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Made for Weekly Game Jam 112: Color the World.

A short sokoban-esque game with a few different mechanics.


WASD or arrow keys for movement
Press Z to reset the current level


Music (CC0): Up In The Sky by Memoraphile -- https://opengameart.org/content/up-in-the-sky
Font (Desktop license): Pirulen by Typodermic Fonts Inc. -- https://www.1001fonts.com/pirulen-font.html

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Im dumb founded what logic is in this game please help ;-;

obnoxious, it was necessary to use a ready-made palette. Since the game is cool and I expected a visually pleasant game = 3

Thoof responds:

Yeah, probably should have at least desaturated the colors a bit. The colors clashing was kind of impossible to avoid due to the mechanic, though.

very good, but plz more levels with colour mixing

Ok, so;
A: I thought "it might be an interesting take on the Thomas was alone minimalism genre, so let's see what's up." I was not disappointed.
B: Thank you for mentioning the term "Sokoban-esque" I had remembered playing similar puzzle games back in the 90's in a game I had to boot fin dos from a "floppy disk" that was in fact floppy.
Having the cultural context for that is incredibly cool fro me, because I saw plenty of flash games using this puzzle style, and most of them might having been referencing similar mechanics in the Legend of Zelda or Final Fantasy franchises.
C: I was originally going to compare, before you mentioning "Sokoban-esque", the aspect where you can mess up the puzzles permanently with one wrong move because of the nature of the lines being permanent, and having to mind the edges and corners you create, and how they will correspond with the existing ones. One wrong move on that Atari/Nokia and you where toast. I know snake predates Sokoban, so I wonder if Thinking Rabbit was inspired by Gremlin Industries. Gremlin put out "Blockade", the first formal use of the Snake/Worm Genre, in 1976, and Thinking Rabbit released Sokoban in 1981. (Atari made a few Snake Genre clones in 1977)
D: The color pallet idea seemed very modern though I am sure it has some history somewhere.
The close thing I can actively compare it to, and the overall puzzle solving nature of the game, is to Portal, Portal 2, and the "Portal" Flash game. This felt mostly reminiscent of playing around with different paints and liquids in Portal 2, because understand those contexts where incredibly important.
E: The GOSH DARN "BRIDGES" - an amazingly minimalistic way of making your puzzles more complicated, with out having to explain much. A beautiful use of minimal show don't tell! I am curious how you got the programming to work, but I suppose it's just a layering yes/no (1 or 0) scenario The fact that crossing the lines made things an order of operation kind of thing, and that the bridge where necessary for helping with that was very cool!
F: It felt almost like soldering onto a circuit board for getting some the puzzles to yes/no. Especially since where your path ended up was crucial to how you made those choices. It also is comparable to very basic software programming, and it shows a kindness in the way you present rules. It felt like a "write what you know" because it feels like you are learning all of that right now too. I felt excited for each puzzle because it felt like you had an end goal in mind and everything was just the process of teaching me how to get there.
G: It's funny, your game tough me how to solve that last puzzle so effectively it almost felt like a let down. Like being competent enough to achieve that was cool, but back in the quarter muncher days, before my time to some extent, high score boards game you some sense of how good others around you where at their attempts. A hidden timer, and a simple message suggesting the person post their time in their comment would drive people to keep playing, and also work the social promotion feature of sites like this by making people want to comment.
H: Also a "par" system of the minimum number of moves the puzzle could be completed in would be fun. A simple move counter presented at the end or after you completed each level. There also felt like the game was developed in chapters in the sense that once you had Mechanic of Chapter A down, you Where introduced to Mechanic of Chapter B that built on the previous chapter. Just like a story, but with only the mechanical enforcement as narrative. People being able to state what level or chapter they got stuck on will also make their comments more valuable, and allow you to respond more effectively to good and bad criticisms.
I: Well done! It felt very much like a combination of "Thomas was alone" + "Sokoban-esque" + Snake Go + Portal ooze painting, and I mean that as deep compliment. There is a difference between theft, fandom, and homage. You are thoroughly, in my take, on the path of homage, where you appreciation of the art created before your own informs your creative process in a super positive way! The game is fun simple, and a few minor improvements to UI would really make it shine.

P.S. The Z for reset is something that has been migrated away from in the last 15 years or so, and as had been commented before, "r" is more common, possibly because "ctrl + r" reloading a few different browsers.

Way to be a good collaborator by listing the source of the music and the type face.
The music is also well chosen and minimalist in a way that is enriching, and not distracting.

Thoof responds:

Again, thanks so much for the detailed feedback and compliments.
I'm glad you like the bridges -- as you guessed it's mostly just a very long series of conditional statements.
The final level was just a gimme level to demonstrate that you could make the white color. If I'd had more time during the week I made the game, I certainly would have tried to make more challenging levels involving 3-way color mixing.
I don't feel like a timed mode would work well for this type of game. Once you play through once, you can run through it fairly easy the second time through. All the novelty is burned through in the first playthrough.

Buen trabajo, parecía que iba a ser relativamente fácil el juego, pero he encontrado los desafios después de los regalitos.

Credits & Info

3.09 / 5.00

Sep 9, 2019
12:28 PM EDT
Puzzles - Sliding
  • Unity
  • Aseprite