FoonLudum Dare ExplorerLD35 → ColorShift

ColorShift

By crazy

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CategoryRankScoreCount
Humor5781.87
Theme6013.15
Mood6492.63
Innovation7152.70
Graphics7982.35
Fun8482.45
Overall9052.45
Coolness157939

Comments

bagface 2016-04-18 18:42

Neat concept. You are right, it is very hard. If they enemies attacks were slower, so they could be dodged, I think it would be much easier. Good work!

brainstorm 2016-04-18 18:45

Good idea, but I think the boomerang is bugged. It only get shot sometimes. If what you want is to do is that it have a limited range, I recommend that it gets shot but disappear after a while. Otherwise, nice try!

freeloader 2016-04-18 19:19

It's really frustrating, sometimes I turn around a corner and get sniped.

sndr 2016-04-19 12:54

It is quite hard to play, I guess it needs a little bit of balancing but I really like the core idea behind it!
Somehow the speed of the enemies and the fact that the boomerang doesn't always come back is what builds that difficulty. Maybe you can make one of those two easier.

kristophtg 2016-04-20 13:12

I don't know if it was your intention, but i found that not changing the color and just waiting for my oponents to change color to mine seemed to work better. Also when i launched the game i didn't realize that the star-shaped things are enemies, as its not really that clear. The other thing is that walking diagonally is faster than normal walking. Also i didn't like how the instruction was handwritten in paint as it was hard to read.

ryusui 2016-04-21 05:39

Even as an unfinished game, this is kind of a disappointment. The gameplay demands lightning-fast reflexes but the controls are sluggish and unresponsive; by the time I can cycle to the correct color, the enemy I'm trying to kill has already changed to something else. Also, would it have hurt to just put some printed text up on the first screen? It probably would've taken less time to type up a tutorial than scrawl all that hard-to-read text. (Also, speaking of the controls: color cycling should be mapped to RMB.)

schizoid2k 2016-04-23 01:12

Not a bad first cut. Has potential with some work. It is a bit hard, which is not bad, but perhaps ease into the difficulty a bit.

2016-04-23 17:59

Hi, nice game ! We're realizing a video with several games of the Ludum Dare #35.
Can you add your game on indiexpo.net ? (it's free)
So we can include also your game in the video ;)
p.s. write #LDJAM in the game's description

sunflower 2016-04-29 20:28

A technical note: it's more of a shooter than a roguelike (these tend to be turn-based rather than real-time, and have more focus on tactics/RPG elements than dexterity).

I've played a few rounds, got the hang of it, though the slow movement is a bit discouraging. The snipers were OP indeed, too. Maybe I'd feel more eager to play around more if this game had some goal? Or maybe even a few levels, with each acting as a "checkpoint" (i.e. once you die, you don't go to the very beginning). This certainly has some room for improvement...

The concept itself feels pretty generic, but I appreciate the variety of enemies. Also, hopefully by the next LD you will have better hang of balancing. ^^'

rayman1900 2016-05-05 16:43

Good game and good intro, but when I shoot my boomerang, it get stuck on the floor and I can't throw a new one...

tonbery 2016-05-08 17:27

The game is here but I think you can find a lot of ways to make it coller
Maybe more fast gameplay?
Changing the enemy's color didn't make sense for me, what is the purpose?
A more dynamic boomerang? making curves?

I think you can go for a "hotline miami" kind of gameplay and it'll be much more cool :)


nice entry :)