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Color Crow

A member registered Aug 18, 2016 · View creator page →

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We will try to make it clearer in future updates.

Essentially, you need to grab the coins by turning the dies in their direction (you will see a green color appear on the dice). The coin spawning is timed with the music, making the game a rhythm game.

Hey, thanks for the feedback. What was the confusing part? Were you able to play the game?

There is literally no game to be played. Or am I missing something? :/

While I don’t really see the connection with the theme, it is a very fun game.

I reached 3300 points after getting the hang of it. The only issue is that I got stuck in a wall and could no longer progress… otherwise I would still be playing!

I can also confirm that the Linux build runs fine.

I only got to 9 points thou! A bit of timing adjustments on some games would help increase those points, but very fun overall!

There is no game.

I like it. It is weird and hard to understand what the effects of each pick up are, but overall it is a fun twist on snake.

In Linux you need to install libglfw and libglew before you can run the game. If possible I would advise the developer to package a pre-built version with the game.

This isn’t really a game, but more a dice roll simulator. But it works overall.

Amazing blog post! Great work!

Great work! What do you mean by “Altering the portal’s game mechanic to be less time based”?

Great work! Regarding the last point, I would also suggest you implement a death animation, this would provide context to the player informing the state of the game.

That is quite easy, but I was asking regarding your implementation of the OniVisionTile.

If you have the blockout done, then focus on the message you want to send to the player. Perhaps you will not have time to add all the planned environment and that is ok, but you should add enough to sell the story. Discuss with your colleagues and start consolidating the game to have that message you want to send out.

Thank you for the gameplay video. The game seems hard but fairer, with this feeling the player tends to blame himself when he crashes and not the game, this gives a greater sense of accomplishment when he succeeds. Good job!

Good job. Due to the MOJO deadline fast approaching, I advise you and your team to focus on the consolidation of content. Focus on the experience you want to give the player and stop developing further content (e.g. no more enemies, abilities, etc.).

Great work. I really like the custom tiles, can you share some links on how to implement those tiles?

It is one of those features that really help the development of the game, but does not change the perception of the game by the player.

Can you share a gameplay video snippet to showcase the new controls and feel?

The 3D scene for the menu looks good. Great idea!

If collectibles are not a thing in your game, try torches or lights. They are cheaper and easy to use. Good work!

Hey, good job on the design. I have some notes or questions.

In my opinion, you (and your team) might be too punishing in certain areas. For example in the first image, near the large windows, the floor is filled with spikes, yet it is an unneeded punishment, as falling already punishes the player. Why did you add that additional punishment? In Gretel Level 3, similarly, the spikes only offer an additional punishment. In Hero Level 3, I do not think the spikes are too punishing, as they are the punishment for falling and you restart in the access area. If I could summarize my comment is that spikes should be a challenge to overcome, not a nuisance.

Also, it seems you have the concept of platforms (places where you can jump from under it to the top of it, and perhaps in reverse as well). Why not introduce them in the spiral staircase? It would facilitate navigation and simplify travel.

I also noted a disconnected platform at the beginning of the level. Try to avoid unnecessary content that might guide the player to nowhere. Why would the player go up there? Is there an enemy below? Is there a coin on the platform? (The reward can be the narrator talking.)

Overall, I think you guys are on a good track for a great game! If you want more feedback on the levels reach out to me on Discord and we can chat.

It seems the maps are becoming very expansive. I would recommend using secondary elements to guide the player. One solution often used is to add coins or small collectibles in specific paths to guide the player.

Also, if your focus is on the story, don’t forget to add calmer areas (e.g. corridors) that allow the player to breathe and take in the environment and the story.

Why did you choose to use the mouse as a controller and not only the keyboard or a controller? What lead you to that decision?

Also, good work!

It seems you can connect mechanics to specific planets. Have you considered having lore around that?

One idea that came to mind is to use the Roman gods as a mechanics inspiration for each planet. While traveling to Mars, the god of war, you’d introduce asteroids that follow the player. While traveling to Mercury, god of commerce and communication, you’d introduce the typing section.

I know it is a simple level, but what considerations have you taken to make this level? Start with a wide path and then narrow it to create difficulty? Is the objective to introduce to the player that death is instant?

Can you share some images of the screens?

I recall we discussed having some feedback for the wing “flapping” (visual or hearing aids), were you able to implement something like that?

Can you share a gameplay video showcasing the character movements?

I saw this tweet that might help you visualize how to stack overlapping parallax layers.

It includes a simple trick to darken farther away layers, thus making them appear less important and more distant.

Can you share some images or videos of it?

Amazing work. Keep on it!

Can you name some of the changes proposed by your colleagues?

This prototype really sells the narrative. I would like to know the process you used to create the narration, can you talk a bit about it?

I’ll make a guess. You first write a script and you use a subtitle system to show it. Then used a website like TTSTool ( where you generate the audio file, then include it in the game and time it right. How far was I?

Can you share a gameplay video?

Also, after reviewing the feedback from your colleagues, how do you and your team plan to develop the game forward. Will this prototype be in the final game? Do you have to modify it? How?

I am curious about how you implemented the behavior state machine in Unity, can you share some info?

Is it a Unity package? Is it just handwritten code?

Can you share a gameplay video?

From the feedback you receive, how are you going to change your solution?

Although you are working with Unity, your explanation of ailments reminded me of the Unreal Engine 4 Damage system. In essence, every entity in UE4 can take damage, yet by default, nothing happens.

So, if you want a character to take damage, you define, in the character, how it takes damage. Then, in the damage giver, you just have to call object.TakeDamage().

The main advantage of this system is that you let the receiving entity deal with how it takes damage. For you specifically, one advantage is that you can create different types of damage. So, here is an example:

*You create a fire imp, when it deals damage to other entities, it calls TakeDamage() and passes as an argument a damage type of Fire.

Now let’s say you have a wood crate and a steel crate. You now define that when the steel crate takes (any) damage, its health is reduced. If it is 0 it gets destroyed.

For the wood crate you define something similar, but also add that if the type of damage is Fire, then the crate becomes alight and deals damage to itself and others over time.*

Hope this helps you implement your damage system.

Given the feedback from me and other teams, have you and your team discussed what you’ll be keeping or discarding?

The screenshot of the video tutorials is a good addition. Can you share some links for those interested in working on First-person Cameras to get started?

I really liked the layout of the level, I was hoping you could share some screenshots here.

Also, if you explored other layouts, can you also share them?

I would love to see a video of the gameplay. Can you discuss a bit of what you will keep or change for the game itself?