August 23rd-26th 2013 :: Theme: 10 Seconds

Ludum Dare 27 — August 23rd-26th, 2013
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Color Shift

by Sandcrawler - 48 Hour Compo Entry

Color Shift, your character shifts colors every 10 seconds randomly. Your goal is to collect the colored rings, and then reach the white castle. avoid enemies, and active shrines while you search.

Made using:
Construct 2
Python music generator

Downloads and Links




nicotuason says ...
Aug 26, 2013 @ 10:50am

interesting concept, but the collision detection could be improved.

Aug 26, 2013 @ 5:04pm

I like the game but it runs too poorly for me in the browser to appreciate the extend of the work

Sandcrawler says ...
Aug 28, 2013 @ 2:38pm

I think the collision detection problems that nicotuason has are the same problem causing the poor performance.

The poor performance started Sunday morning, I'm certain it has to do with how many objects are being drawn on the canvas at once. But I don't have a quick fix. Initially I wanted it to be done procedural with a seed, but that didn't work out.

Sep 2, 2013 @ 11:41pm

I think the concept has potential, but it is almost unplayable in my browser. I also wasn't too sure what the scrollwheel did and what my goals were.

Laelien says ...
Sep 2, 2013 @ 11:48pm

Could be fun, if it was actually playable. You might want to check your collision system, like, really, because it gets slow very fast and unfortunately unplayable.

Zap says ...
Sep 3, 2013 @ 12:43am

I think this is a really interesting concept - the reward for finding rings allows you to move through the level easier, and the punishment for touching an enemy is restricted movement. Simple but very effective.
It wasn't clear how many rings were left to collect (unless you scroll through and try to work it out) so therefore it wasn't clear when to head back to the castle. What if the player had ring 'slots' around them, so you could see how many were left and which have been collected?
Holding down the LMB to control was a bit annoying, but MMB scroll worked well.
And yes, it was a bit laggy, but I managed to play through the whole thing (Chrome)

vikingpotato says ...
Sep 3, 2013 @ 6:35am

Promising concept, had performance issues for me. I think the mechanic can be further worked on to make it awesome

manuq says ...
Sep 3, 2013 @ 8:15pm

The concept looks nice. As others said, it runs poorly for the basic shapes displayed. Blame construct 2 for this, you could go for a simpler tool like CreateJS.

Sandcrawler says ...
Sep 3, 2013 @ 10:09pm

@CosmicAdventureSquad The scrollwheel rotates through the rings, and your goal is to collect all of the colored rings.

@Laelien Yep, it was working fine all of Friday and Saturday, and then sunday it started having problems. I think I could fix it now, but I would rather do it differently anyways (I wanted to generate the placement based on a seed number) The mouse controls are also done in a hacky way.

@Zap I approached the game using the Color wheelthat Computers generally go by. Red Green Blue, then mixed they make Cyan Violet Yellow, and White. But I realize that isn't really common knowledge. The shrines also play a roll in it, in that they shoot a colored pip at the next color in the sequence (including white, that was really hard to see) If I return to this game I would like to add a trail particle to the pip. I did that about adding the ring slot, and still might.

@vikingpotato I agree, I think this game can be taken farther. I already have a handful of additional ideas I would like to add to a post compo version (at some point)

@manuq I'm not particularly interested in learning how to do it with JS. I like being able to work visually. I dont think Construct 2 is really to blame for the performance issues, more the way that I short cut things in order to finish. In the same regard I doubt that writing the code myself would be any better as I tend to shortcut for LD, instead of using the most efficient way.

Atmospherium says ...
Sep 4, 2013 @ 2:06am

It took me a while to figure out that the scroll-wheel was that useful (that's what I get for skipping over intro screens), but once I figured that out I really liked it. This is one of those games that looks deceptively simple, but really has cool game mechanics going on. Performance was a bit sluggish at times, particularly toward the end when I ended up having a half-dozen black circles following me, but nothing game-breaking. Good work.

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