A game where colors matter. A game where you need to land on your enemies as you turn into the same color as they are. Land on an enemy of a different color and you lose 1 live. Lose all lives and it's game over.
Note for MAC users: The mac port currently has no sounds and the porting of the font got messed up, which is why the font for points and colorblind mode are different from the rest
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Lv. 18
Really nice idea and implementation (especially for the colorblind mode, kudos for that). Just as usual, I found the same one problem - lack of game feel. Ya can check out Mark Brown's video on this. Paritcle effects, screenshake, engaging music and sound effects, is what makes a game really fun to play and addicting. Look at Vlambeer's games to see a perfect example of this.
PS How do you export GMS2 to Mac?
SubmittedC M Y K
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Patron
sorry for the late response, but if you are still wondering about exporting to Mac.
Firstly, you need a computer running OSX sierra or later. The best way is to install Gamemaker studio on and compile it directly but you can also use it as a target machine.
If you want to sign the app so it can be put into the app store and such you need to enroll into Apple's developer program ($99/year) but if you just want an apple executable for things like gamejams you can just open up the maxOS preferences under options and erase the default value of the field "Signing Identifier" and leave it blank. Then just go into build and export.
If you want to use a target machine or how to sign applications for app store. I recommend taking a look into this guide https://help.yoyogames.com/hc/en-us/articles/235186128-Setting-Up-For-macOS
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Lv. 5
Great job for including a colourblind mode. This crossed my mind when I first saw the theme, but surprised you had time to implement it. Bonus points!
The font on the menu screen was a little difficult to read but once the game started it became apparent what the goal was very quickly. The increasing speed was nice, and it was a unique game mechanic that I don't think I've seen before. I would say i was difficult, but satisfying once you start figuring it out. "four moves keeps me the same colour, so if i move this way, I'll end up where i started". I think just knowing the next direction makes it hard to stategise. Maybe showing hte next 3 or 4 movements as a faint path would help plan ahead.
Nice entry!
SubmittedILLUMINATED
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Lv. 3
Definitely smart to include a colorblind mode. I liked the tension between the player's turn based movement and the constantly churning enemy movement. That kind of feeling would be great in something like a horror or survival contest because it immediately puts the player off guard - like how in resident evil how you can't shoot and walk at the same time. The game itself was very difficult - I wasn't able to quickly plan moves, even though I had perfect information. I think remembering the color sequence was the hardest part. Maybe the player sprite could telegraph what color it's going to be before you move, like highlighting possible move positions in a chess game? Anyway, nice entry!
SubmittedPetri
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Lv. 6
Found this a little confusing to play, it's remembering the colors that come next which I struggled most with.
I didn't like the sound effects of the "burb" each movement, though the movement of the player felt snappy with a nice sound effect.
Props for including a colorblind mode!
I think if you had a preview of your next move that could help, as when you're moving fast it's hard to keep track, I think with practice I could do better.
My best score was only 2500!
SubmittedColor Combo
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Lv. 8
Mad props for including a colorblind mode! It took me some time to memorize what color I should be at before leaping into an enemy though, and made a simple mechanic feel like a lot of work to bring down a single baddie. But still, I think the concept has some potential to evolve into something cool!
SubmittedHard-Pressed to Save the Universe
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Lv. 3
This is a great concept. My only issues with this are the sound (Hilarious at first, but I got a bit tired of it) And I would love a better indicator of what I'm about to turn into.
SubmittedRainbow Hyperdrive
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This game has a simple and unique concept; however, it is repetitive, and there is a sound effect that plays about every second which I found annoying. I think that without that sound effect, and perhaps with making what color the player will change to more obvious, it would be a lot more fun.