killed. Like, just straight up. As I mentioned previously, there was going to be a game over screen of bea ripping her face off, HOWEVER, what I DIDN'T mention was that it got changed to being shot then getting scrapped all together. I actually made a version of the screen in Aseprite [the program i used for both the buttons and Glorbo] which I ended up really liking.

Did I mention I got this idea of the unnecessarily graphic game over screens from a FELIX THE CAT MEGADRIVE/GENESIS BOOTLEG?? Yeah, the story runs deeper. The main inspiration behind this can be read here. With everything being covered now, imma go back to where the dark ones came from. Later.