albinobat 2018-12-04 05:31
Loved this game so much! graphics are really good and the music is amazing as always
Foon → Ludum Dare Explorer → LD43 → Colors of Your World
By ddrkirbyisq and Xellaya
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 27 | 4.19 | 81 | |
| Fun | 30 | 4.12 | 81 | |
| Innovation | 573 | 3.07 | 81 | |
| Theme | 762 | 3.08 | 81 | |
| Graphics | 81 | 4.36 | 81 | |
| Audio | 6 | 4.42 | 80 | |
| Mood | 39 | 4.19 | 81 |
Loved this game so much! graphics are really good and the music is amazing as always
I absolutely love what you've done with the theme in this game. I love the look and feel of the world, and became intensely curious to how it would transition and look throughout. You did not disappoint with how the world changed, and each phase looked stellar!
The music is extremely good, my favorite LD game theme I've heard in some time. The first one in particular is really good!
Challenging as well. The last area took me a few tries.
I've been caught in wanting to design games with more exploration in mind... at first, I wanted to look at upwards/tilebased games for exploration/adventure themes... but lately I've been wondering if platformers have a better advantage there? Something to do with the challenge of moving around, and having spaces you inherently won't go into... as opposed to top-down, where you inherently "can go NESW"...
Good mood, very nice arts, incredible music, as always. I didn't expect a plateformer from you, but I'm happy you did it, it's a plateformer but with your special take of a game mood. Did I missed something, because I don't understand how the theme is taken? Whatever, good job, again! *(oh, and it's wrote "Samurai Shaver v0.01" just under the game, a little forgetfulness, I guess ^^)*
A joy to play, as always. I loved how the tone of the game shifted as you continue. The difficulty curve was especially impressive - it's hard to both ease the player into a game and challenge them with with the short time you have to make a Ludum Dare game.
The music was lovely as always. The game is really nice but sometimes a bit too unforgiving. For example close to edges jumping was a bit tricky and sometimes it felt like some key strokes were not correctly registered (probably just a feeling and not a bug). The levels are really clever, but especially the very last one is really hard. The frequent checkpoints were really nice to have.
Like always exelent game from you guys!
Incredible game! I really enjoyed playing through the levels. Would be happy for a full game made with these mechanics :) I also liked your take on the sacrifice theme.
Really nice with the theming and the art and music! Some tricky platforming but was able to get it. I thought there would be a part where I just had to see where I was from the eyes of the character (where changing the color might make the gameplay harder), but still a nice ending. I think with wall climbing, could be interesting to add secrets in, perhaps an alternate ending where you sacrifice your progress to give the world it's color back or something.
Good job!
The sacrifice theme is only loosely tied to the actual game through aesthetics which was not a very satisfying integration. The effect itself is awesome, but it just felt a little tacked on. I know that is more of an opinion here, but oh well.
I really like the build-up of mechanics and difficulty over the first few screens of each area. You made a fun engine where just moving through the world is satisfying. Huge props for that! That is a hard thing to do. I think there are specific spots in the levels near the end of the game that require too much precision though. The level where you need to do two frame-perfect dashes at the peak of a mushroom jump **in a row** is not a very fun challenge. I knew exactly what I needed to do, but pressing x during a 1-2 frame window twice was just tedious. It felt like I was fighting the engine more than anything.
I don't think you should allow the player to hold away from the wall to drop off. There were multiple times where I was holding away from the wall **to prepare for the next jump** and just fell to my death because of the ability to fall off. Players would likely be fine with just tapping jump to pop off a wall, so this is a case where simpler is better. I am going to reach a little here and say you made that decision to mirror Celeste, but I am going to explain why it didn't feel good: in Celeste, you are never fully attached to the wall. You have this constant feeling of panic as you slide down and it keeps your hands moving as you decide what to do. Since you are fully attached to the wall in this game and can hold up and down to carefully move around, the ability to pop off the wall doesn't have the same continuity.
With all that being said, I gave this game a 4/5 overall. I played through the whole thing and had a lot of fun with it!
