ChromeStuck by Inferture
A space shooter where walls advance to make it more difficult. The player can change color during the game.
Rules: You have to choose the right color to repell the maleficient walls and vanquish your enemies (Grey enemies don't need a specific color though)
Prerequisite: Need an xbox controller to work (untested with other types of controllers)
Controls:
Left Joystick to move
Right joystick to choose color (the angle of the joystick determinates the color)
A to shoot
X to slow down
Right and Left triggers (R2 and L2) to turn

Remarks/Other: I wish I had had the time to figure out a way to use keyboard and mouse control, sadly I didn't :(
This is the first game jam I do alone (I participated in another one with a group of friends), I lacked time to polish and to add all I wanted, but at least I got a game which kinda works ^^ Overall it was a pleasant experience, I definitely will do it again !

| HTML5 (web) | https://inferture.itch.io/chromestuck |
| Windows | https://inferture.itch.io/chromestuck |
| Original URL | https://ldjam.com/events/ludum-dare/42/chromestuck-1 |
Ratings
| Overall | 1095th | 2.867⭐ | 47🧑⚖️ |
| Fun | 1097th | 2.659⭐ | 46🧑⚖️ |
| Innovation | 862th | 2.911⭐ | 47🧑⚖️ |
| Theme | 810th | 3.233⭐ | 47🧑⚖️ |
| Graphics | 1099th | 2.455⭐ | 46🧑⚖️ |
| Audio | 733th | 2.372⭐ | 45🧑⚖️ |
| Humor | 812th | 2.095⭐ | 39🧑⚖️ |
| Mood | 1004th | 2.538⭐ | 42🧑⚖️ |
| Given | 38🗳️ | 52🗨️ |
Is there a way to make the walls retreat? I played 4 games and got wrecked every time.
You can make the wall retreat by shooting at them with the right color but they will always come back to you ^^
Also, even though the wall only have 4 colors, the enemies can come in much more different colors.
Your idea of switching R/L stick and the R-stick in interesting though
Btw, there is no end (there is like some boss I rushed to make at about 30 score but after that it's the number of enemies gradually increasing and the boss spawning now and then). It's just a highscore game ^^
It seems like indeed, it could be a good idea to try to swap the R-stick and the triggers.
Well, doing it right now would be cheating, but I think it could indeed improve the aiming.
The goal of using the joystick was to make switching color easier (ex: the green wall is at the left, just hit left with the joystiick anf you're instantaneously the right color).
It's true that it is hard to aim, especially when you gain speed bonuses (that is why I made X a slow button), so, I'm definitely considering switching those controls (maybe even making a menu where you can choose either the triggers or the joystick to change color)
Thank you for your suggestion and your feedback, it is really appreciated ^^
If it still doesn't work I apologize, you can still try the downloadable version :/
Steffo, the Windows released in on the same page (download, unzip, play), let me know if it works for you ^^
I sure will remember this for the next game jam, thanks for taking the time to make a remark despite not being able to play the game, I appreciate it ^^
@Flash Thank you :) I indeed need to work on this side, I appreciate your remarks, it will help me not make the same mistakes again (and maybe correct it in a post-jam release ^^)!
Try our game too, maybe you'll like it)
@hyprgloo Thank you, I am indeed considering using this idea on a similar project :)
@ditzel Thanks I'm glad you liked it ^^
@C0nst4ntin Thank you, it's thanks to unity that I could export it easily ^^
I've tried a few times but I came never over 41 seconds. xD
Maybe it would be also better to deduce the amount of enemy bullets or you make the player for a short time immortal against these bullets after he got hit by one. This is done in many bullet hell shooter games or plattformern metroidvanias.
Maybe you saw it in a few games when the character goit hit by something and starts to blink. These are immortal seconds he got. It's important not to punish the player too much.
After all a good entry. I like really the idea to change the color palette to make your room bigger. :)
I don't know unity but our entry used it and it seems that there are options to map the controls to any type of controller ;)
@yami-no-tenshi-8 If it is possible, that would be great ! I'll have to look into that though, it would indeed be much easier if I can let the player change the controls to his/her will. Thanks for your suggestion, it is greatly appreciated :) !
I really appreciate that you had a high score and highest time. That kept me playing, as I could see my progress.
Hope you enjoyed making it as I think there's a lot of potential. What tools did you use?
I indeed think there could be an improvement on the difficulty. Initially there was supposed to be other bonuses to make the game easier, but I didn't have the time to put them in sadly
As for the tool used, I used Unity,
Photofiltre for the graphics,
sfxr for the sound effects ( http://www.drpetter.se/project_sfxr.html )
Pros :
- Strong concept, and great link to the theme
- Clean graphics and sound effects : the action is readable
- Great UI, with the life displayed on the player and on the enemy.
Cons :
- Confusing control scheme : I would advise to put the rotation on the right joystick while allowing the player to choose between a much more limited set of colors
To be honest, I am really curious of what you will make of your idea ! Here's hoping for a post-jam version ;)
@del-nordlund Thanks for playing and leaving a comment ! I tried to implement keyboard/mouse controls (and control mapping) in the post-jam version :)
@thegunmaster Thanks for taking the time to leave a comment even though you had trouble playing. The post-jam version should offer the possibility to remap the controls, maybe that'll help ?
Right now the Post-Jam version is only available on deskop, when the jam ends, I'll post the browser version too.
Thank you everyone for your comments and ratings, it has been a really pleasing experience, there could be some new version of the game in the future^^
I'm looking forward for the next Ludum Dare, and I hope to see more of your games then too :D
So I didn't intend to make a reference before finding the name, but I found it amusing that it resembled, so I let it this way ^^
Oh, and I see you checked my game... (thanks for your comment btw). If you get to play my post-jam version you may notice some HS references in it :) (and it does have a retry button now!)