Mondritron: 2026 by Dotanukii
"Mondritron: 2026" is a top-down shooter inspired by "Robotron: 2084" that takes place in a Piet Mondrian style environment. The twist is that the player has the ability to change his or her character and shots to the primary colors, while the enemies each spawn as one of the secondary colors. The player then has to shoot the enemies with the corresponding complimentary color.
Controls:
WASD to move
ARROW Keys to shoot
LEFT SHIFT and SPACEBAR to cycle between colors
#1-4 to change color freely
*I would have added more levels if I did not run out of time.
Edit: I changed a small typo bug with the collision where the player would not take any damage if he or she stood still. And I changed the small "tutorial" button to a larger "Rules" button because people were having trouble seeing it and then not knowing the color combinations that are crucial to the gameplay.
Controls:
WASD to move
ARROW Keys to shoot
LEFT SHIFT and SPACEBAR to cycle between colors
#1-4 to change color freely
*I would have added more levels if I did not run out of time.
Edit: I changed a small typo bug with the collision where the player would not take any damage if he or she stood still. And I changed the small "tutorial" button to a larger "Rules" button because people were having trouble seeing it and then not knowing the color combinations that are crucial to the gameplay.
Ratings
| Coolness | 76% | 2 |
| Overall | 2.95 | 790 |
| Audio | 2.95 | 412 |
| Fun | 2.91 | 625 |
| Graphics | 2.91 | 652 |
| Humor | 1.96 | 756 |
| Innovation | 3.02 | 640 |
| Mood | 2.68 | 758 |
| Theme | 3.62 | 475 |
But my left and right hand coordination skills are just a bit too low to play this game. It would be nice if the first few levels started out a bit slower, so that even people like me would have a chance. :D
Though I must say that it created some nice moments:
running away with the last 3 blocks just a few pixels away form you, while you painc trying to figure out the correct opposing color.
Regarding the opposite color mechanism, while it's intriguing artistically, I think it unnecessarily adds to the difficulty of the gameplay. I ended up mashing space and trying to hit enemies with all possible colors because I would never remember which color is the opposite of which, except black-white.
Also, the first time I played this I hit "start" and I did not know what to do to beat the non-black enemies. On-screen instructions would help, or just lose the "rules" button - show the rules as soon as "start" is pressed (or even better - in "real time" during a sloooooooow and easy tutorial level).
The "rooms" in the background were very interesting artistically, and it's a shame I couldn't get to see much of it!