I enjoyed playing this! Unfortunately I don't have Optimal Gamer Dexterity, so i had to die A LOT but I kept at it because it was addictive. But in the end I had to give up at the place mentioned in the comment above, it just didn't seem possible for me. Up until then the gradually increasing difficulty was very good, though.
I loved the aesthetics of the scene with the dramatic crows (ravens?), even though the "sacrifice" didn't really feel like a sacrifice in the continuing game. But trading part of your vision for a skill is an excellent deal to make...
@lereveur: Thanks for pointing out my typo (it's been fixed).
@shadoninja: Thank you for the detailed feedback! It helps a lot. The game has been patched to address some of the difficulties you encountered.
Holding away to drop from climbing was something I was conflicted on myself, as I also found it unwieldy at points, but was not sure whether players would find it unintuitive that moving away from a wall now requires a new input (jump) and locks them into doing a walljump away from the wall (unless holding down). From reading your feedback I think this is definitely the lesser of two evils though, so I've changed the behavior as you suggested. For the record, when using the **climb** function in Celeste, you ARE fully attached to the wall, and in this case you are also NOT detached if you hold in the opposite direction.
Screen 3-4 (I believe this is the one you are talking about?) was definitely not intended to be that demanding. One of the spike obstacles has been removed and the other has been made significantly more lenient to address that.
Thanks again for helping improve our game!
@picapica: Thank you for keeping at it and sorry that you reached a roadblock in your progress!
@ddrkirbyisq - Doh, you are right... I forgot that there was the sliding state and the climbing state... I guess it has been a while. I went back and played around on it a bit and noticed that having to hold the shoulder button to stay attached to the wall felt really nice. It gave you exact control on when you wanted to drop off the wall.
I went through your game again just now and it feels way tighter! You changed the level I was talking about so yeah, I think we were both talking about 3-4.
Also, even though I forgot about how gripping walls worked (lol), Celeste is one of my favorite games *ever*, so I will probably be one of your pickiest critics on this ha!
oh, i'll just have to force my partner into playing so i get to watch the end!
i now realize forgot to mention a few details. one time after dying, when i started again i was running and falling off an edge, making me die again. this went on and was unresponsive for a few times and then went back to normal. (i might have been frustrated and pressed ALL the buttons when i made this happen). and one time i managed to land and stand still like this:ld.png
really not something that bothered me, but perhaps it's useful to you.
@shadoninja: Thanks for trying it out again! I'm glad to hear that the improvements helped. I actually also considered using a separate button/modifier for sticking to walls, but decided to limit the controls to 2 buttons instead for simplicity. Hopefully the levels are simple enough (compared to something like Celeste) that the loss of control isn't felt too much. One thing I may do is increase the speed at which you can climb downwards, so that downward movement involving climbing doesn't clumsy due to always sticking to walls automatically. That doesn't really come up in my current level designs but it may if I decide to do some "B-side" levels.
@picapica: That works! Once the game is feature complete (we would still like to put in some different tilesets for each world), I will also be recording a playthrough video.
Good catch on the mushroom standing bug, that's a known minor issue that I haven't really gotten around to addressing yet. I wanted the mushrooms to launch you a bit closer to their center point otherwise there would be too much variation in the launch point, so I adjusted some of the collision boxes, but with the unfortunate side effect of allowing the situation you show in your screenshot.
Not sure exactly what happened with the controls in the other issue you described...the game does accept gamepad inputs and also maps the "WASD" keys to movement, so that is one possibility. Otherwise, maybe just some funky issue with the key release not being handled correctly. In either case, I'm going to write that one off as a fluke. Thanks again for the report though!
