Blue and Yellow by evoker
A "Turn-Based" Minimalist Horror Game
The only time you can move is when the room is red (and enemies are invisible). When the room is white, you can see your enemies but you can't move.
The red blocks move around every time the color of the room changes. You need to reach the exit after picking up the blue block.
This is my first Ludum Dare and my first game too. Thanks for playing. :)
The only time you can move is when the room is red (and enemies are invisible). When the room is white, you can see your enemies but you can't move.
The red blocks move around every time the color of the room changes. You need to reach the exit after picking up the blue block.
This is my first Ludum Dare and my first game too. Thanks for playing. :)
| Web | http://db.tt/ttfqul0C |
| Source | http://db.tt/9QRNgjue |
| Original URL | https://ludumdare.com/compo/ludum-dare-26/?action=preview&uid=22245 |
Ratings
| Coolness | 100% | 1 |
| Overall | 2.51 | 1167 |
| Audio | 2.07 | 911 |
| Fun | 2.45 | 1015 |
| Graphics | 1.90 | 1290 |
| Humor | 1.69 | 949 |
| Innovation | 2.85 | 773 |
| Mood | 2.35 | 1045 |
| Theme | 3.38 | 713 |
The player still moves when the room is white due to the deceleration setting I think. I'll try to tweak the movement for the next version. I appreciate the feedback. :)
@bobo72a
I make the red blocks check if they are overlapping with the player and choosing a different position if they are. I think the spawning death is due to the player not coming to a complete stop when the room turns white and lack of proper feedback to show the last position of the player at the moment of death. I'll definitely have to fix that. Thanks for pointing it out. :)
Was still fun to play though :)
Very simple and funny.
Perhaps an other color than the red ...
it takes a little time to understand the movement
Thank you! :) I toyed around with different movement variables to get a good feel. I didn't mind the "ice skating" movement that I ended up going with since I felt the game was a bit too easy as it was.
I'm glad to get some outside feedback though since so far I've been the only playtester! Thanks a lot for playing. :)
@TheFudster
Thanks for the kind words. :) After getting feedback about the harshness of the screen colors, implementing a crossfade did come to mind.
I guess it comes down to balancing the difficulty for the player. I want the game to be challenging, even if an element of that is an amount of discomfort while playing. That was my thinking behind my choice of going with stark colors. But in future versions of the game I'll definitely rethink my choices. Thanks again for the feedback. :)
Thanks for playing! After all the feedback on the red color I'm starting to feel glad I didn't go with the name "Red Alert" for the game (I almost did). :)
I like the fact that you keep moving when the lights come back on, it forces you choose between safety and speed.
Glad you enjoyed it! I was hoping players would feel that kind of tension during the game. In the future I think I should add a countdown timer to more create a feeling of urgency to give them a more explicit reason to consider speed.
Thanks for your feedback. I'm going to have to look up Weeping Angels. :)
I'm happy you liked it! Thanks for playing. :)
I know right! I guess many participants took to heart one aesthetic definition of minimalism as "stripped down to the most essential parts".
Myself, I wanted represent in the most minimal way a particular mechanic that I enjoy in stealth and horror games--that of uncertainty and rushing towards the goal when a clear path presents itself.
Thanks. That's exactly the feeling I was trying to evoke. :) Still deciding what to do about the sliding. I certainly don't want the player to die through no fault of their own.
I may tweak the controls for the next version. As for the red blocks, I placed a check to ensure they don't spawn on top of the player. To test it I left the game running for an hour by itself. Sure enough, the player did not die. :)
But regardless, nice job and a big congrats on your (first?) completed game. :D
@berkano
That is an excellent idea. Perhaps every few levels the number of blue blocks to rescue can increase.
@Ezzam
The sliding bit is on purpose to give the player the choice to either take a risk or play safe. Admittedly this is flawed since there isn't an explicit reason to rush through the level as it is. I may add a timer in the post-LD version.
@AaronYip
Hey thanks for rating my game! I thought your game was excellent. Only critique is that is doesn't follow the theme but otherwise it was quite a visceral experience.
Trust me, there is a way to play "safe" but at the expense of speed. The enemies are completely random, true, but at no point do they spawn on the player directly. The only time control is taken away from the player is during the slide but that is also based on the player's speed prior to the control lock.
I appreciate your suggestions though and will keep them in mind when developing the post-LD version.
@fullmontis
It's supposed to be hard! :) And I suspect the visual discomfort isn't the red screen but actually the white. This is especially true if you're playing in the dark since red is supposed to preserve your night vision. It's the white screen that throws the player's vision off. Again, this is all intentional and part of the game's design. But I will be experimenting with different color schemes to see how they affect the gameplay. Thanks so much for playing and giving me your feedback.
Thanks! It's to force a certain kind of mood. Still experimenting with it though.
@Christina
Thank you :)