Brilliance by Kobrar



Ascend to the Arch and slay those who want to keep you down!
| Godot 2.1.3 Source Code | https://kobrar.itch.io/brilliance |
| HTML5 (web) | https://kobrar.itch.io/brilliance |
| Linux | https://kobrar.itch.io/brilliance |
| Windows | https://kobrar.itch.io/brilliance |
| macOS | https://kobrar.itch.io/brilliance |
| Original URL | https://ldjam.com/events/ludum-dare/40/brilliance |
Ratings
| Overall | 868th | 3.117⭐ | 32🧑⚖️ |
| Fun | 854th | 2.967⭐ | 32🧑⚖️ |
| Innovation | 427th | 3.333⭐ | 32🧑⚖️ |
| Theme | 697th | 3.283⭐ | 32🧑⚖️ |
| Graphics | 979th | 2.621⭐ | 31🧑⚖️ |
| Mood | 949th | 2.7⭐ | 27🧑⚖️ |
| Given | 55🗳️ | 6🗨️ |
(I feel like 6 colors is a few too many however.)
Definitely interesting game mechanic, it's like you're playing seven shmups at once! I think the only thing this really needs to bring it from "extremely hard" to "hard but manageable" is someone way to dodge/defend against incoming bullets. It does feel kind of unfair when you're hit by a bullet shot by a ship that you've already taken down. Perhaps a shield mechanic that behaves like the bullets, where you have to match colors to reflect bullets.
The key mapping is the real issue tho. When you steer with a/d, shooting on w is kinda not natural, switching colors was ok, but I believe some better mapping could be created.
Second thing is UI. You can't expect player to focus on 5/6 colors and watch at hp written in number in the top left corner. Any hp bar, or even that number should be displayed on our character.
Also, as someone mentioned, while colors can be somehow distinguished, you can't always do it clear and fast.
Beside those issues, great fun game!
Would have loved to have some music and variation to the SFX but all in all good effort and game.