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Sous Chef Sonny's Colorful Story's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Main Criteria: Gameplay | #3 | 2.582 | 3.333 |
| Special: Best Gameplay | #3 | 2.324 | 3.000 |
| Special: Best Art | #3 | 3.357 | 4.333 |
| Special: Best Music/Audio | #3 | 3.098 | 4.000 |
| Main Criteria: Art and Audio | #3 | 3.357 | 4.333 |
| Main Criteria: Execution | #3 | 2.582 | 3.333 |
| Main Criteria: Fun Factor | #3 | 2.582 | 3.333 |
| Main Criteria: Innovation and Creativity | #4 | 2.840 | 3.667 |
| Main Criteria: Adherence to Theme | #4 | 3.357 | 4.333 |
| Special: Best Storytelling | #4 | 1.549 | 2.000 |
| Overall | #4 | 2.763 | 3.567 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Creative mechanic. Finding out how it worked gave me that “OHHHH” moment. Execution needs some work though.
First the tutorial. The tutorial did a great job showing the parkour mechanics of the game. It did not, however, show the color switching mechanic at all, which is the core part of the game. Combined with the attack not working, this made for a very confusing start to the game.
Then the controls. I found it difficult and unintuitive to memorize which key to press to switch between specific colors. This made it harder to execute quick color switching maneuvers.
Level design. A crucial aspect of level design is communication– nudging players to go towards some destination implicitly or not. In the tutorial level, the last fall from the platform is not clear that it is even there. It is also sometimes easy to forget where obstacles will spawn when switching colors, making it easy to accidentally get stuck into objects when you forget where they will spawn. Making the direction to the goal subtly clear is an important, difficult, and interesting part of game development.
Overall, great game art and polish! Couple bugs, level design, (soulslike) tuning issues, but creative take on the theme and execution.
Gameplay:
The tutorial in-game doesn't really explain all the mechanics of the game so going in blind will just leave the player confused. There definitely should be more hints for the players such as what button to press when they receive a new color power. The difficulty of the game is kinda all over the place. The second level proved to be the hardest one with tight platforming sections requiring precise jumps. The third level was a bit more lenient and was easier to navigate around. The 4th level was somehow the easiest and I kinda just breezed through it and defeated the boss with no difficulty. It's great that the respawn is instant cause the game is quite hard ;-;
Mechanics:
I think the idea of color shifting is a really cool idea, like having a mirror dimension. But this game just goes crazy with it. However, I think the controls can be a bit more intuitive. Keeping track of six buttons to switch colors does take away from the gameplay and slows it down. Sometimes, I just find myself mashing the buttons to see its effects. In the later stages, a lot of the colors aren't really used much and I just find myself mashing all the colors to see if there's any hidden platform.. I think it would benefit if you just keep the color count to around 2-3 rather than 6.
Soundtrack: The soundtrack is great! Crazy how you guys managed to pull off having unique soundtracks for each stage. Kudos to soundtrack guy!
Graphics: The sprites are great. I think the sprites look really cute for the enemies. I like the purple slimes although I never interacted much with those enemies. I think the color choices are great for visibility as well.
But some sprites need some work such as the spikes from the 2nd level. I think the spikes have poor visibility. Needs to be more prominent and screams "pointy thing, danger" Overall:
Great Job completing your first game jam you guys! You've managed to create a game with unique mechanics, complete assets, and even a soundtrack, all under time pressure. You should definitely be proud of what you can achieve in around 2 weeks and a little bit more.
Technicals:
You guys should set the stretch mode of the project to viewport so that when the game is enlarged, the game expands as well. What ends up happening when I maximize, is that now I can just see more of the game as well as the stuff you don't want the player to be looking at.
You can also export for the Web instead of only specific platforms so it's more convenient to open up and play.
Bugs and Shenanigans:
Encountered this bug lol. If you are standing in place where a block is where it's supposed to be than you just get stuck. This also leads to softlocks and forces me to start over ;-;
I'm getting damaged here for some reason.