Oh, hi! We talked a bit about some of your older games some time ago, and since this is my very first time participating in LD, I did not realize I could run into you here! So I knew I had to try your new game for sure. C:
Impressions as I was playing through (at first compo version, then updated version from stars):
The colour scheme is really pleasant to look at! So soft and subtle. Playable character is adorable and jumping on/from mushrooms is really fun. I do wonder what will be the sacrifice theme in such a happy peaceful world, though! (...) Are those... flying bird butts? (...) Ohh, a new ability! The "dash" animation is great. :3 But oh no. This will become really depressing to look at really soon, won't it? (...) I've dashed myself into the starts more times than I'd like to admit. :D But the controls are still fun. I appreciate that it saves so often, otherwise it could get frustrating. (...) I got stuck on the (first?) waterfall. But I'm not very skilled player so I imagine others can go through just fine. :)
A small detail you couldn't have possibly known, but on my non-English (Czech) keyboard, Z is reversed with Y and therefore it's really far from X and hard to use. I can switch them though, so it's not a big issue. Maybe just an interesting fact. :)
Overall I really enjoyed it!
@ynneblack: Thanks for playing our game! I'm not sure when / under what name we previously talked (sorry!), but thanks for stopping by again. I enjoyed reading your short little account of your thoughts! I apologize for the AZERTY layout issue (I'm sure it's one you've dealt with often D:)...not sure what the simplest way to address that is. I could offer additional keybindings of course, like allowing W for jump in addition to Z, but even then it would be hard to communicate (simply) that those are available. I'm not sure if Unity has a way to map controls to physical scancodes (as opposed to letters); though even if so I'm not sure that would be ideal. Blegh.
Your game is adorable ! The graphics are really pleasant, so is the music ! Congratulations ! I'm just a bit doubtfully about the sacrifices, taking back some colors seems to be a great idea, but it feels like it's not really impacting the gameplay, like we don't really "miss" those colors as we are focused on the platforms and stuff ! Maybe think about a way to find a direct use and purpose for each color, so as they disappear the game starts to get more difficult ? But once again, really good job, your game is cute af. :)
Nice work ! I loved the graphics and the music, gameplay is not really original but work well (sill get a few bugs getting stuck in a mushroom). Not sure about the point of sacrificing color for new ability but I didn't manage to finish the game, so maybe it make sens at the very end. Level design is good but sometime really frustrating because of the nervous controls.
Amazing work! This cute platform game is very addictive!! I love the art and the music, also how the theme was applied. I think I need to finish later after half hour I'm stuck here, any advice?
Captura de pantalla 2018-12-17 a las 19.22.39.png
Awesome game. I love the music
@franfox: Just like in the level 4 screens earlier, you need to boost off of the mushroom and then dash at the end of that! Just make sure to time it so that the starfish don't hit you. You can do it!
I really enyjoed playing the game due to the lighthearted atmopshere you've created with the graphics and music. Something that I think you've encorporated well was the progression of difficulty. It starts off slowly to get the player used to the controls but it gets more difficult in exactly the right tempo to not make the player feel bored or overwhelmed.
Man, this might have been one of the most polished and smooth games. I first played through the Jam version (So I could rate appropriately) then the Post-LD, and you guys did make it a bit harder in the Post-LD version.
Holy crap though - this was definitely a solid platformer with a lot of potential. I can say without a doubt that this really was a fun game that I enjoyed solidly. Having played a lot of games in this genre in the past, I might offer some feedback, and some things I enjoyed:
- Death was fast and smooth. Awesome. It allowed me to restart quickly and without the hassle of waiting for long animations. - Downside: the enemies animation timer keeps playing, so every time I start a level, the enemies/platforms/everything else has been moving - this makes it hard to learn timings as every time I start the level, the enemies are in different positions. I kept wanting to jump, but I ended up having to wait, and reset mentally after every death to ensure that I didn't let muscle memory kick in when it wasn't yet time. This was a little bit annoying. - The music was excellent and fit the mood perfectly. - The way you guys taught the mechanics simply at first, then raised the difficulty often was incredible. Excellent tutorial technique and beautiful level design. It's not often that people are able to do this effectively. We tried that in our own game, but didn't get around to it. - Lengthening checkpoints - I enjoyed how the game's checkpoints involved more and more micro-challenges as the game went on, and it was nice to feel the game getting more difficult as I played through.
