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A jam submission

DuoChromeView game page

Submitted by Khyi — 37 minutes, 52 seconds before the deadline
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DuoChrome's itch.io page

Results

CriteriaRankScore*Raw Score
I would buy a longer/commercial version of this game#641.7772.778
I find this game's challenge/puzzles interesting or compelling#701.9903.111
This game was intuitive and self-explanatory#722.5584.000
I appreciate the game-feel (responsiveness of interactions)#841.8482.889
Overall#861.9543.056
I appreciate the sound design and/or music#871.7772.778
I appreciate the art/visual style#891.9543.056
I appreciate the mood/atmosphere#901.7772.778

Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Jam Entry Confirmation
Indie Game Clinic Collab jam

The Team
Game design, programming, character and weapon assets:
László "Khai" Alföldi

Environment art:
Balázs Nagy

Sound design:
Vladislow

Button icons by Harusagi

Other Credits
Music:
"360 No Scope" by The Soundlings via Youtube Audio Library

Additional SFX via Freesound.org:
Explosion_001.mp3 by cydon
JacobsLadderSingle2.flac by Halleck

Button prompt icons by JulioCacko

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Comments

Submitted(+1)

Interesting game, had a decent amount of fun it and I like that there's a lot of room for skill expression. I believe the one-hit kill on the player is a bit frustrating, and the orb energy depositing mechanic could work better with a proximity trigger rather than a raycast (I kept aiming at the wrong part and with the pressure of the enemies that made it a tad frustrating). Some player feedback in terms of winning/losing the game would have been nice since I thought maybe if I got to the next level 2-3 times in a row something would happen (nothing happened :P).

Developer(+1)

Thank you for the feedback!

I was debating making the orbs proximity-based instead of raycast, but for the sake of it being "self-explanatory" I wanted to make sure the player is looking at the orb to see the energy flow into it, and positioned the gate such that the lights display going up is visible at the same time. If I made this into a full game I would probably change some of that.

I agree that it would be nice to have an ending, but imo the only ending that would make sense in a game like this is a bossfight after 2-3 floors, which I didn't have enough time to implement.

Submitted(+1)

This was fun, although the lack of hit feedback made it a bit confusing to figure out the game in the beginning (wasn’t sure if I was hitting the right targets, or hitting them at all). Once I figured out the upgrades it clicked for me, but the weapons were still held back by the lack of feedback and long cooldowns.

Overall this feels like an interesting idea, which could be expanded on with more enemies and level variety.

Developer

Thank you!

As per usual, I still have a lot of ideas how to add variety to the game if I continue developing it, but I could only make so much of it in two weeks.

Submitted(+1)

I enjoyed this. Straight-up fun. I'm not sure I understood what the two plasma-lamp things were there for, but had a blast getting each of my weapons fully upgraded, and started to feel proper ninja avoiding the enemies as I got more into the game.

Developer

Thank you! If you go near the plasma balls it should show a button prompt, maybe I should make it bigger. If you hold down that button you should see what they're for.

Submitted

Ah, gotcha! I did see the prompt, and did press the button, but didn't try holding it down.

Host(+1)

There's some cool stuff in here. At first I kind of rolled my eyes a little bit at "use the blue weapon on the blue" etc. rule, but then when I saw that we were upgrading each weapon independently it felt like a more interesting idea. I appreciate that when you get to the minigun the little moment of spinup makes the weapon a little harder to use. 

I'm not sure we needed the player to be one-shot-kill for the game to work.

I think the mechanic of needing to prioritize one enemy type to upgrade the "lagging behind" weapon was personally more interesting than "you can't shoot blue with red or vise versa" [which would also be harder to justify in a larger game too; it makes sense quite quickly mechanically but it would be hard to tie into a theme/backstory beyond colour coding... this is why elemental stuff is often easier to do in fantasy than SF, I think]

Developer

Thank you for the feedback! 

I had briefly considered simply making each weapon less effective to the opposite colour, but part of the core concept I wanted to include is a risk-reward relationship with higher level weapons, meaning a fast-firing but inaccurate weapon is technically better at taking out crowds of enemies, but also riskier to use because there's a punishment for mismatching weapon and enemy colour. 

Focusing on the sacrifice mechanic seems like a good direction for future versions, a lot of commenters seem to like that segment of the gameloop "chain" ;)

As for the narrative justification, I have a sci-fi concept in mind involving hard light fabricators which would also explain your weapons magically upgrading mid-combat, but telling that story was beyond the scope of this jam entry, especially with such a small team.

Submitted(+1)

This was fun! The premise is simple but engaging at a faster pace. I appreciate there's an aspect of risk vs. reward in needing to downgrade weapons to progress, and in automatic weapons making it easier to accidentally hit the wrong colored enemies. The radar overlay is surprisingly unobtrusive while providing needed info. I think the concept has real potential if you ever decide to expand on it.

Developer(+1)

Thank you! Glad you enjoyed it, I'm also proud of how the radar turned out. There's definitely a lot I could still improve, already added some minor changes that I'll update after the jam.

Submitted(+1)

The character's movement feels nice, I like how it takes some time to accelerate and  then is kind of "slidy", feels like it matches the rest of the game nicely. The weapons feel weird at times. Maybe they need to signal better to the player their state and perhaps try to think of something the player can win while he loses the abillity to shoot... The character's motion freezing when a certain weapon is at its limit also feels kind of bad, some adjustments would be needed I believe.
Either way, I enjoyed the challenge of dodging the enemies and levelling up the weapons. The fact that we need to "sacrifice" our upgrades in order to make it to the next area is also very interesting. I opened the door but was left with a red knucle and a horde of red enemies to deal with which put my skills to the test, that was cool

Developer

Thanks for playing! I'll try to make the weapon transition more obvious, right now it plays a sound and of course the model changes, but I was considering flashing weapons white before they change.

The stun happens if you shoot an enemy with the wrong color, if it also happens at other times let me know, if so it's a bug.

Submitted(+1)

The Player movement feels very nice and I like the concept of trading energy and weapons.

The minigun feels unresponsive. Maybe instead of first spinning up, it could fire directly, but slow and gain more firerate by spinning up

Developer

The minigun speed ramp-up is a great idea, I'll have to try it out.

Submitted

The range to hit the enemies with the punch feels bad, esp. since a missed attack is almost always a loss. I didn't notice shift did anything? But there was a button prompt for it? I see that there's a 2nd level the jump pad is *supposed* to take me to, but unfortunately, it stops short and dumps me into the endless void instead. I felt confused much of the time, but I also don't think there's anything about the game I didn't figure out. 

The chaingun felt really bad. I didn't realize I had to hold the button down, after that being the wrong way to use the other weapons, so I just thought it was a bum weapon on purpose for a while, pushing you to put points into the receivers.

Therobo-manti look really cool :)

Developer

The jump pad to the next area is physics-based, it might get slightly different results on other PCs, but if you hold forward in the air you should still make it.
The minigun has a spinup sound every time you click to help the player understand how it works, but I accidentally set its volume too low in the last version.
Shift is dash, I just might have to increase its speed.