Colorful Love by Mikomoares
Love is inevitable...
In this colorful platformer, you control two cute slimes that can't stand to get close to each other, but are physically tied together.
Play alone, or with a friend, and learn a valuable relationship lesson.




| Itch.io | https://mikomoares.itch.io/colorful-love |
| Itch.io | https://mikomoares.itch.io/colorful-love |
| Original URL | https://ldjam.com/events/ludum-dare/50/colorful-love |
Ratings
| Overall | 111th | 4.056⭐ | 29🧑⚖️ |
| Fun | 54th | 4.143⭐ | 30🧑⚖️ |
| Innovation | 64th | 4.074⭐ | 29🧑⚖️ |
| Theme | 893th | 3.481⭐ | 29🧑⚖️ |
| Graphics | 603th | 3.768⭐ | 30🧑⚖️ |
| Humor | 373th | 3.537⭐ | 29🧑⚖️ |
| Mood | 272th | 3.889⭐ | 29🧑⚖️ |
| Given | 24🗳️ | 36🗨️ |
Glad to see all the positive feedbacks!
@zaza I really wanted to go to the happier side of it! :smiley:
Congratulations for the game! And when I play with one more person I come back to edit the review!
I'm glad you liked it and I look forward to hearing about your co-op experience!
Thanks for the feedback!!
Concordo que o texto reaparecer é chato, ainda mais depois de morrer algumas vezes...
Muito obrigado pelo feedback!
Thanks for the feedback! Glad you liked it.
Very polished! Very fitting graphics and music!
Great entry!

The last two levels were really annoying. If the second to last on you couldn't really see what was going on in the first jump and the drop down then seemed very up to luck how the smaller slime would like to bounce around uncontrollably.
But the last level was truly a challenge (to my patience too). The first jump started off tricky and I though it was BS up to luck as you sometimes just swing to the ceiling but learned to positioning the bigger one is the key to success here. The gap was needlessly tough though. Having that precise jump that you need to repeat over and over again with unwieldy controls isn't too fun.
But of course the main challenge was still ahead...

This thing was so damn annoying. For either of those two hearts, doing anything but the absolutely perfect movement meant instant death. First I tried doing it my stopping the blue one under the heart and then jumping with red one but obviously that meant death. And trying to stop that swinging was a nightmare. And that notoriously placed blue wall was such a dick move too. Then I tried going with speed and grabbing the left one first. Well of course the rope shortening will pull the blue slime straight to wall, what a surprise. But yeah, eventually did manage to pull it off.
The most disheartening part about these tries was the god damn delay between. Sure that transition looked cool but delay after death to transition, then the transition itself and as a cherry on top a (luckily skippaple but that was glitchy too) story moment every try. Those story things were a nice touch and a cool way to kinda tutorial the game but no need to show it every time (and even have a dedicated button for skipping it, could at least hide it when movement starts). In though games restarting needs to be QUICK! Well, this wasn't that tough really so it'd be forgivable without the forced speech bubbles but it has some potential to get much harder if more content is introduced. Obviously it would be easy to come up with more content as this was just scratching the surface even with just these mechanics.
I did like the look of it. The were few quite off-putting visual glitches that made it less appealing. There was some flashing black stuff periodically visible, I think it was the shadow going out of controls I think when the slimes aligned perfectly. Maybe due to dunno, a bit erroneous angle calculations or something. You know, sin and cos and stuff. :sweat_smile: Another small visual interference was that the rope didn't properly attach to the small slime all the time. Sometimes the gap was even the same size as the slime itself.
There were also two kinda different art styles fighting against each other here. The pixel style of the characters, torches and so on and the flat vectory style of the environment, lights etc. Probably sticking with just one style and making everything fit that would be better.
Oh and there was another visual glitchiness with the speech bubbles too. Sometimes when the text was wrapping to second line, the background color couldn't keep up and for a split second the text was overflowing the box and it looked ugly. But yeah, these few annoyances are of course just visual and super small but I do mention them because otherwise the game looked very sharp and nicely polished.
The controls were a bit janky. Could use the default 2d platformer treatment. Jump buffering (not that important in what was needed at its current state), coyote time (so letting player jump for a fraction of time even after running off the platform) and bigger gravity after peak of jump (to make it less floaty).
By the way, I've had a very similar idea for a game floating around in my head at times. Never got around to work on it and dunno if I ever will either. :shrug: But yeah, awesome game, good job! :thumbsup:
The color popping was not super clear from the beginning, as I solved the first number of puzzles without realizing that mechanic (Or wasn't introduced until later puzzles). So, maybe more conveyance as to how that is working. With some experimentation I sorted it out, so doesn't need a whole lot.