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A jam submission

Color WeaveView game page

Mix the right colors using the primary colors to give the towers the right color.
Submitted by vendolis — 2 days, 8 hours before the deadline
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Color Weave's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#204.5534.553
Overall#703.8423.842
Mechanics#773.7633.763
Sound#913.4743.474
Music#953.6053.605
Fun#1223.6053.605
Aesthetics#2413.4473.447
Story#3022.2892.289

Ranked from 38 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How many people worked on this game in total?
1

Did you use any existing assets? If so, list them below.
Yes, Obi Rope was the main idea giver for the project. Some of the underlying systems (Event System, etc.) are based on "Unity Open Project #1: Chop Chop"

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Comments

Viewing comments 31 to 12 of 31 · Next page · Last page
Submitted

Interesting mechanic which takes a while to really show its potential. The game felt a little too slow paced, but maybe that was the purpose. The idea of weaving colourful threads through pillars was nice though! Congrats for finishing the jam!

Developer

Thanks a lot for playing the game and commenting.

Submitted

This was a simple, slow pace but fun game.  The early tutorial levels give you an idea on how things work.  It isn't that difficult if you know what colors are needed to color the towers, but the key is to wrapping around the towers in a way that the strings are touching the right towers.  I seldom needed to use the towers on the edge.

The only real issue I had was the strings sometimes partially untangling themselves when moving on to the next string.

Thank you for the game!

Developer

Thanks a lot for playing. What you said with partially untangle could be a bug. after you docked the sphere to the point the ropes should stay where they are and not flip through a tower. This can happen if you use a lot of rope and the physics representation gets too "stretched". I will have to look into preventing that.

Submitted

This was a really cool concept and the graphics are highly polished! Great job!

As others have mentioned the ball can move a little slow.

I realize it's a chill game, but you could certainly add timer modes or track how much "yarn" of each colour you used to solve the puzzle to compare against a "par" for each level.

The radomizer settings were really neat. Didn't have time to play with them much but I couldn't figure out how to make a tertiary colour.

Excellent entry!

Developer(+1)

Thanks a lot for playing and commenting. I just uploaded a version with a faster ball movement, more in line how I feel it is good. And the Tertiary colors are now disabled until I can fix them. 

Submitted

Interesting concept, the movement of the ball was a little slow. With some more dev time this could evolve into an interesting casual game!

Developer(+1)

Thanks a lot for playing and commenting.

Submitted

This was a lovely and fun puzzler!

I really enjoy when simple rules and systems can lead to fun, randomisable, solid gameplay! The atmosphere is also really good, with the audio and SFX.

I found myself wishing for the ability to track the length of each cable/rope, so I could try to challenge myself to solve it as short/optimally as possible!

Really solid creation, great work!

Developer(+1)

Thanks so much for playing. That is a great idea. I was wondering of how to give a level a score. Time was the only thing that i came up with, but length could be great. It might also be another challenge to make every rope the same length. ... Have to try it out if that actually works. 

Submitted

Relaxing game with afternoon tea

Developer

Thanks so much for playing.

Submitted

After about an hour I thought, damn it, how many levels are there, I want to beat it finally... than I saw the random comment 🤣 rather addicting game you made, great job!

Developer

Thanks a lot for playing, I wanted to make a "Level escalation mode" that ends after 20 levels. In this mode every level would have one more tower (still randomized) and it would end after reaching 20 towers. More towers dont realistically fit in the area. But I ran out of time.

Submitted (1 edit)

Nicely done! I played through at least seven levels and took a look at the random generator version as well. Great job fitting that all in during a game jam.

The puzzles are satisfying to solve mechanically, though all quite simple to do since you can move and adjust the ribbons easily and have extra pegs all along the outside of the board.

As you've noted, the speed of the ball is slow which is the main 'punishment' for setting things up incorrectly.

It's possible for a ribbon to be just close enough to a peg so that the color flickers on and off, I had one situation where the white I required wasn't set when I finished placing the last ball, but by touching the ball again when the ribbon was connecting, it immediately completed that level.

I also enjoyed how the levels 'built' at the start, and then reverted at the end.

Developer(+1)

Thanks a lot for playing and commenting. the "flickering" of the rope is a thing that might be unavoidable in the current setup, but i need to test more if this movement can be soften more to avoid that. There are a lot of areas that can be improved on this.

Submitted

Great Game,but the balls are a bit to slow

Developer

Thanks a lot for playing the game.

Submitted

I like the concept of it, it hase a very cozy vibe while playing. The movement speed would my point too but also a small note what the game wants for me, i can take every way i want to connect the colors and mixing it so that they fit that is cool, but the first time playing i wasnt sure if i only need to connect it or if i need to incluede all pillars too. I was nearly sure that this part will eventually come like, connect the points and inclue 3 pillars or connect the points but two colors cant share the same pillar.

