Chroma by Megalink

DESCRIPTION
There has been an awakening on the moon of Juovis... An army is rising, commanded by a strong force they call ‘The Guardian’ - Disciple of Astro.
He will use his army to destroy the planet Oarus, then conquer the solar system!
You, a complete badass, called to arms and fought the invasion, until they captured you, and locked you in a space prison orbiting around the moon.
Locking you up was a bad idea, and you’re thirsty for revenge.
In Chroma you’ll fight through hordes of enemies, to find The Guardian and kill him, taking back the freedom that’s yours!
AUTHORS
Megalink - Code and Art.
Zyro - Code and Art.
Bonecrusher - Art.
Jackass - Art and Music.
DOWNLOADS
- Windows: http://gamejolt.com/games/chroma/252054
- Soundtrack: https://soundcloud.com/jackassmusic/chromamind


| Original URL | https://ldjam.com/events/ludum-dare/38/chroma |
Ratings
| Overall | 130th | 3.842⭐ | 40🧑⚖️ |
| Fun | 26th | 4.079⭐ | 40🧑⚖️ |
| Innovation | 659th | 2.5⭐ | 40🧑⚖️ |
| Theme | 751th | 2.167⭐ | 38🧑⚖️ |
| Graphics | 457th | 3.316⭐ | 40🧑⚖️ |
| Audio | 101th | 3.795⭐ | 41🧑⚖️ |
| Humor | 585th | 2.03⭐ | 35🧑⚖️ |
| Mood | 235th | 3.526⭐ | 40🧑⚖️ |
| Given | 30🗳️ | 33🗨️ |
I do wish there was some degree of progression, or some variation on the game mechanic. I more or less felt like I was doing the same thing throughout the game (which itself was pretty fun), so it might as well have been one big level.
The boss fights were a good uptick in difficulty. Felt like a final battle.
That aside the guns all felt great the graphics were fantastic and the gameplay was pretty solid! I would love to give this another shot if the dashing was more effective!
The dash move seemed a bit underpowered to me, since I always dashed where I was aiming, which tended to be towards the enemies line of fire. Whenever I used it I ended up taking more damage then my enemies. Maybe it would work better to dash in the direction you're moving so you can avoid bullets.
Overall though well done
@paulhocker Thank you! Keep in mind that this game was made with the help of my incredibly talented team, in which this game would be awful without them. A long with an extra 24 hours (since it was for the jam)
Just one nitpick for me: I wish the players bullets would have a bit more impact. The knockback is good and the screenshake is a really nice touch, but maybe some particles around the enemies when hit?
But still: Cool and fun game, I love it, great job! :smile:
That said, there are some improvements that could be made:
* The things you collect from enemies don't seem to do anything. I think they're supposed to restore your heath/dash meter.
* I don't like how you dash in the direction of the mouse. It would be good if you dashed in the direction you were moving instead so you could aim at an enemy and dash in another direction to avoid their bullets.
* Dashing into enemies is cool, but it often seems too risky to be worth it. Perhaps the dash could do more damage or give you more invincibility when hitting enemies with it.
* The health bar and dash meter recharge too slowly. The optimal strategy would be to wait to recharge between each enemy which would be very boring. I would suggest either making them recharge faster (possibly after some delay) or not recharge at all and supply some other way to refill them.
Sorry if that sounds too critical - I actually love the gameplay, I just feel like it could be made even better.
but i really love how smooth the controls are, how dark the game feels.
i love the fact that, the bullets, are fast but slow enough for the player to dodge them with these smooth controls.
though at the end of the game, when i died, it simply crashed.
i did love the attack and bullets effects, they were neat.
also the dashing ability is very wonderful too, i think if the dashing was based on the WASD while shooting only on the mouse, it would have been neater. but thats just my opinion.
well done nice game. it is.
Very engaging and fun to play!
I wasn't really expecting a second level!
And so many weapons. Bosses, too! The amount of content, considering that it's a jam game, is staggering.
I didn't use the dash much, because it took me right into the place I was firing at, quite risky.
Too many colours killed the art a little, it didn't feel consistent to me. Implementation of the theme also seemed a bit loose.
The music and sounds were great, though!
Good job overall.
My only criticism would be that some of the room transitions didn't put me on the next screen where I expected and by the time I found myself I'd been shot several times. This was mostly apparent on the first level as the second level didn't seem to have as many enemies shooting as soon as you walked into the room. Amazing entry though. Really enjoyed it. 5 stars!
https://www.youtube.com/watch?v=4yuMfX69kxA
The music matched the game really well, and although the visuals were simplified they worked great with the style you were presenting.
Top job, cheers for creating and sharing!
Edit- forgot to put that the controls were really responsive and worked well. The sound effects for the different weapons firing were pleasant as well :D

(that's the message I got when I first died.)
Aside from this, I was reminded of a game I played in a previous Ludum Dare that did something along the lines of this, but somehow, I think this one is much more well put together than what I remember the other one being (I can't remember what it's called). The graphics and lighting are so good, the music was excellent, as were the sounds. Really pumping up the atmosphere. And I love the various enemies, the pickups left by enemies being attracted to the player - that element worked really well for this game. And the boss battles: while the first was pretty easy and the second I had a little more difficulty with, I thought both were good boss battles. The game was pretty reasonable with death as well.
Okay one thing I didn't understand was collecting the key, which I could later use to unlock a cell, but that didn't seem to do anything. This was when I died shortly after I did this, which caused the error message I got above. But I thought I might have had to save this key, and it ended up having no use.
I kind of laughed when the first boss was attacking me because the bullets looked like Christmas lights...not sure if they were supposed to be, but it was such a weird out of place look that didn't really mesh with the rest of the aesthetics.
Some other things:
- Pressing the E key felt unnecessary to acquire certain weapons. Most of them, if not all, are placed in their own secluded area that it's nearly impossible to "accidentally" obtain them, and it surprised me that I had to do this in order to pick up weapons and such. And even if one did accidentally obtain a weapon when they didn't want to, it's not like you lose your previous weapon in the process.
- As a lot of people mentioned, I didn't like how I had to dash in the direction I was shooting. I don't necessarily agree that the dash is not needed, as I can see it working for certain rooms and bosses. It's just a matter of having the player dash in the direction they are moving rather than shooting.
Other than that, this was a treat. Great tutorial, by the way. And thanks for reviewing Terraform. :)
EDIT: I looked at your (@Megalink's) blog feed and only just now realised you *were* the ones who made Area 51, which was actually the game I was talking about. *facepalm* Yeah, this is a drastic improvement and I think it fit the theme way better than in LD37. Clearly it was different enough that I almost didn't realise I was looking at almost the same game. :stuck_out_tongue:
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