Color Coded by Random-storykeeper

[raw]
made by Random-storykeeper for Ludum Dare 47 (JAM)

The new state-of-the-art Palette Pistol is in its testing stage, and there's one major problem. The button used to easily change the type of weapon used is stuck, thus forcing the gun to change its type automatically! Not being one to back away from a challenge, you take to the testing arenas to show that even when your weapons are stuck in a loop, your skills don't have to be.

Colour Coded gameplay 2020-10-06 5-58-37 PM.gif

Controls

  • A/D or left & right arrow keys - Move left/right
  • W or up arrow key - Jump
  • Mouse - Move to aim, left click to shoot

Gameplay

Shoot the spawners to advance to the next level, but watch out for any enemies that come out of them! Kill enemies with the matching colour/symbol. Some enemies may display more than one symbol, meaning they can be shot with more than one different type of weapon.

Colours:

  • Red (:x:) - Shotgun :arrow_right: Shoots five bullets simultaneously in a concentrated area.
  • Green (:o:) - Rocket launcher :arrow_right: Fires a missile that starts slow, but accelerates in the air. Does heavier damage.
  • Blue (:heavyplussign:) - Peashooter :arrow_right: Fires rapidly, but bullets fall to the ground.

| Weapon | Killable enemies | |----------|-----------| | Red :x: | White (:x: :o: :heavyplussign: ), Red (:x:), Yellow (:x: :o:), Magenta (:x: :heavyplussign:)| | Green :o: | White (:x: :o: :heavyplussign: ), Green (:o:), Yellow (:x: :o:), Cyan (:o: :heavyplussign:)| | Blue :heavyplussign: | White (:x: :o: :heavyplussign: ), Blue (:heavyplussign:), Cyan (:o: :heavyplussign:), Magenta (:x: :heavyplussign:)|

Screenshots

Titlescreen 60 percent reduced.png

ColorCoded1 resized 60 percent.png

ColorCoded2 60 percent.png

ColorCoded3 resized 60 percent.png

Changelog

  • October 5, 2020 (1.0) - Initial release
  • October 6, 2020 (1.1) - Rockets do twice the damage; Decreased the frequency of spawns in levels 3 and 4.

Known issues

  • Certain enemies colours aren't displaying properly.

Ratings

Overall 1616th 2.575⭐ 22🧑‍⚖️
Fun 1531th 2.5⭐ 22🧑‍⚖️
Innovation 1536th 2.475⭐ 22🧑‍⚖️
Theme 1513th 2.675⭐ 22🧑‍⚖️
Graphics 1295th 2.95⭐ 22🧑‍⚖️
Audio 899th 2.925⭐ 22🧑‍⚖️
Humor 1162th 2.083⭐ 20🧑‍⚖️
Mood 1486th 2.395⭐ 21🧑‍⚖️
Given 12🗳️ 15🗨️

Feedback

SnailRhymer
06. Oct 2020 · 22:52 UTC
The wrap-around walls were cool, but a little disorienting. It'd be nice if the game were to slow down for a moment when you go through. Taking away the player's choice of gun was a neat idea, though it did leave me feeling quite powerless. Overall though, good job!
ruddgasm
06. Oct 2020 · 22:55 UTC
I had fun playing but had some trouble with the controls sometimes. The fact that I can't change my color at will is fine, but the enemies move too fast and my bullets can't keep up. This gets especially hard in the second level when certain bullets don't work on certain enemies. Some tighter controls or slower enemies might help this so that I'm not constantly bombarded with enemies that are hard to dodge. The art and audio were pretty good although I will say that the background is a bit sensory overload at times because of all the colors. I would also recommend adding some screenshots to your page so people can see what the game looks like before playing. Overall I had fun playing this game and with a few tweaks it would be even better. Nice Job!
🎤 Random-storykeeper
06. Oct 2020 · 23:08 UTC
@ruddgasm Thanks for the input! I'm surprised some people have found our game already. We've been pretty busy recently after the jam finished, so we didn't have time to put up screenshots yet. There should be some up shortly, though.
Arthur Paulino
07. Oct 2020 · 01:19 UTC
I didn't understand the color thing! Was I supposed to aim better? The red color just seemed much better than the other two. I wasn't able to figure out a trade-off (if there was any). But it felt fun because of the graphics :D
kogyblack
07. Oct 2020 · 06:09 UTC
Hey, a friend of mine sent me this game just because I'm colorblind haha

The game is very simple, the music just stood out, it set a good mood.
As a proper feedback:
1) I think the game has no objective. I tried to play without getting hit to see what would happen, so nothing else happened. I had to see your screenshots and gif to understand that the spawn is actually killable, because I tried to hit it and there was no indication that it was dying, so any indication that the object or enemies were hit, or how many hits you still need to shoot to kill it, is a great thing to add. Also some simple scores or indication of progress (how many levels you need to complete to win) are simple things that usually we forget in jams but they really makes the game better.

2) art design was really weird. Not a bad thing since jams are to experiment, but you had a very colorful background, one-way platforms were fitting since they were simple white blocks, but player and enemies seems to be from another dimension. They were more detailed and had a different art direction.

3) I think the weapon swapping is not a good design. There's no indication on when the change will happen and you need to see all weapons to understand the difference. I don't know how to improve this mechanic though, but I was a bit annoyed by having to fight and my weapon changing randomly.

4) the enemies having different weaknesses is a nice concept. I think they have the same texture though, right? But I liked the idea.

Nice job overall. Keep doing games and improving :D LD is great to have some feedback and improve game design
Conneli
07. Oct 2020 · 16:33 UTC
Very enjoyable project! I got through a few levels before dying and once I figured everything out I was cruising! The music and art were great, there was something really cool and funky about the style. I think a smaller tutorial level could potentially help showcase your features more before throwing the players into the main fray. Red is also veeeery OP and could probably either do less damage or have less range. Obviously some enemies won't really care but the spawners certainly do! Overall though it's a great take on the theme and I loved playing it!
DotSquare
07. Oct 2020 · 20:53 UTC
Cool game ! I like the graphics and especially the colors, even though it was sometimes hard to visualize. Good job :)
Evgeniya Zapolnova
07. Oct 2020 · 21:05 UTC
Nice game. Is it possible to jump on 4th platform?
E-rvin
07. Oct 2020 · 21:15 UTC
I must admit that I was unable to quite figure out what's the deal with the colors: what weapons does what and what am I supposed to do at different times, leaving me to just always aim in the general direction of the enemies and hope that i get lucky. Maybe also reload times and health bars or sth could have been visualised more clearly.
Likirus
26. Oct 2020 · 11:43 UTC
Overall nice game, but the automatic weapon type switching felt a bit arbitrary, when shooting at an enemy it often came down to luck whether the weapon happened to be on the right attunement for the enemy. Having control over the weapon switching might have been better, but maybe not quite as fitting for the theme
TheCrittersCove
27. Oct 2020 · 19:33 UTC
The weapon swapping is an interesting idea, but I don't know if cycling through each one without any player control is the best way to go about it. Maybe if it was triggered by something the player did like collecting an item or perhaps they could get a charge to change the weapon after x enemies defeated. 

Also found the jump was a little awkward. Though the enemies clogging up the airway may have made that seem worse than it is.

The graphics are a bit out there, but they're fun. The audio is well suited for the game too.

Needs a bit more work, but all around it has some interesting things going on.