The Color of Days To Come. by TheOneThatNeverWas
*The Color of Days To Come is a narrative experience about dealing with breakups and depression.
*This game represents the developer's feelings with a surreal and dreamy aesthetic.
*This is not a traditional game, it is an experience full of meaning and every design choice has a reason.
*Be open-minded, play at your own pace, try without hurry, pay attention to the details.
*The audio is very important for the experience, so a headphone is recommended.
*IMPORTANT! Some people are having trouble launching the game. The solution is simply run it on COMPATIBILITY MODE.

IMPORTANT! Some people are having trouble launching the game. The solution is simply run it on COMPATIBILITY MODE.
| Windows | http://www.mediafire.com/file/6tbf7fii5mxir7m/TheColorOfDaysToCome.zip |
| Original URL | https://ldjam.com/events/ludum-dare/39/the-color-of-days-to-come |
Ratings
| Overall | 287th | 3.567⭐ | 62🧑⚖️ |
| Fun | 639th | 2.814⭐ | 61🧑⚖️ |
| Innovation | 52th | 3.984⭐ | 63🧑⚖️ |
| Theme | 764th | 2.763⭐ | 61🧑⚖️ |
| Graphics | 117th | 4.279⭐ | 63🧑⚖️ |
| Audio | 30th | 4.169⭐ | 61🧑⚖️ |
| Humor | 407th | 2.423⭐ | 54🧑⚖️ |
| Mood | 14th | 4.383⭐ | 62🧑⚖️ |
| Given | 57🗳️ | 62🗨️ |
The art is perfect by the way.
And one more thing, for me it seems that the pills seems to be there to show that you are feeling shit, and ok, but I don't know, I feel like the pills should be an instrument to get better and that there is nothing wrong with them, but I'm thinking I'm complaining too much just because pilss saved my life. But is not for everyone and every damage, so I understand...
Just to finish: art as hell, we need more games like this.
ps: Why the hell aren't you running for mood?
I feel like I understood the metaphors you were going for (mostly). I particularly liked the bit in space with the planets drifting by being potential mates and the asteroids being people that come into your life for a little while but ultimately drift away, with those asteroids lingering for a longer time as the character grows past his lonliness. It felt really empty and melancholic, but it was visually appealing and I could feel the subtle progress.
I didn't quite understand the game after that. What did giving the 'noisy' moon to the other planet mean? And what's the boot camp all about?
This is his previous work in case anyone else was wondering:
[Forever Someday](http://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=110418)
I think the best way to approach this piece is to simply enjoy the experience without trying to attach meaning or thinking too hard on the underlying themes.
I had technical issues when starting the game, all I had was a black screen and audio playing. I was running in Windows 10 and ran the game in compatibility mode for Windows 7 which fixed it.
In short, 10/10 for an art exhibit but, for me, definitely not a game.
I had to run it in compatibility mode too (win 10 here), but no other issues.
Again, great job!
Good choice of style, and again, great execution!
The only thing I encountered that seemed like a bug was that during the later(didn't test it at first) "morning routine" scenes you could click on things out of order. It didn't break anything but was a little jarring.
My only suggestion would be to shorten space part of the game, some parts of it felt quite long. But overall the game was pleasant surprise for me!
Thank you for sharing this experience with us!
Also, for people who had it launch as a black screen, in addition to the solution in the description, you can press alt+enter. This will switch the game to windowed mode and make the game appear normally.
Amazing, nihilistic, emotional, realistic, stylized. Wow. I'm more than a bit impressed
But I liked this music though!
-m
With my own experience of depression, I'll admit the ending was shocking and sad. I'd expected 'Are You Ready Yet' to mean facing the world again.
I guess for a character living in a surreal world of his own making, perspective is hard to achieve. Especially when depression taints how you see perceive *everything*.
Every time it's happens to me, things feel completely hopeless. There's 1000 'reasons' I can't achieve something, or do something ... and every time afterwards I realise how completely, utterly wrong I was :slight_smile:
Waking up from the haze of depression is like a desaturated picture coming alive with incredible colours you've forgotten for so long. The world is beautiful and magical again. Not as shocking as the ending here, but there's plenty of surreal experiences in meditation and therapy. (Plus some opportunities to add gameplay with the exercise!).
I'll be looking out for your game next year see where you go :slight_smile:
I already had a feeling how the telephone scene would turn out, it was very relatable.
I am a sucker for surprises and this game really delivered there, and it was a fun journey to go through.
The art is nice, the whole concept very refreshing from other titles and the music really good.
It was fun just listening to how the music would progress when the planet was floating around.
The gameplay bits are minimalistic here, but it doesn't need to be in focus for this game.
Overall it comes down to, yeah it's still a fun and enjoyable game. And that gives it a reason to exist.
EDIT: It's also a great unexpected spin on the LD Theme , that alone deserves extra points :)
As always, incredibly well-polished otherwise, with a unique aesthetic the likes of which I don't see anywhere else in LD. Nice work! :thumbsup:
I did run into a similar startup problem and getting to the Earth section, I wasn't sure how to proceed, other than that though, that was awesome. I look forward to more of your work in the future! Keep up the great work! :)
At the same time, some timings and cues could have used a little work. For example, I had a hard time figuring out what I was supposed to do with the toothbrush, since there's no visual feedback when waving at the mirror. I also thought the space sequence was too long as well.
I was sincerely feeling sad when there was only one toothbrush. This subtle thing really got to me in that moment.
The pill on the other hand was not subtle at all and the experience for me went downhill from there.
The space scene is still running in the background while I type this. What am I supposed to do here or what is supposed to happen. The tempo of the game was being set by me in the first part but now it seems like I just have to wait. Only after reading the other comments here did I find out that I am supposed to just wait for things to happen. Right now the screen got smaller and there is a planet with one moon there and my small moon is noisy. Someone said I should "give the noisy moon to the other planet" but how would I do that? At this point the game breaks down because it does not allow me to do anything.
OK, now this is really making me upset. I went back to the game and fiddled around some more and I don't know how or why, maybe it is just that my mouse moved or something, but now the noisy moon is with the planet. I am going to continue this review when I am done with the game or when I hit a show stopper again.
Yeah, well, did not make it. But I finished the game.
The graphics are really cool, I like your innovative art style.
The music fits the mood really well, good job!
As for the "gameplay" or rather the experience, you got me hooked at first but the end did not hold up for me, it was too abstract for me. As I said before the relatable tootbrush scene really made me feel the sadness, more of this subtle way of creating emotion would have done more for me than what actually followed. I only got the planet and asteroid idea by reading other peoples' comments here.
Overall this game really sticks out, this is not your hastily throw together jump n run or shooter game. This is something special. Thank you very much for creating it, I will check out your "Forever Someday" next.
I think I got all the aspects of the story and it's sad.
The only technical problem I noticed -- vsync is disabled, so side scrolling causes some visual artifacts with vertical lines.
Thank you for the game. :blossom:
I agree. In fact I'd go one step further and say that is not a game at all. You said it well yourself, it is a *Narrative experience*. That's all you need! *Narrative experience game* has a redundant word in it.
Basically this is a video where you click to move the video forward, so ah, a mix between video and novel. You got to keep turning the page. Turning a page is interactive sure, but the content (story) is not. It is linear, always the same, with a whole bunch of clicking between the pages for good (bad) measure. You might as well remove all clicking and make it into a video, would something of value be lost?
Just some thoughts on specific use of words. The word *game* has already lost all meaning apart from *anything interactive*, but there is no need to actively drive it to the ground when a more specific alternative exists.
Cheers!
I can definitely empathize with this experience, its personal and universal.
Well done!