Coloremix by HuvaaKoodia

Mix and remix colors to create stable solutions.
Controls
Mouse for everything.
('R' to reset the current level, though!)
Tutorial included.
Developer's comments
Made in 12 effective hours (and ~2h for idea/design). The simple concept worked well; I'm glad I went with it instead of the first, more complicated, idea. Thanks friendo!
It is pretty easy to cheese the later levels once you know the rules as there are no level specific goals.
Third party assets
"The ding" by suzenako
"Bell, Counter, A" by InspectorJ
"Bell, Candle Damper, A (H1)" by InspectorJ
Ratings
| Overall | 78th | 3.778⭐ | 20🧑⚖️ |
| Fun | 79th | 3.722⭐ | 20🧑⚖️ |
| Innovation | 45th | 3.833⭐ | 20🧑⚖️ |
| Theme | 382th | 3.028⭐ | 20🧑⚖️ |
| Graphics | 254th | 3.333⭐ | 20🧑⚖️ |
| Given | 17🗳️ | 20🗨️ |
I like the visual and sound effects. They really add to the experience.
It would be nice if you had some mixing cheatsheet somewhere on the screen.
Like you said, it is easy to cheese the later levels, which I did...
Thanks for playing.
A mixing cheatsheet was on the UI list, but got nowhere as the amount of time kept getting smaller and smaller. Would be nice to implement it alongside other UI features such as undo.
The cheese is strong in this one.
The game mechanics are quite clear and the tutorial is very well set up.
The depth of solutions is a bit shallow though. In all real levels a winning strategy was to get a pair of colours and then mush everything else together till you ger two blacks to eat what is left and then selfdestruct. Maybe if the levels required to keep at least two pairs of colors, or have the remaining pair to be of tertiary colours it would give more divercity to gameplay.
Also the sound effects are really nice. Simplistic (only 2 clips I believe) but nice.
Anyway, enough with suggestions. You did a great job for 12 hours of work, more complete than many entries are after 48 (or 72!). Could definitely see this as an addicting mobile game with a bit more work on the feedback. Good job!
Thanks!
The design called for level specific goals, but I had no time to implement those. Sometimes the goals could be very specific (e.g, a pair of green and a pair of violet), but other times, as you suggest, more open (e.g 1 pair, 2 pairs, 1 pair and 1 pair of tertiary colors). I'll keep that in mind, variety is good.
Glad you liked the audio, implemented in 20 minutes. 3 clips in total, they are in the description. The result of frantic searching on Freesound for something fitting.
@rumor
Thanks!
Showing the color in the middle is a good idea, why didn't that come to me during the jam!
A chart could be a separate menu or a context sensitive prompt (or both!). Showing the whole tree leading up to the color within the main view would be interesting. I'll need to limit the amount of colors though, currently a huge amount of combinations are possible.
I'm certainly entertaining the notion of a follow up project (mainly on mobile). Should be a quick one too taken the audio-visual style.
Although i don't see the theme so clearly here.
By the way, I didn't rate because it says that you used third party assets, which aren't allowed for compo games. Sorry, but next time correctly submit it as a "jam" entry.
Thanks for playing! A stable solution only has pairs of non-black dots. Black dots destroy each other when combined and destroy other colors too, so they can be used to reduce the amount of dots. The tutorial does mention these things, but it is too wordy and unclear as a result.
Using third party fonts is allowed in compo projects according to the rules. When it comes to the audio assets I did change their pitch, and even then I disabled the audio rating category just in case. If you wish to rate the entry after all, you can mute the sounds and, *presto*, have no more issues with the rules!
Thanks!
Very light orange, I'd say. The colors are mixed using an algorithm described in [this publication](http://nishitalab.org/user/UEI/publication/Sugita_SIG2015.pdf). The results tend towards lighter colors, some tweaking should be possible without hard coding each combination (which is also possible, mind you).
It felt very polished for being a game made in only 12 hours with a very helpful tutorial. The sound effects were rewarding.
Great job on this puzzle game :smile:
That said, the "sacrifice" theme is pretty loose in this game. :P
I still like it very much. The fact that combinations with pigment (CMYK) rather than light (RGB) are tricky adds to the puzzle component, and the only big complaint I have is the lack of a "retry" button so I can skip combining everything until the mixture is unstable beyond repair if I know I lost it already.
Thanks!
Yes, color mixing doesn't go well with color blindness and, sure, the theme isn't well integrated into the interactivity.
The pigments are combined using the RYB colorspace. CMYK is more optimal but less intuitive to ordinary people who might have experience with paint mixing. There is a retry key: *'R'*; it is explained in the wordy tutorial.
Not really criticism, but I think the secondary mixes could be brighter. The orange looks salmon and green is a tad too light... I think it'd look better if the colors had more saturation.
> The “mouse for everything” instruction got me misled. :P
Silly me! Fixed.
Yep, the colors are bland. I discussed that in a previous comment.
> The colors are mixed using an algorithm described in [this publication](http://nishitalab.org/user/UEI/publication/Sugita_SIG2015.pdf). The results tend towards lighter colors, some tweaking should be possible without hard coding each combination (which is also possible, mind you).