Color Jumble by Tommes
My first game made with Godot. Had some struggles in the first two days, but I'm happy with the result, even though I couldn't add everything I wanted to.
Controls:
WASD or Arrow-keys => movement
Hold Space next to a crystal => summon color fairy
Credits:
Wizard base Sprite and walk: https://dev-v.itch.io/
Map-tiles and Objects: https://cainos.itch.io/
Crystals: https://craftpix.net/freebies/top-down-crystals-pixel-art/?num=1&count=54&sq=crystal&pos=14
Fairy and Animations: self-made
| itch.io | https://tommes.itch.io/color-jumble |
| Original URL | https://ldjam.com/events/ludum-dare/55/color-jumble |
Ratings
| Overall | 1137th | 2.881⭐ | 23🧑⚖️ |
| Fun | 1154th | 2.619⭐ | 23🧑⚖️ |
| Innovation | 1088th | 2.714⭐ | 23🧑⚖️ |
| Theme | 892th | 3.238⭐ | 23🧑⚖️ |
| Humor | 1018th | 2.111⭐ | 20🧑⚖️ |
| Mood | 1166th | 2.45⭐ | 22🧑⚖️ |
| Given | 29🗳️ | 30🗨️ |
What I didn't understand at first was that you had to hold down the summon button for so long. At first I held it down for half as long and didn't understand what was supposed to happen.
But I would really like to move diagonally 😊
This is a tiny game but the one puzzle it had was well made and I would've enjoyed playing some more if you'd had time to make more levels.
I'd like to reduce time to summon a fairy & update speed to MC.
As feedback, I think it would be cool to show the player the amount of time left for a summon to complete. An easy way to do this in Godot, is using a ProgressBar or a TextureProgressBar node that updates its value while the player is holding space.
I also think that it could be helpful to the player if walls didn't go completely invisible once they get a fairy of its color. Walls could instead become semi-transparent or could leave some kind of colored square on the ground. That way the player could see what walls are gonna go up again when they change to a different color, letting them plan better their path in more complex levels.
Keep it up, Godot is very fun once you get the hang of it!
I think I agree with most of the suggestions people have made, but to be honest, I suspect you know about those already :) Making a game in a new engine is a challenge, and debugging stupid stuff *always* takes more time than you expect or can spare, so getting this going is in itself an achievement, and I had fun playing it, so well done!
(yes, of course I was a bit disappointed when it ended. Such is the game jam experience...)
It's fine if you didn't make everything you wanted in time, but you should definitely continue developing if you want to!
Great Job!