You only get one COLOUR by soy_yuma
You only get one COLOUR!
Goal:
Get to the portal at the end of the level.
Controls:
<- -> to move
up arrow to jump
1 2 3 4 to change colour
(Time+Face)Lapse:
http://www.youtube.com/watch?v=GW1eKo8Vjq0
GitHub repository:
https://github.com/SoyYuma/ld48-28
Public Trello pseudo-scrum:
https://trello.com/b/IBbkgdox/ludum-dare
Postmortem reflexions:
http://www.ludumdare.com/compo/2013/12/18/you-only-get-one-colour-postmortem/
Goal:
Get to the portal at the end of the level.
Controls:
<- -> to move
up arrow to jump
1 2 3 4 to change colour
(Time+Face)Lapse:
http://www.youtube.com/watch?v=GW1eKo8Vjq0
GitHub repository:
https://github.com/SoyYuma/ld48-28
Public Trello pseudo-scrum:
https://trello.com/b/IBbkgdox/ludum-dare
Postmortem reflexions:
http://www.ludumdare.com/compo/2013/12/18/you-only-get-one-colour-postmortem/
| Web (Flash) | http://www.sismicos.net/ld28/ |
| Source | https://github.com/SoyYuma/ld48-28 |
| Original URL | https://ludumdare.com/compo/ludum-dare-28/?action=preview&uid=7620 |
Ratings
| Coolness | 91% | 2 |
| Overall | 3.78 | 57 |
| Audio | 3.36 | 115 |
| Fun | 3.45 | 145 |
| Graphics | 2.72 | 607 |
| Humor | 2.80 | 283 |
| Innovation | 4.09 | 14 |
| Mood | 3.43 | 134 |
| Theme | 3.79 | 58 |
Gets difficult, or that could be my rubbish memory holding me back.
@Miltage: I used to jump and then quickly change colours to peek the next step. After some hours of debugging I got quite well at it!
@Tsumei: I didn't have time to improve the graphics :( Also, I'm terrible (as in really really bad) at it.
@background_nose: sfx are my voice and a mic, lol. I didn't have time to make a longer loop for the music. I've to find more time for next LD!
I'll try to upload the timelapse + facelapse as soon as possible!
But it's true that the difficulty curve is not nice. Some levels are complicated and may end up frustrating.
Some animation on the main character would have been even better.
One other annoying thing is that you have no idea which position is free and which is not so you have to keep pressing the keys to check, some indicator may have been nice. But overall, good one!
Just a bit frustrated about it having no sound and not having any kind of UI which shows the current colour number, since I kept pressing the button just to remember it!
Sadly, the sound makes the whole experience more depressing. But I guess that's in the mood, so kudos for that :D
@dalbinblue I'm glad you narrated in a poor English accent! That's what would have happened if I would had made the voices for the text :-)
I actually really like your level design, especially the tutorials one, I think it's better than in my game. For example, the ones with positive/negative spaces are a great idea (tutorial 4 if I remember correctly). We should merge our games :D
I also like your peaceful and ambient music that goes well with the game.
2. I like the feeling on jumping and quickly hammering through the different options to find the right answer - a definite thrill to that, I found the sahara level the most enjoyable for that.
3. The level about going to different planets finished me off - ended up spamming the keys in frustration. Feel that the difficulty curve on that level was way too steep.
4. Nice story to it - there if you want it but not shoved in your face so you can immerse yourself in it or just focus on the puzzle.
5. Would love to see what the community could do with a level editor for this. If you've seen the game TimeFukc the level editor for that adds a whole new dimension to that game (I know I know, 48 hours).
6. The controls did feel a little sticky at times - there were points where I'd switch colour and the accompanying key I'd pressed to move in a certain direction would keep applying (e.g. would continue moving left past where I wanted to land. This on the levels later on which required absolute accuracy this had enough of an effect on gameplay to make me quit.
7. What would be nice for the less experienced player would be to for every time they fail, increase the saturation of the background for that level, so when people are really getting screwed over they can see what the next colour needed to be. I found it very difficult co-ordinating between the colour choice and the jumping simultaneously so maybe having this as a basic aid would still require the player to choose the right colour but with an idea of what's coming next. Then once you've completed the level you could set that saturation back to zero so no indication is given.
Hope this is some useful feedback and thanks for making a cool game for me to play!