Colormancer by ildfuglen
Colormancer is a game where you summon and command colors to solve puzzles! There are 9 levels in total, can you beat them all?
How to Play
WASD - Move
E - Summon
R - Restart
Q - Exit Game

Thank you for playing!
| Link | https://github.com/lakrsv/parkour-engine |
| Link | https://ildfuglen.itch.io/colormancer |
| Link | https://ildfuglen.itch.io/colormancer |
| Original URL | https://ldjam.com/events/ludum-dare/55/colormancer |
Ratings
| Overall | 19th | 4.204⭐ | 29🧑⚖️ |
| Fun | 18th | 4.222⭐ | 29🧑⚖️ |
| Innovation | 10th | 4.315⭐ | 29🧑⚖️ |
| Theme | 115th | 3.833⭐ | 29🧑⚖️ |
| Graphics | 111th | 3.796⭐ | 29🧑⚖️ |
| Audio | 37th | 3.926⭐ | 29🧑⚖️ |
| Mood | 79th | 3.722⭐ | 29🧑⚖️ |
| Given | 21🗳️ | 21🗨️ |
And props to actually introducing the player to the mechanics. The levels feel well thought out, and there are details that prove you were thinking very carefully about user-experience, especially cool given the medium (e.g.: the space behind the exit to prevent blocking).
And there is just something so cool about watching the levels unfold, the inherent beauty of a complex mechanism from simple part.
All of it to set you up for the wonderful endgame - lvls 7-9 = masterpieces. The smoothes puzzle game I've played in a while.
Also the music fuggen BANGS! It's like commodore-phonk. I was head-boppn the whole time. Spotify?
The puzzles were satisfying to solve and i enjoyed my time playing.
This is a great compo entry, good job!
For some reason it was hard my eyes after a while, which is weird since I am a developer and I look at the terminal all day at work. Maybe because you look intensely on a small area of the screen with things moving around in colors? I dunno.
Anyway, great entry and very unique and different from everything else I played!
A problem is that the summoning position indicator(the block) seems occupying 2 characters and sometimes it twists the map. I don't know if it is a universal problem.

There appears to be a few potential shortcomings. I'm initially confused about how the switches work — turns out the green-coloured player can directly interact with the green switches and exits, but this didn't become clear to me until a few levels in. Also, the correspondence between the switches and the gates is not clear. It can be fine if that's an intentional aspect of the puzzle, but if not, it might be a tough (in the terminal due to space constraints) but important design element to consider. Further, the player's left hand is too loaded (WASD and E/R are operated by the same fingers); it can be completely lifted by allowing alternative key sets.
Despite all these, I'm appreciating the fun experience. Kudos!
I'm successfully building this from source on macOS with a straightforward change to Makefile (new target with `GOOS=darwin`). If you are interested in merging the patch, I'll send it on GitHub.
Great work!
@inkweeper's screen appears to be Simplified Chinese. Maybe try changing the code page by `chcp` (or can this be done in the program? I remember something like Turbo Pascal did it)
I'll echo what other folks have been saying - running in the terminal is very cool, the music complements it excellently, and the process of mentally mapping out a solution to each puzzle was fun! I especially liked levels 7 & 8. The "order of operations" kind of puzzling really shone in those puzzles, with the right kind of "gotcha!" feeling when I realized I overlooked something.
I do wish there was a way to identify which key interacted with which gate. I don't think it's a trivial problem to solve, but a level whose challenge hinges on me intuiting invisible connections (attempting a little level-designer mind-reading) is not as satisfying to me as one that depends on me "decoding" the information that's clearly presented in front of me. I could guess what switches corresponded to which doors in level 9, but that's not me interacting with a game system, that's me making assumptions.
I do think there could also be a way to keep the information hidden while still being satisfying, though: maybe it's right for the player to consider the "gathering information and testing behavior" phase of a level part of normal play. If that were the idea, it'd be super-duper cool to have some kind of note-taking feature built into the game. Like maybe I can select characters in the level and replace them with my own text (which is still given its matching underlying color).
That's all hypotheticals, though, and definitely very subjective. The game you made is a fun concept packed up in a sweet terminal-based package. Thanks for making it, I enjoyed playing!
https://www.twitch.tv/videos/2131744728
Couldn't pass level 7. Hahahah