Please play the post-jam version. It actually allows you to play levels beyond the tutorial.
WASD / Arrow keys - move Mouse - aim LMB - charge up shot, release LMB - shoot while charging up a shot, time slows down and a shield blocking you from enemies is created Esc - pause game R - restart level Q - quit game
Unfortunately, due to my absolutely amazing time management skills, there are only 3 levels, plus the tutorial. But I'm still pretty proud of what I achieved and maybe I might continue this project in the future.
- Music by BillBonham on Newgrounds
- Clapping sound effect by young_daddy on Freesound.org
I did not like the controls for CMYK at all I'm afraid. Which is a shame, because the movement felt great, and I liked the slo-mo effect on charging the weapon. The music was awesome, and it really felt like it could have been a really nice full game. I'd work on the controls a bit so it's easier to switch, add some AI types and more levels, and work out how you can maybe incorporate some boss fights and more complicated problems to solve as you progress through the game. Aesthetically this is very pleasing on the eyes, and it feels great. A lot of potential in this entry, well done NNNIKKI.Submitted
I was ready to really like this game. Gameplay feels very satisfying, and the mechanics are simple, but effective. Unfortunately, I ran into a few of problems. First problem is that one-hit deaths mean I'm playing the first section of the level repeatedly in order to make any progress. Second problem is that the color switching keys are all over the keyboard, which isn't a problem in the tutorial level, but I'd imagine could become a problem later in the game, when the intensity ramps up. Which brings me to problem three, there's a fatal error at the end of the tutorial level, so I can't play any further. If there's a fixed version, I'd love to play it.Submitted
I like the idea of using the CKYM color scheme in dealing with taking down obstacles/enemies. the controls for switching colors were a bit to spread out for me. Although I understand why you chose the current scheme I think for a somewhat high-paced game as this it probably would have been nicer to have the controls close together.
Also when I hit the end of the level it gave me an error, but nothing that stopped me from playing the game.