Quest for Colour
I remade my first compo game, Quest for Colour for fun this weekend. It was a neat experience. It taught me a lot about my old art and code, and how I’ve improved since then. I had plenty of head scratching puzzle along the way.
Among the improvements was a HUD showing the time limit, bits collected in the current area, and overall completion percentage. Gave the player way way more time. Scrapped the old battle system, and replaced it with a quest to capture all the slimes. Although it’s sort of annoying it’s less so than the battle system that was there.
There was some god awful hideous work-around code, that I commented out and replaced with like one or two lines of new Verge. It shows how both Verge and my coding has evolved.
At any rate, it’s there to download and drool at now.
I can’t say I was fully satisfied with what I’ve done, but I’ve made the thing a little more presentable and thus more playable for everyone. It was a fun diversion. So, go check it out.
UPDATE: Fixed more bugs with the game, and added a difficulty selector. With the addition of hard mode, which IS hard. If you switch maps which you haven’t cleared, all slimes return. Easy mode is the same difficulty settings as last update. Normal mode is slightly more challenging.