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Deleted 184 days ago
(8 edits)

Thank you for playing the game and for your detailed feedback!

I acknowledge and respect your thought process on the colored platforms. During the development, my fellow developer and I debated on this internally of whether to have the the opposite color platforms hurt your or not collide with you. Our decision was to make them hurt you because otherwise there would be unexpected behavior in the level design - a player could slip through half the level without us intending it, let's say, and that would make level design much more time consuming without adding much for the player.

I agree with you that color itself is not unique to our game; many games have color to distinguish characters including platformers and non-platformers. However, I don't think sharing one mechanic holds us back from trying to be unique in other ways. We were proud of the combination of the various mechanics we came up with for 48 hours: color cubes, color switching, swinging, magnets, gravity wells, etc, and the various level designs we used those mechanics in. I think our game concept is unique, despite the fact that we may share one mechanic that other games have. Is our issue necessarily uniqueness for a game jam, or just is this enough complexity for a full game?

And on that note I think you are spot on, this is definitely not enough complexity for a full game! So we plan to add many more level interactions, mechanics, types of level design, and maybe even simple enemies as we further develop the game. Thank you for the feedback, we take it seriously.

Deleted 184 days ago

Thank you for writing this out, I'll keep it in mind!