Complimentary by Hoofman
In this 2-player game, use color theory to destroy your opponent!
Controls:
-WASD (Player 1) or IJKL (Player 2) to move ship
-Q and E (P1) or U and O (P2) to rotate ship
-C (P1) or N(P2) to fire color pulse
-Left shift (P1 or Right shift (P2) to change your ship's color.
Your ship can be one of six colors: Red, Blue, Green, Cyan, Magenta, or Yellow.
Your ship fires pulses of that color.
If a pulse hits a block or ship of the same color, it pushes that object. If the pulse and object are complimentary colors (for example, yellow and cyan), they combine to form white, and the object is annihilated. In other cases, the pulse or object may change color.
There's no winning score; feel free to play however long you want.
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I have mixed feelings about this submission. On the one hand, I feel that these rules of color interaction make for a very interesting system. On the other hand, the "game" I made around those rules is not at all what I wanted. For a drastically long time, there was no game. And, as always, I lament what I didn't get to include (especially audio). My biggest issue for this jam was that I focused so much on the physics of the color interaction, and so little on the game. I would like to start again, and discover what game SHOULD come out of these interactions.
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For feedback, I'm looking for suggestions about where to take this (forward, back, sideways, whatever works). What were you expecting? Were those expectations met in any way? Calling this a work in progress is an understatement, so I'm not expecting super high praise. I believe I have promising building blocks, and I could use a little guidance about how to use them.
Controls:
-WASD (Player 1) or IJKL (Player 2) to move ship
-Q and E (P1) or U and O (P2) to rotate ship
-C (P1) or N(P2) to fire color pulse
-Left shift (P1 or Right shift (P2) to change your ship's color.
Your ship can be one of six colors: Red, Blue, Green, Cyan, Magenta, or Yellow.
Your ship fires pulses of that color.
If a pulse hits a block or ship of the same color, it pushes that object. If the pulse and object are complimentary colors (for example, yellow and cyan), they combine to form white, and the object is annihilated. In other cases, the pulse or object may change color.
There's no winning score; feel free to play however long you want.
---------------------------------------------------------------------------
I have mixed feelings about this submission. On the one hand, I feel that these rules of color interaction make for a very interesting system. On the other hand, the "game" I made around those rules is not at all what I wanted. For a drastically long time, there was no game. And, as always, I lament what I didn't get to include (especially audio). My biggest issue for this jam was that I focused so much on the physics of the color interaction, and so little on the game. I would like to start again, and discover what game SHOULD come out of these interactions.
---------------------------------------------------------------------------
For feedback, I'm looking for suggestions about where to take this (forward, back, sideways, whatever works). What were you expecting? Were those expectations met in any way? Calling this a work in progress is an understatement, so I'm not expecting super high praise. I believe I have promising building blocks, and I could use a little guidance about how to use them.
| Web | http://www.hoofman.org/LD32/ |
| Original URL | https://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=49887 |
That said, it's not a bad game! You may want to build it out into levels that teach the player how to play (like the first level runs for so many seconds/shots, and the player can only fire yellow blocks at a green target or w/e), gradually increasing the difficulty. If you did that and worked on it some more, you could easily sell it as a mobile game.
Good luck buddy!