ColorJump Speedrun Demo
A downloadable game for Windows and Linux
Follow the path to the left. Soon you will discover how to change color and that each color has it own ability. Using them you will reach your first trophy, after that more guiding symbols will appear but also the clock will start running! Take the other 7 trophies as fast as you can!
Although there is little indications of the controls in-game, inside the zip file there is a file named controls.txt that have all the key bindings, both for keyboard and joystick. Keep in mind that a joystick is highly recommended to play.
The game is still a little demo that can be played in half-a-minute but I plan to add more features and eventually make a non-demo version of the game. It started as a small project for the Miz Jam 1 and to starting using Godot but I got attached to it ^^
Update v1.3.0
Now the base color also has a power, a passive skill to grab and jump from ledges. You will need to find and use ledges to beat the game, mainly because there is a whole new area in the tutorial that is built around the ledge mechanic. You don't even need to change color to finish the game anymore and at he end your end time will be followed by how much colored was your run.
The color palette was thought to address (most of the types of) colorblindness. You can get all the files to compile/edit/test the game by your own in the source file. All the art, except for the player, is from https://kenney.nl/assets/bit-pack or modified based on it.
Status | In development |
Platforms | Windows, Linux |
Rating | Rated 5.0 out of 5 stars (1 total ratings) |
Author | Dexint |
Genre | Platformer |
Tags | 2D, colorblind, Godot, Speedrun |
Download
Install instructions
Just download the version that suits your operational system, unzip (remenberto extract the files to a especific folder) and run the executable file. The joystick should be automatically recognized but I only tested it on Linux.
Comments
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liked
amazing character animations
good variety of challenges, having to use multiple abilities to overcome a challenge does feel fun when you get it
feeling of speed is great
suggestions
air control is rough
too unforgiving platforming
double jump ability isn't very good, doesn't jump high enough
def need some sfx and music
white seems pointless, ledgegrab jump should be part of green
maybe a slow motion for 1 second after you use an ability so you have more time to process and switch abilities
easy to get unstuck from wall and not be able to wall jump
should have easier challenges to start off, feels like it jumps right in too quickly
you dont get to enjoy feeling of speed much because most of the time you're struggling with using abilities correctly
05:23:838 - Multicolor, my first run.
I'm writing this just before replaying, but I felt the need to already write down my thoughts. This is a really neat little demo that shows a lot of potential. What immediately drew my eye was the visual simple design and colour scheme, which I really like. However, what made it stick with me for now was the gameplay.
It allowed so many different possibilities and takes on every part. It felt a bit like a puzzle-game that meets speedrunning or something along those lines. It really showed depth and user agency, which are hard to show in a demo.
Of course, it's a demo so it's a little rough around the edges. There are no sounds (as far as I noticed? I'm playing the windows version), the base colour is slightly overpowered and the green one slightly underpowered it seemed (in my yet unknowing eyes, it felt) and there is no real tutorial (although button inputs are shown in key locations to show a way of getting passed certain areas).
However, once I got the hang of it none of these things stopped me from having a good experience, and I could definitely see how a non-demo version could be an appeal to many people, especially fans of games like Celeste and Super Meat Boy.
Greetz,
SuperSjoerdie