Color Coded by Random-storykeeper
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.

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




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🗨️ |
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
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.