Reversed Negativity by RNGSilvercraft
Hi!RNGSilvercraft here,this is my second LD event.This time,I represent you:
Reversed Negativity.
This game feels kinda like a Pac man clone...but I've made changes to make it different from the original. I mean,the main character is an anime girl,and there's EDM musics...
Oh yeah,and the gimmick,of course.
Your goal in this game is to color the floor as much as you can while dodging your "Negativities"...However,the stage will change its property every few seconds,making the floor you colored harmful to yourself.
It's hard to explain...so go play it !
Hope you guys enjoy this short game!If you find any glitches,plz let me know.
my email:yi88613@gmail.com
The instruction is in the "readme" file.Don't forget to take a look!
P.S.The character art was created by myself beforehand(from an unpublished game I made)…so I opted out the graphics:(
However,the rest of game art was all created during the event.


=======================used resource========================
Main game:MMF2.5 game engine
Sound effect:sfxr Music:fl studio
The game is developed by RNGSilvercraft alone.
2017.12.3
Ratings
| Overall | 395th | 3.284⭐ | 39🧑⚖️ |
| Fun | 362th | 3.224⭐ | 40🧑⚖️ |
| Innovation | 309th | 3.243⭐ | 39🧑⚖️ |
| Theme | 242th | 3.632⭐ | 40🧑⚖️ |
| Audio | 112th | 3.597⭐ | 38🧑⚖️ |
| Humor | 395th | 2.468⭐ | 33🧑⚖️ |
| Mood | 429th | 2.903⭐ | 38🧑⚖️ |
| Given | 57🗳️ | 18🗨️ |
I feel this game is close to being a lot more enjoyable -- the second stage was REALLY big but there wasn't any extra threats compared to the first despite it taking like 6x longer. Maybe giving the player a health bar that drains CONSTANTLY, but drains extra fast when on the "red" spaces would help give it more urgency.
However, everything is too predictable and repetitive: the ennemies patterns are very basic, the timing is always the same. It could have been nice to make a procedural system for the phases, so that only a variation in the music would indicate that there will soon be a change of state.
There are problems with the collisions: sometimes you step on a square and its color doesn't change, and sometimes ennemies harm you without touching you. Moreover, it should be possible to color the square you're on, instead of coloring a square only when stepping onto it (it is very annoying when you begin to color and have to come back).
It would have been cool to be able to color tiles during the inversion phase, and have any tiles colored there hurt you in normal phase. This would give you something to do during the inversion phases, and add a bit more difficulty and strategy to the normal phase.
However the theme is well respected and the idea is good but the game become quickly boring as it's always the same thing : color, wait, color, next level.. Maybe you should add homing enemies or random powerups, and nothing warning you about color swap.
The game got some annoying bug too : some tiles are not painted by holding Z and we take damage when we were painting during swap
Azathothep:The music is actually the indicator when the color swap.
And there are some wierd collisions happening... but maybe it's just me being clumsy.
(I _almost_ missed that I had to _hold_ Z, as some other people in the comments _might_ just have... :upside_down:)
That said, I missed a visual timer or something for how much time I've left until we enter the negative zone, or vice-versa. (Or is that intentional?)
I was also impressed by the music (for 'just' a compo entry). I've even noticed you've made a second song, but hide it all the way in level -- what was it... 5 or 6? Which would be just a-OK for a 'full' game, but (sadly) remember that some people might only play your game for about 2 minutes when judging on LD. _(Maybe there should be another compo where people play each others game longer, but that would probably also require a longer creation time as well.)_