I wish the mechanic of sacrificing colors had had a more noticeable effect, but all in all, this might have been one of the cleanest, fullest LD games I've played this year.
Man, honestly, your level design was incredible... the way you guys introduce simple ideas lightly.. oh, here's some water, but don't worry about it. Then you show it once or twice later, then it becomes part of the difficulty. You managed to teach some mechanics without any text or words, but with gameplay, and that, by itself is a laudable achievement.
My only other major gripe, is the controls: Z/X were getting annoying for my pinky and ring (later switched to ring/middle) and during some of the jumping/climbing puzzles, I kept messing up the order or pressing the dash when I meant to jump. I think having an alternate jump button, like space, might have been a bit more intuitive, but honestly, it's such a small thing.
I really enjoyed this. Thanks.
@aurel: Thanks so much for the detailed feedback! I'll address the enemy position consistency and perhaps add some alternate binds for the controls in the next version (I personally press Z/X with my middle and index fingers, pinky and ring finger indeed sounds like it would be really awkward!).
Amazing platformer! Love the graphics as well as the level design. The game mechanics aren't new/unique, but it's very well done and fun to play (: The idea of sacrificing colors, for its part, is really innovative. Audio is cool as well. It was an awesome creation, congrats! :D
This is wonderful and an incredibly special experience. Wow. Super charming and lovely sprite work and your colour pallet is lovely from start to finish. Only hiccup for me was the Z to jump and X to dash. Maybe it's just because i'm used to a controller for platformers? regardless, I made due and persevered! Thanks for this lovely little game, it made me really happy! Ps. Starting Anew is stuck in my head!
Maaan it's so beautiful (I think I have nothing to add because your entry is very relevant and beautiful).
@aurel: v0.21 resets moving platforms and enemies on death or screen transition. Thanks again for the feedback!
@ynneblack, @aurel, @jeffrey-newton-evans: v0.21 adds additional keybindings which should have something for everybody! Here are the new options available:
``` Controls (default): Movement - Arrow keys Jump - Z or C Dash - X
Controls (alternate): Movement - WASD Jump - J or L Dash - K
Controls (additional bindings): Movement - Gamepad Left Stick, Gamepad DPad Jump - Space, Numpad 1 or 3, Gamepad A or Y Dash - Numpad 2, Gamepad X or B ```
I have gone beyond.
:thumbsup: I like the unique take on the theme, and especially how it was used to reduce the initial complexity of the game. The music and art were awesome, and the game was rather moody.
:bug: I think the players hit box grows (or shifts forward) when you jump, sometimes I would stop right in front of a spiny death star and jump straight up, and it would hit me even though it did not before the jump.
:point_right: The first zone reminded me of Sonic & Knuckles' Mushroom Hill Zone. I'm not a fan of masochistic platformers, you struck a good balance here making something fiendishly difficult with out going overboard... at least until the last level that was too hard (I had a lot of trouble with the last jump and there was no way to practice it until I got all the way back there)! ^_^
:star: Overall excellent job, I really enjoyed playing this!
The palette was what first attracted me to the game- that first zone is gorgeous. I'd love to read a post on how you went about decorating the level.
The gameplay was pretty fun, although I gave up at the same spot @franfox mentioned in their post, as having to replay that whole room multiple times started grating on the nerves!
I really enjoyed the level design up to that point, slowly being given new mechanics and toys to play with at a captivating pace.
My only issue (except for perhaps the later difficulty) is the lack of adherence to the theme. It was fun to have a palette swap but I didn't feel like anything was being 'sacrificed'.
Graphics and narrative and the presentation in general with the cutscenes were amazing. I'm gonna try to just say things that others haven't yet, but overall it was suuuper nice.
First thing is that the music is awesome but I don't think it really fit the game or the areas too well. Area 3 fit really well actually, but 2 had a really magical/coroful kind of vibe that didn't fit the simple greenish environment.
The water in area 2 was hard to read which direction it was going. Also I think there were a couple that animated in the wrong direction to the force.