But its a nice game and after i found out i enjoyed it and played quite a time :)

Developer

Yes, the puzzles are only intro levels and then random levels at the moment. There is a tower type that you can not touch with a rope. (Black int he current color schema) these can be used to make a level harder. I will have to try out which direction i want to go. Either making levels times to compete on completion time and beeing able to share levels with others. Or if there should be a a larger puzzle aspect to it, though I am no great level designer for puzzle games. 

Thanks a lot for playing my game.

Submitted

Interesting concept and fun game. If the balls moved a little faster it would be perfect.

Developer(+1)

Thanks a lot for trying the game and leaving a comment.

Submitted (1 edit)

Lovely game, very chill. Great idea with using color mixing and cable weaving.

The balls move very slow, they could be a bit faster imo. If you did it because of physics stability, I can understand, but there are a lot of resources online for 2D cable/rope bending.
And it would be nice if at the start of the first level, there was some UI overlay pointing to theball saying "Drag me" or something

The animations for level start and end are lovely. Nice game

Developer

Thanks so much for playing. Yes the balls are too slow. Mainly because I had them too fast, which broke the game. And then change the whole movement system 1/2 day before the deadline and had no time to adjust it to the correct level. i was working on a super slow laptop, and when I changed to a Fixed update movement (so the framerate does not affect the speed of the ball) it became faster... so for me it feld good.. but only because it was even slower before. I will adjust that after the jam.

Submitted

What the heck dude. Your game is just killer. You are the SFX king! What a clean polished game. Your music was excellent, your sound effects were perfect. What a really nice set of animations and particle renders. When the pillars come out of the ground with the dust around it and the sound of rock grinding on rock was so excellent.


How long have you been working in Unity? Was it hard to get it all finished in 10 days?

Well, I played it for a long time and when it comes to colors I suck. Thanks for the great game.

Developer(+1)

Hi, this is my third jam I entered and I tried two or three more jams, that I never finished. So i think i have been dabbling in Unity for about 5 years, but never made a releasable game.

What I can say, I use a modified version of the "Unity Open Project #1: Chop Chop" backend in my games. I have stripped the Audio and event system from that game and made it my own to cover scene loading, music, and event channels. Its using Serialized Objects as event channels that work very well for me. It makes it super flexible to have a very loosly cuppled architecture that allows to go fast when you have the base game idea implemented. 

And lastly, I used the Unity MCP with Claude Code for debugging and implementation in the last two days of the project. that helped tremendously. Since it gets things wrong, but gives good ideas and when you know how things works you can tell it to go in the right direction. It helped debugging some very hard problem that would not have allowed me to get to this level.

And I love SFX... I want to integrate "Feel" and some other asset to make it even more. I can only recomend to watch "Juice it or lose it - a talk by Martin Jonasson & Petri Purho". Its a fantasic talk.

Again, thanks for playing the game and commenting.

Submitted

I am a 'C' coder using VS 2022 and Raylib, and you are right about Claude. It is a nice tool, but has to be watched like a hawk or it will send you down a horrible rabbit hole. 

I know people have a hard time with the AI thing but I have been a programmer over 50 years and I use very tool I can to get the job done. Claude is one of them.

Submitted

What a great game! I could play this for hours. It has everything. Chill vibes, cool puzzles, custom game. Is so satisfying to play. I would prefer the balls a little bit more responsive but other than this, the game was really fun to play and addictive. I might spent at least 30 min with it. I am curious to ask the developer, I tried a custom game and I saw more color combinations, like orange. Is this feature implemented already or is wip? Because it seems I couldn't get orange. But more colors like this,  is a genius idea and would make the game so much more challenging and fun. Excellent job. I love it!

Developer

Thanks so much for the kind word. The Random Game Setup dialog was the last thing that went in (it was a visualisation of something I had internally). so it also shows the "Tertiary Color option, but that one does not work on 90% of the cases. So while the CMY color space should work (but untested), the tertiary colors do not work. the other problem with them is that some colors are super hard to destinguish when adding them. I got some ideas from other comments and will look into how to implement that.

Again, thanks so much for playing and commenting.

Submitted

Had such an awesome time with especially the first tough puzzle that required multiple tethers to be twisted around. This was pretty awesome

Developer

Thanks a lot for playing.

Submitted

Very interesting mechanics and fits well to the theme.

You already mentioned it but the ball speed being quite slow hampers the experience of the game quite a bit I feel like. For puzzle games I'd like it when the game is super responsive to my input and not get in my way when I'm thinking about the puzzles.

I would have also liked to see the columns where you need to coil your lines around have indications of what primary colors they are missing, to make it easier to plan for a solution.

I could see this being some sort of time killer phone game. Well done.

