Quest for Colour remake.
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Overkill

I redid a large chunk of Quest to Colour, which was the first competition game I ever released with Verge. Get it here.

The game is a battle against the clock, where the world gradually fades into the greyscale. You need put a stop to the slimes and restore the three Crystals of Colour. But unfortunately, there were a lot of problems with the original.

This is what prompted me to patch the game! This time with better graphics, a visible timer, adjustable difficulty, and removed battle in favor of catching slimes.

I these changes might make the game enjoyable to play. So check it out!

Posted on 2009-04-13 20:56:07

resident

There's the nugget of an enjoyable game in there. But I've gotta admit that I spend a lot of time wondering what the hell was going on.

A few suggestions:

Kill the "button press" to pick up dead pixels, and just have the player pick them up by walking over them.

Bind the slime capturing to the dead pixels somehow. Like, you have to capture a slime, then walk over the dead pixel to reactivate it, which in turn recolorises and "fixes" parts of the world (like the bridges in the volcano dungeon). This allows you to "linearise" parts of the game, making it easier to get a handle on.

I might also suggest over populating the world with slimes and pixels, to prevent the "hunt down the last enemy" feeling.

Posted on 2009-04-16 06:17:20 (last edited on 2009-04-16 06:18:12)

Overkill

Oh crap! I forgot to unmute the music before I submitted! Having some background music helps a lot with the feel of this game. To fix this edit "game.cfg" and set the music volume setting there, OR download the new zip.

But yeah, I think I agree with pretty much all of these. The only thing is, I probably wouldn't incorporate any more changes into Quest for Colour besides bug fixes. If I were to drastically change the gameplay now, I think I would do it in some sort of sequel.

Really, the mission was to rescue an unplayable contest game and make into something *moderately* fun. :(

But yeah, there are some flaws with the whole "hunt the enemy" thing, I just figured it was less than the flaws of pointless combat. Thanks for the feedback though!

Posted on 2009-04-16 12:29:24

resident

Eh, for a compo game, it's plenty good. I've done plenty of prototype game designs of my own ;) And a little extra polish, as delivered here, never hurts.

It's definately playable. Just a little confusing.

Posted on 2009-04-16 15:10:18


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