The levels were generally cool but most of the obstacles were just waiting/timing, which is usually dull when you succeed and frustrating when you don't. The timers not being reset on death added to that too. I don't want to say that the gameplay was too basic, with the dash and climb powerups being really standard platforming mechanics (Celeste uses the same ones for example)... but it didn't feel too new or interesting to get new powers. This also largely contributed to the lack of "sacrifice" feeling. You're not really losing much with the color, and you're not really gaining much with the mechanics. The narrative metaphors of the mechanics were cool but it wasn't really expressed in the gameplay, just the cutscenes.
Overall, I gave this one a 3.5/5.
The platforming is solid and the art and music are wonderful. However, I felt that the game itself wasn't very innovative in terms of mechanics, and that the theme-based mechanic of losing a color at the end of a stage didn't have enough effect on the gameplay. The vulture(?) dialog scenes were on point and bumped you up a star in Mood.
The difficulty curve was very shallow at first but increased dramatically once the spikes were combined with the floating platforms. I actually was not able to reach the end of the game because of the difficulty (then again, I am notoriously bad at platforming). As I mentioned the 'losing colors' mechanic did not seem to have an immediate effect on the gameplay.
I really liked the general color palettes and the artwork, though I think a few more frames on the animations would have suited it a little better. The music and sound effects were well placed and tasteful, and as I mentioned I liked the lines that the vultures said.
While I didn't find that many flaws in your game, I reserve 4 stars and above for something that truly blows me away, and though your game was solid and certainly a top-tier jam game, it didn't captivate me in the way that warrants that fifth star.
It was a joy to play as usual, I look forward to seeing more of your work!
Overall: 3.5 Fun: 4.0 Innovation: 1.0 Theme: 2.0 Graphics: 4.0 Audio: 3.5 Mood: 2.0
You made an amazing art here! Congratulations!
This game comes highly recommended, but which version should be played? There is only Compo and Post-Jam but your entry is for the Jam?
@gwinnell: Hi there! The "Compo" version was done for the 72-hour jam event and is the correct one to use for rating purposes. Apologies for the terminology confusion!
Got as far as I could in the compo version - meaning up to the point where there's no solid floor a few screens after you get the climb ability. What you've made here is _really_ lovely and polished, and controls 100% flawlessly. The music, cutscenes, ability effects and art style are all gorgeous, and the level designs are simple to understand, _fun_, and effective at teaching the game.
I think however there's a distinct lack of tying the game mechanics to the jam theme. I would have loved to see more innovation here, because the team clearly have some talent. I had a lot of fun playing - I think I'll revisit this later to play the post-jam version. Overall, really great work! :slight_smile: :thumbsup:
P.S. I remember Samurai Shaver! I've given you a follow.
I LOVE IT! I can't really know what to say. I'm just love it!
[Note: I played the Compo version, I don't know whether the issue(s) I'm going to mention have been fixed in later versions.]
I honestly feel like this puts my own entry to shame. The platforming gameplay is simple, but challenging, with nice, short levels and tight controls. I like how instead of making you sacrifice abilities as you progress, like a lot of other entries, the game gives you more abilities but sacrifices the world's colours.
The graphics are good, and the music and sound effects are excellent. The cutscenes between worlds, and the way the graphics and music changed between them, really helped tie the whole thing together.
I did encounter a game-breaking glitch in World 3, though: at the start of one of the levels you just clip through the floor and fall to your death. If you're fast enough you can grab onto the left-hand edge of the screen and climb up it, taking you back to the previous level, but you can't progress any further. There were also a couple of times in World 1 where it didn't acknowledge my button inputs when I pressed Z, so I'd walk straight into a bottomless pit instead of jumping over it.
All in all, though, this is a great entry. Well done!
@f1krazy: Thanks for the review and the bug report! That world 3 was actually NOT in the original compo version that I submitted so it must have been introduced in a recent patch I made to fix another bug (the classic "fixed one bug but introduced another"). I'll make another build to address that right away. Thanks again!