Developer

Thanks a lot for playing. 

You idea with hints might be a good idea to have the option to activate. There are theoretically tertiary colors implemented (on color once, another color twice) but these are harder to distinguish. Hints might make that possible. And if I put them on a button, ppl can decide if they want to see them. I took a note of this :-) Thanks a lot.

Submitted

impressive, super original idea. I think from all of the 50+ games that I tried so far, this is the one I could see to become a full commercial game the most. the unique puzzle mechanic based on a already cosy hobby would really fit well with the indie cosy gaming audience. I would suggest to take a look at the game Voxelgram if you want some ideas about scope and progression - it's one of my favourite games and I kept thinking about it while playing.

BUT as charming as your mechanics are right now, I think they would need one more mechanic or rule or limiting element to turn them into a real puzzle that requires some level of thought, because right now it is just busy work and I think even cosy puzzlers want to feel some kind of achievment (at least I do).

You could also reward the player with each weave becoming an image when turned around or link them into some narrative (I feel like your design is hinting at the three Fates weaving the destiny from greek mythology? coulkd be cool).

I hope you don't take me blunt words as insult or as me being preachy, but your game really captured my imagination for all the things this could lead into and I hope sharing these thoughts might be helpful.

Developer

Yes, i have a good feeling about the game if it would look nicer... and it would provide a nice "Story", some kind of progression, something where you need to make decisions or figure something out. What is currently there is nice for a gamejam and for toying around, but it would need much more effort to get it to the next level. The reason i made this game was that I had the Obi Rope asset sitting in my library and always wanted to do something with it :-) 

I dont think the Subtractive color space, or even introducing the "Art" color space (RBY) would really bring it there. I have some ideas about obstacles (little fire pits that sever the rope) or multistage levels where you unlock something that lets you access another part. But all of that will then require a good ability to create interesting puzzles, and I think I am not that great at it :-) ... 

I will want to polish the game a little more, introduce a timer and also finish my idea of a level editor with the ability to share a level text string to others and competing for best time. (the levels can have a JSON and a string representation) But outside of that I would need to have access to a 3D and 2D artist and best also a composer and sound artist to make it good.

Submitted

I thought maybe yarn length could also be an organic limiting factor? 

I agree that the colour mode doesn't change the gameplay enough. and that making anything into a commercial game is a whole different animal.

Submitted

Really nice puzzler here. My only complaint was the tutorial levels could have ramped up a little as they felt very same-same but that is pretty minor - nice to have them as it helped learning. I tried a random level first and got totally lost so went back and it all made sense after that :P 


Nicely done for a Jam

Developer(+1)

Thanks a lot for playing it. Yes the ramp-up of the test levels should have been faster. I will cut out the single mix tower levels.. have only one of those.. so my current plan is, first level stays as is, second is two ropes and one secondary color tower. Then 3 colors and 3 secondary towers, then the level with the white in the middle, then a level where towers block you path and you have to use the side towers to redirect the rope to make it. Then to the random levels (for now, until I create more custom levels).... have to see when and how I introduce the CMY color space.

Submitted

The game has a really nice core idea, and it’s genuinely fun to play. I believe a couple of small adjustments could make it even better. First, when pulling the rope, the movement speed and animation could be a little smoother, or perhaps give it a more realistic rope-physics feeling. Second, from what I understand, the rope is composed of connected line segments. Increasing the number of segments could make it look softer and more natural. Also, I absolutely loved the animation where the pillars appear on the scene at the start of the level. That was such a nice touch. Great work!

Developer(+1)

Thanks a lot for playing the game and writing a comment. Yes the ball speed is something to find the right balance with. The asset I am using for the rope is Obi Rope and it is quite calculation intensive (that is why there is no working WebGL version). At the moment it only shows a 2D canvas which is segmented. I can switch it to a 3D representation that can be smoothed, but it did not look that great without good textures and had a significant impact on my system on the performance. Also the physics simulation is basically a chain of spheres on a simulation plane, so the higher that density the "smoother" the movement is, but only if you system can handle it (I developed on a slower laptop and it could not, so I was afraid that might also affect players). And thanks for mentioning the start animations, it one of the things i really like to look at while testing the game :-) 

Submitted

I really enjoyed playing the game. I understand you, as the system's inability to manage the game development process caused me a lot of problems too. Thanks for the explanations. I'll be eagerly awaiting your new games :)

Submitted

Colorful game with nice music that kept me playing “just one more round”. Would have wished to balls move a little faster like you also mentioned.

Would be nice to see more updates to the game after the jam.

Thanks for the game!

Developer

Thank you for playing. i will try to spend some more time to give it a bit more polish after the Jam. I like the idea and feel of the game. The GDD has a bunch more ideas in it to get running.

Viewing comments 31 to 12 of 31 · Next page · Last page