Like many similar games, Chroma Crawl has you traverse a series of rooms where you will have to defeat any enemies you find before progressing. The twist is, you are able to shift the hue of your weapon to match the color of the enemies, which causes you to do more damage (or heal them if you're not careful). As you make your way from room to room you will find a wide arrangement of upgrades that provide a variety of unique, stacking effects and abilities. But be careful, you won't want to see what happens if you die. (No, really. There's a bug and the game will crash. Oops.)
I highly recommend using a game pad, but keyboard and mouse are supported (and actually easier).
- Left Stick to move
- Right Stick to aim
- Hold Left Trigger or Bumper change weapon color (they shift in opposite directions, but loop around)
- Right Trigger to shoot
- WASD to move
- Mouse to aim (weapon points at the mouse)
- Hold Right Mouse Button to change weapon color (one direction)
- Left Mouse Button to shoot
Note: Unfortunately, this build will crash if you die. Otherwise, I hope you enjoy the game.
Kwisarts Level 56
- Bonus items can move out of rooms, making you unable to take them...
- Your base rate of fire is super slow
- The hue shift feels slow (using the mouse + keyboard as I disagree that gamepads are better for any type of shooter, as the mouse allows a better control of where you aim), i kinda wished you could just press right click once to switch to the next color, as opposed to gradually choose the shade
- Shorter than I expected, so I restarted but that seemed to be it. That does mean I wanted more ;D
The game is enjoyable, but would be more without these issues (though the first issue isn't that bad)>
EDIT: I did not know the closer I was to its color the more damage I dealt. You should add a damage as you hit enemies or something to tell you how much damage you've dealt. That way, you can know whenever you're in the right hue. Alternatively, you could change the visual/sound effects according to the color, to give a feedback appropriate to the damage you've dealt. In other words, reward me for damaging more with a satisfying feedback!
Regarding the mouse, comfort is different for everyone. That said, the mouse is objectively more accurate than any controller, as it makes it very easy to predict where you're going to aim at. I admit that I did not try the controller; But I wouldn't say the advantage of the controller is to aim; rather, that it gives overall a different kind of comfort, and for some is more appropriate for this game in particular.
I also was expecting the mouse wheel to be in effect there. But I am glad you allowed to use the mouse either way! So no problem there
Thanks for the feedback. This is very specific and useful. I'm continuing to develop the game, so having specific issues to address helps focus my attention on those areas. The bonus items leaving the room is one thing that I've already fixed in the post-jam build. Balancing things like rate of fire is going to be a continuous struggle, I expect. As for the hue shift mechanic, I would like to keep it as more of an analog selection, as you do more damage the closer you are to the correct color. This rewards players (probably not enough in this build) for paying attention and putting in the effort to get the correct color. I have, however, added the ability to swap your color with it's complementary color (opposite), which can speed up color selection. Finally, while I don't disagree that the mouse is easier to aim with, I have focused on developing with the gamepad in mind because I do think that it's a better experience for most. Still, I don't want to neglect kbam. One change I will probably implement is to use the mouse wheel to select the color.
Again, thanks for the feedback. I'd love for you to play an updated build after I have a few more things implemented, so I'll follow up with you on discord to see if you're interested.
The game was nice, I liked the upgrades. At first playrun my collisions bugged? I could run past some walls. Maybe color changing could have been without changing the hue slowly by holding with jumps, only certain number of colors, and tapping would change it. So player can tap fast to right color. But on other hand I liked that enemies were weaker to shots which were more correct color.
Edit. Yup, I thought it might be upgrade, but wasn't sure, thanks for confirmation
Naxos Level 7
I think I must have had the worst luck, haha! When I went into the final room with all the multi-colored enemies, my gun still felt like the default starting gun, I couldn't actually tell what any of the 10 or so upgrades had done for me, but maybe they helped in ways unknown! :)
I had fun with this one!
I really liked how the color on the characters head shifted hue.
With the controller, it would have been nice if there was a bit of deadzone. When I eased off the aim stick and set it back to neutral, the direction the character pointed would suddenly pop somewhat randomly, usually in a cardinal direction. But the character movement along the ground was really smooth!
The in-game controls were appreciated. Overall, it was a bit short, but I enjoyed it!
FrogWax Level 5
The RBG detection works really nicely, and the upgrades are very satisfying. Enjoyed playing this. Unfortunately I don't have a gamepad, but it seemed to play just fine with keyboard and mouse, so thanks for including the option. Would play this for longer if it were expanded. Great job!
Yosi Level 24
Very nice game! The only complaints I have is that the color doesn't switch fast enough and the player moves too fast, making it hard to aim. But besides this the game is super fun. I'd love to see a longer version sometime! EDIT: It was more frustrating than difficult because I had to circle around enemies a lot while waiting for the color to get to the right amount. I think maybe making the colors preset and then having the back bumpers switch colors back and forth would be nice.
Joe Wetmore Level 2
Nice, controlled very smooth and it was fun to have such a big sliding range of colors. Also, the spacial design felt nice and clean. The only thing that I had trouble with was figuring out what the pickups I was grabbing did.
Thanks for the feedback. I think the problem with the items is that I had two competing design goals in mind: wanting every enemy to drop an item when they die, and wanting a wide range of cumulative effects. This means that every individual upgrade has to be somewhat small on it's own, and results in the effects being very subtle for some of the items. The icons themselves could have been better designed to communicate their effect, I think.
Loates Level 9
Okay, as a huge rogue-like nerd myself, I absolutely adored the art and the gameplay of Chroma crawl, they mixed together to make a really enjoyable experience. Furthermore, the range of powerups and how overpowered they make your weapon is really fun. While short it is an extremely enjoyable experience!