@f1krazy: That glitch has been patched and fixed in v0.04! I also tracked down an input handling bug that may have been possible for the dropped inputs that you were seeing, so that has been patched as well. Hooray!
This is a beautiful game and I had a lot of fun playing it! The music was really good too. I felt that the theme wasn't all that strong mechanically since only a visual change occurs with each sacrifice. Gameplay felt top notch though and the graphics are really nicely drawn and animated.
It got surprisingly hard but it felt like a good challenge all the way through. I appreciate that you allow space for jumping (In my country, y and z are swapped on the keyboard so it's frustrating when you can only jump with z.) but I think that it would be even better if you allowed jumping with the up arrow (especially since the up arrow is currently not in use)
It was a pretty cool moment when I turned into a bird in the end :)
@yaen: Thank you for playing our game! Actually, the up arrow is already used for climbing upwards when sticking to walls, which is a key feature in world 3. Otherwise, I would have already added a keybind for jumping with up!
The inpiration taken from Celeste is pretty obvious, which is a good thing for me as I loved Celeste and I'm loving this as well. The visuals and animations are nice and clear, the music the amazing and the platforming is super fun with the difficulty curve feeling pretty great. If I had to nitpick, I'd say the jump grace period is too short. I can't easily tell the direction of movement from the waterfall platforms (that might be just me). Also, the game doesn't very much tie into the theme except for the story. At first I though losing colours would have some gameplay consequences, which might have been cool.
Just to be clear, I played and rated the jam (compo) version, though I'm gonna play the updated version later :wink:
*Edit: I played the updated version and I'd still bump up the grace period a bit. The extra screens were great meaning I loved the game even more*
very beautiful as always.
A beautiful looking and sounding game.
Found this game on /r/celestegame and was pleasantly surprised to see it was made by you! Loved the Celeste influence, and good amount of content for a jam. Only nitpick was the color of the cat blended in a bit with the background when the second to last color was removed. But otherwise great game!
Celeste is easily one of the best games to come out this year and I had a fun time playing this light homage to it. Love the music, love the cute walking animation, love how quickly the levels ramped up in difficulty.
The post-jam version of Colors of Your World addressed the issues I had with input, namely a lack of smoothing, right-hand jump button, and input buffering. It handles well and the graphical upgrades are quite nice :)
If you added in controller support and the ability to foreshorten your dash, you'd have a lot more options for level design.
@kamekai: Thanks for playing our game! Gamepads should already work with the post-jam version! :D
Beautiful art-style, amazing audio, and just simply a fun game! I appreciated the difficulty curve and the creative implementation of the theme, but I felt like there could've been more potential to it. Also, it was frustrating sometimes that the dash button was not that responsive. Other than that, really well done!
ldscreen.png
Excellent art style, and gameplay mechanics. I downloaded the soundtrack because it's my type of tune that I want to listen a lot. The screenshot shows that I've finished the game, and something cute to see if you can hang on floating waters. Unfortunately, theme - wise, I didn't feel it.
Yes, there are cutscenes that shows the theme, but if there's a theme it should be felt with the core mechanics of the game too. People (yeah, like me) tend to skip texts even short ones because it's the mechanics that blends with the theme matters.
Anyway, favorite part of the game is the soundtrack. Good job.
Really well polished game (cant stress that part enough), from the art to the transitions, the world objects (such as that cool bouncy animation with the mushrooms), the music, dash animation etc. The level design made for a fun experience, and I really enjoyed getting myself through each area. Only thing I'd add would be space bar to jump, Z was slightly tricky in certain spots for me with WASD and space is intuitive for jumps. The best entry I've played so far honestly :sweat_smile:
Really nice platformer mechanics that you brought here. The game feels very polished, with great art, sounds and gameplay. I finished the game and found it challenging yet not frustrating (which is something really hard to do on this genre). Only thing for me is that the theme was not applied to the gameplay, it was actually applied as a story background. Which is ok, but if we could make a choice on what power to get, or choose what color to sacrifice, there, my friend, you would have totally nailed it! Overall this is a really nice entry!
