Blue by TheFudster

[raw]
made by TheFudster for LD26 (COMPO)
The game starts out pitch black. Something has happened and the color has left everything. You play the embodiment of the color blue and it is your mission to find out what happened and set things right. Since everything is black you will need to navigate the world by adding a little bit of color. However, since the character himself is a color it costs a bit of himself (in other words, his health) to throw some paint around.

Ratings

Coolness 58% 3
Overall 3.47 267
Audio 3.14 291
Fun 2.78 741
Graphics 3.30 374
Humor 2.32 487
Innovation 3.43 316
Mood 3.44 169
Theme 3.56 533

Feedback

NAMKCOR
29. Apr 2013 · 06:17 UTC
The dialogue was so slow it was painful. Good idea, but it felt like a slog.
avidgamerNino
29. Apr 2013 · 06:34 UTC
I like the pixel art,sound did not need a off button(like it was) Took me a slight second to click the yellow then try to shoot, unless someone said it and I missed it
guestcheap
29. Apr 2013 · 07:17 UTC
If I could offer one suggestion... don't go with too much text next time. You have a solid platformer mechanic, so in theory you really don't need to waste time on a story. Focus on level design.
orangepascal
29. Apr 2013 · 07:17 UTC
I agree with comments before me, felt a bit slow/sluggish, but a good concept!
CogentInvalid
29. Apr 2013 · 07:21 UTC
Very polished for a game made in 48 hours.
Xgor
29. Apr 2013 · 07:22 UTC
Pretty similar to the unfinished swan, but unlike that you can't control as well where you wanna shoot so you can't see stuff in front of you :x
🎤 TheFudster
29. Apr 2013 · 07:36 UTC
Thanks for your feedback. I generally feel like I was so worried about having a game with a beginning middle and end that gameplay itself got kind of left in the dust. I wanted to add more "weapons" for painting the world but I ended up not having enough time. Oh well there's always next time!
DesignerNap
29. Apr 2013 · 11:09 UTC
I like this, a side scroller "unfinished swan" approach. Good work. Dialogue is a little slow, but that is just balancing with time, which you dont get in 48 hrs! great stuff.
bummzack
29. Apr 2013 · 12:32 UTC
Great game. I wish it was easier to aim though :)
PTSnoop
29. Apr 2013 · 21:28 UTC
There's a *lot* of content here for something made in 48 hours. It's good to see an LD game with some story!
CloudiestNights
30. Apr 2013 · 02:37 UTC
I liked the gameplay and paint mechanic, though the dialog -while good- was a little slow and unminimal.
PixelOaks
01. May 2013 · 00:34 UTC
Wasn't sure at first but this is a pretty cool idea that I'd like to see some more of. Only had a few problems with this; the slow dialogue, the controls tutorial after the title screen showing the controls (minor problem but I hate tutorial levels lol), and trying to shoot while in front of an interactive object.
Martin_Monosys
01. May 2013 · 00:39 UTC
Overall a nice game, maybe jumping could have used the UP key instead of space. Otherwise, it's a good game! :)
sharbelfs
04. May 2013 · 02:54 UTC
Unfinished Swan 2D. And this is not bad if you think.
Terraria is a great success today.
PabloAlexandre31
04. May 2013 · 02:56 UTC
Nice Idea!
zanzindorf
04. May 2013 · 03:00 UTC
That was pretty cool. I wish the read command was a different button than the shoot command. Signs kept getting in my way when enemies were after me. I thought it was very ambitious of you to include a story. I think you pulled it off. Good job!
MinionStudios
05. May 2013 · 20:58 UTC
This one put me in a hypnotic state! Very nice pigment ability... it gets tricky near the context-sensitive areas like doors and signs, but is really nice
euwaku
05. May 2013 · 21:02 UTC
A mix of unfinished swan and VVVVVV? :D
Loved it!
docix
05. May 2013 · 22:04 UTC
Fantastic concept! Just needs to be a little quicker to get to content and moving through what you do have.
voxel
18. May 2013 · 09:39 UTC
Nice to see an entry that takes longer than 30 seconds to play :). Would have liked a little faster pacing but I think it works well
GeorgeBroussard
20. May 2013 · 23:08 UTC
>>don't go with too much text next time. You have a solid platformer mechanic, so in theory you really don't need to waste time on a story. Focus on level design.

This. Solid effort, but would have preferred to see quicker jump speed, way less text, and just let me play and explore. Text pop-ups are evil :)

Very solid for 48 hours though and a lot done here. Continue working on it.