December 13th-16th 2013 :: Theme: You Only Get One

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by TreehouseElite - Jam Entry

This is a game about Only having one color at a time, you start out with white and can grab Red and Blue (So far!). It is a stretch but with the current mechanics we hope to finish the game eventually in a much more complete state.

Although it is not complete and the second level is currently extremely flawed, we hope you guys enjoy what is there!

Consider Level 1 a View of the features and Level 2 a view of maneuverability.


All constructive criticism is appreciated but please not there is SO much we want to add to the game and do wish this game was much more complete and playable.

Downloads and Links




Alismuffin says ...
Dec 17, 2013 @ 12:11pm

Fun game, but jumping is quite floaty and the collisions aren't working properly!

You should store your movement-to-do in a temporary variable before assigning it to your actual character's position. This way you can stop the actual player from moving if you check the new position intersects with a collider.

Dec 17, 2013 @ 11:42pm

Yes we were mulling that over in the last hours but we were too focused on deployment at that point. The main issue is we didnt use the built in LibGDX Collision Handling. This actually spawned the jumping off walls feature since the player seemed to just love to do that. Thanks for your suggestion! It is something we are considering.

ninjacharlie says ...
Dec 18, 2013 @ 8:08pm

Very buggy. You really have to work out collisions and movement, as that's the most prominent part of a game the player will see. I would recommend using a game engine as it takes care of all of that for you.

Keith Evans says ...
Dec 18, 2013 @ 8:33pm

Cool game. Some obvious control issues but I'm sure you guys have every intention of cleaning that up. I actually did like the jetpack jump. The sequence where your jetpack up to grab the the pickups in the mine field was interesting, especially on the way back down. I was a little confused how the color shifting worked exactly so possibly some more explanation might be needed. Congrats on finishing, good job overall.

Also there is that saying about great minds... We also made a very color focused platformer if you want to check it out.

Dec 19, 2013 @ 2:32am

Thank you all for the criticism, Collisions are a major issue and we are using a Game Development Library which we credited in the main menu, LibGDX. We just didnt use the built in Bounding Boxes at first, we will be re-writing it to use that in the future.

The wall jumping is actually going to be kept and the jetpack jumping does lead to some interesting results so thanks :D . Color Shifting was just an indicator of a power up. One issue we have to iron out is the yellow crystals forcing the screen back to no filter, that was not the desired result. We intend to add more power-ups like the Red "jetpack", we just didnt have time after so many collision issues.

We plan on re-doing a lot of things now that we are unrestricted by the 72 hour time limit.

We are extremely happy that you guys are finding this game to be an interesting concept! We know it is not complete but for a first Ludum Dare Jam we knew we would have issues. It will all be fixed when we eventually finish the game.

tomc says ...
Dec 28, 2013 @ 8:03pm

The jumping physics are bad - things don't travel vertically at a constant speed because gravity is always applying an acceleration. This is what human brains are trained to expect, and if your game doesn't do it, players will get frustrated.

There was a crash that kept happening when jumping while touching a wall, and every time I pressed N to go to the next level. Hope this backtrace helps:

Exception in thread "LWJGL Application" java.lang.NullPointerException
at com.badlogic.gdx.math.Rectangle.setPosition(
at com.treehouseelite.ld28.thespians.Thespian.updateRectangle(
at com.treehouseelite.ld28.thespians.Player.checkContainment(
at com.treehouseelite.ld28.thespians.Player.update(
at com.treehouseelite.ld28.screens.GameLevel.render(
at com.badlogic.gdx.Game.render(
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$

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