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Color Blind's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Fits Theme | #1 | 5.000 | 5.000 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
This was the game I played the most from the jam. Solid mechanic and pretty good follow-through on mechanics & game flow.
Due to the limitations of ammo, I found myself keeping 1 enemy alive in order to plunder the map.
I wish there was more notice of enemies on other wave lengths. I know that's part of the game, but little hints (like some phasing or VFX) feel like they would add to the experience.
Great job overall! Really fun.
Thanks, glad you enjoyed playing it. There was a lot more we wanted to do, but all the new things we learned making it held us back from implementing more. We are however currently working on a fully developed multiplayer version of the game.
Sounds dope, homie! 👍
Nice game, very fun! Between the music and monochrome color palettes, I couldn't help but be positively reminded of "Tron."
The stat breakdown at the end of a run made me feel that I was improving, which made me want to try again and again until I developed a successful strategy. So that loop obviously works really well for me and could likely hold my attention for a good while longer if new enemies were to be progressively introduced in later waves that force us to continue developing and changing that strategy.
I had the feeling that the character was quite heavy, given the clanking footstep sound effect and the limited aerial control. That made some of the platforming quite challenging, especially under duress, and almost all of my runs actually ended with me falling off the level. Certainly this is a possible skill issue on my part, but I found myself wishing I could enhance control of the character in the air, perhaps even with a temporary pickup or some form of permanent progression between waves.
I loved how the UI used a subtle layer of RGB pixels in different elements to tie it in visually to the game world no matter which color channel we're currently viewing. And I thought using the volume knob to access the settings on the main menu was a clever touch. Really great entry, y'all! Very impressive!
thanks for the really in depth feedback!
As for the air control problem it is mostly a miscommunication from our side. The game has air strafing the same way titanfall does, so there is plenty of air control. To change direction mid air you need to input a sideways input (A or D) and smoothly rotate the view in that direction. This allows directional changes of over 90 degrees with minimal velocity loss.
Another feature is the slam that you can perform mid air (Ctrl / C) that allows you to slide out of the ground impact if you lend while still holding the key. That combined with a jump right after, can bring you to immense speed.
Ideally we would have had a tutorial to teach the player how to move, but it was either that or finishing the game lol
To play even more on the color mechanic we wanted to add walls and platforms that are there for only one color channel, and possibly have bosses with weak points of different colors, so you need to switch color channel to destroy them
Fits Theme: Yeah, the idea is cool, we didnt see the opponents in the differeng rgb channel, we have to switch to the proper, but then the others will dissapear.
Fun: Its actually fun but there is one, very important element that breaks the fun. Pacing! The pacing is flat, nothing accelerating and nothing slowing down. Because of that, even though the game is fun, its diffucult to play it for long time, quickly losing interest.
Thanks for the feedback, the pacing is definitely something we could improve on.
I think this should be the winner. I really enjoyed the movement- double jump and then dash or a combination of them and when getting to the higher waves the enemies get pretty overwhelming but I like a challenge. Great job on the project!
Thank you for the kind words, its much appreciated.
Well done. Awesome game. Would be cool if the enemies also made some sounds. Even if they're invisible it'll give that extra oomph. Kinda scary to hear something and get attacked by it when you can't see it.
Glad you enjoyed it, and thanks for the suggestion that's a good idea. :)
I really liked the idea of switching the RGB channels to see the enemies! Great job!