You should try each if you didn't already : it's two very different experience that are interrresting in their own way.
Recent community posts
Thanks for the feedback. Choosing the first color to pop wasn't obvious : if i start with orange, the player can understand the defusing mechanic by doing nothing (and understand naturely that he should 'collect' the blue mines, it's more friendly to non-gamer) but if i start with the blue mines, the rythm is better (the action start right at the beginning and there is a slower phase before the "mixed colors" waves).
You finished it ! Until a late stage of development i had no music for the end so i tried to think of something sad for the death and happy for the win : evangelion is what came out of my synth.
Thanks for the feedback on the visuals, i though it was contrasted enough but maybe my view was biased by the time i didn't want to spend in redrawing the sprites.
I had the idea of a two-color gameplay and discarded the idea of using the ms-dos palette because it seemed impossible to achieve the two conditions at the same time. But some really made it works (i'm thinking of 'rely' but there is probably other games).
The game looks good and the tutorial feels good but i can't really play it : the shot doesn't go where my mouse is. It looks like the angle my mouse is describing is shifted. I run the game in firefox.
or i was too bad. Either way i couldn't get past the 4th level.
Maybe the jumping conditions should be less strict ? if you fall on the side of a platform and your arm touch it, you can't fall (because your arm is in contact) but you can't jump (because your feet aren't), that's pretty frustrating.