A Song of Red and Blue (and Green) by LDJam user 302720
Simple game where you play a fire elemental (red ball) and have to collect mana every 10 seconds (green ball) without being hit by the water elemental (blue ball). The game uses own raytracing shaders.

Ratings
| Given | 0🗳️ | 0🗨️ |
Have fun!!!
0. I like how there is some backstory by matching each ball/colour to an ‘element’
1. controls are QWERTY-only instead of layout-independent (I have an AZERTY keyboard)
2. funny sounds when hit! I was not expecting this (more of a fire-extinguished-by-water sound), but this one is somewhat cute
3. not obvious to know what the front direction is before moving! I think some indicator (say, a transparent arrow when standing still) would help
4. there does not seem to be other sounds than the losing one, but adding some could add more life (bounces, collecting a mana ball…)
5. I wonder what the behaviour for the water ball is! Just random bounces?
6. (stupidly!) lost after several mana balls; oh, but no written indication of the score? :o I think it would be nice to have the score written, and possibly a high score feature as an incentive to do better
7. the concept as an objective reminds me of what happens in *Snakes*, where apples spawn regularly
8. by the way, the balls look really nice (thanks to the homemade ‘raytracing shaders’); the subtle lighting (and shadows) of the scene are also nice
9. downloading the source just to check how the game was made: ah, apparently, C++ without any engine or even framework? If so, well done for making it from scratch, I always like seeing people taking things to low-level :) Oh wait, Irrlicht is used; I am not familiar at all with it, but I still believe it is mainly used for lighting and that everything else stays at a low level, so game logic must still be so
10. playing again to check whether the enemy accelerates and how much (thanks to denvil’s comment), since I did not notice the first time around: yes, it does! Aaarg, lost at 10 points (kept the score in my head, this time)
**Takeaway:** as stated on the page, a simple game, but which already feels like a finished coherent base for more! A lot of care for the graphics, apparently. I think criticisms/suggestions would go along two axes: 1) some more user-friendly lively cues could be added (ball orientation + score + sounds); 2) longer-term game interest could be enchanced by adding more variety (denvil’s suggestions could be a route; another idea I have is that every 10 seconds, the collectible balls are reset and you have several types of them, including some that act as penalties and others as bonuses). Maybe you could also develop the backstory some more (magic/wizardry seems to be suitable to the whole ‘elemental’ take!). As for the theme, I think the interpretation is classic, but fair (having ‘wilder’ happen would have made the regularity more apparent, see suggestion above).
Thanks for the simple game… and for the shaders! :) I think I will take a look at their code. ;)
[Do not forget to review and rate other games, if you have enough time; it will also help yours get noticed and have testers and feedback. :)]
Hope you make it in the rankings !