Beautiful art and great sound!
Wow! Amazing game with incredible graphics, sound and gameplay! The Level Design is AWESOME! :clap_tone3: Maybe the only thing is the story and the theme... sacrifice the color... also, it's linear, the player doesn't have options and is not reflected in the gameplay. Overall, is an amazing game! Congrats!! \o/
Loved it!
I tried the original compo version and the amount of content and polish is amazing. Everything is great for me, except maybe one thing: I loved your idea on the theme, but the outcome is pretty much null..I mean, if you didn't tell me that I was sacrificing colors I would have just thought that it was a slightly different theme for a new level.
One thing that would've blown my mind would have been if I had to replay always the same level, but with some colors (i.e. platforms or obstacles) removed. Of course I realize that from a level design point of view that's definitely not an easy task, but if you managed to create a level in which you can strip away layer after layer of platforms (or hazards) and balance that with the additional powers, that would have been truly amazing.
Anyway thank you for a great entry. Good job!
This is such a nice entry and so well done - it is very polished and pleasing to see/hear/play!
I really like the art style, music and concept and you should be very proud of achieving this within a jam timeframe. I am new to making content for games and this is something to aspire to!
If I had a small comment it would be that I felt the sacrifice theme was not totally embedded in the game (it could be the same game with or without the sacrifice concept, and still be as good).
Suggestions rather than criticisms but: Mechanically I would like a mouse-bind for jump as over long periods I find keyboard only gets a bit uncomfy, and also I found sometimes I would respawn so fast I'd still be pressing 'D' down and I'd run right off the ledge and die again, but this is minor in context of the rest of your game :)
really well polished , nice game
Stellar work, I absolutely loved every piece of it, well done!
Finished the game, felt to short for me I wanted more :D. I looooooved the ausio so much. Good job!
Absolutely gorgeous game, beautiful music, smooth mechanics, and nicely paced learning curve! The polish of this game is impressive.
Wow, amazing game! I really enjoyed and I played to finish it. Very cute character.
I also use cats in my game ;)
Nice classic platformer, I really loved the visuals (and colors :') and the overall mood of visuals. The incremental power up systems brings some cool level design and allows to introduce the story and link with the theme, so that's a cool thing. I especially loved the player's animations and effects. It was a bit short but well balanced with no frustrating part. The music sounds really nice too.
Good job! Cheers!
This is the last day for me for rating games - and finally I found my favorite project. Bravo! It reminds me Super Meat Boy or PinkMan. You did a great entry with an amazing and cute aesthetic. The way you work the theme is unusual and great. The first music track is just hypnotic - I love this one. Controls are smooth - maybe main character animation could be improved, but the colored bats were perfect. Each feature adds another gem to gameplay and the whole project is never boring or too repetitive - sometimes it's the case with platform games. I had fun playing. You did a very good platform game with a fantastic gameplay. One word - thanks sharing this colored experience with us ++
Awesome game! Maybe the theme about sacrifices could have been more "integrated" but overall cool game! Loved the art and sound!.
An interesting platform game. The art style and music are definitely the highlights. I found the controls quite painful, maybe some additional bindings would be good. Also I feel that the theme was not integral to the game. Definitely one of the more polished entries, but perhaps a bit short. Good job :grin:
Nice job. The platforming was fun and controlled well.
Thematically it reminded me of Gris. But I liked how you removed colours one by one instead of adding them. It also had better gameplay than Gris so good job there.
Narratively I did not get why removing a colour would grant a power, but that's a small thing. Maybe it would be neat if the main character gained colours as they were removed from the world, or they flashed the colour they removed from the world when they used the ability they gained.
BRILLIANT! OH WOW. This is no ordinary platformer. There is replayablility and charm exploding out of this thing! The soundtrack, art, mechanics, design....IT'S JUST... SO GOOD! This could seriously be released and sold as is. Great job on this! :D
@picapica: Apologies for the long wait, but I've now uploaded a full playthrough video of the post-jam version: https://youtu.be/g5vRdNHHoU4