Last push for ratings

Trying to avoid being "that guy" who continually posts the same image asking for more ratings, but there are only 3 days left so against my better judgment I'm making one final push for ratings!

Thank you to everyone who already played and rated Colors of Your World. We really appreciate the feedback and kind words! Here's what some people have been saying:

I absolutely love what you’ve done with the theme in this game. I love the look and feel of the world, and became intensely curious to how it would transition and look throughout. You did not disappoint with how the world changed, and each phase looked stellar! - @foodzilla

A joy to play, as always. I loved how the tone of the game shifted as you continue. The difficulty curve was especially impressive - it’s hard to both ease the player into a game and challenge them with with the short time you have to make a Ludum Dare game. - @arcling

Really well polished game (cant stress that part enough), from the art to the transitions, the world objects (such as that cool bouncy animation with the mushrooms), the music, dash animation etc. The level design made for a fun experience, and I really enjoyed getting myself through each area. - @exilegl

colorsofyourworld.gif

People have been loving our gameplay, art, and music, while having mixed reactions to how we approached the theme. Some people loved it, other people didn't like it. I get it though, that's sort of just a personal preference thing. Try to just see it for what it is, but if it's not for you, then just enjoy the rest of the game!

Play and rate here: https://ldjam.com/events/ludum-dare/43/colors-of-your-world

I was hoping to add a set of "challenge mode" (a.k.a. "B-Side") levels to the post-jam version, but it looks like that may have to wait until after results are announced, as I've been busy with other things. We'll see though! I'm really happy with the engine and level framework that we have so it would be fun to design some crazy difficult screens. I also do plan on writing up a postmortem with some (very) brief descriptions of how the platformer physics are architected.