Color Chronicles is a 2D-based Game. It's very similar to Super Mario, but it defines itself through its handmade textures.
Our intention was to create a game harder to Play than Kaizo Mario. The enemys ingame are nearly as hard as bosses in Mario and the Color Chronicle bosses create a new level of difficulty and frustration
Because all is made by us we´re not able to create more than one out of six(one for every color in the rainbow) levels but we are sure you'll have enought fun with it.
About the story: The colors of the world got stolen by the bosses and the hero walks through 6 worlds and fights the them in order to claim the colors back. Hittin' an enemy will let him get gray and will release the color to the world. The most color he will get from the extremly hard bosses at the end of every world.
PS: The "other" Package is full of concept art because all the content for the WHOLE game is already done yet
Unity 4, Photoshop CS5, GarageBand, Magix Music Maker MX, After effects CS5
Help / Controls
Keyboard: Move - AD Jump - Space Attack - Left mouse button
GamePad (Example XBox360): Move - Left Stick Jump - Y Attack - A
You can modify the controls as you wish. Just edtit the Buttons "Horizontal", "Jump" and "Fire1"
|psjoel2 (Joel Trum)||4||6||4||4||4||2||4||1||4||—|
|reppiz||6||7||6||5||4||6||7||6||6||i like the pencil drawing look of the game, but to be hornest - i tried it a several times, but it was so hard for me, because it seemed to me the enemys spawn so suddenly that its quite impossible not to die.|
|varius (Bartosz Borowiecki)||7||6||8||5||5||5||5||5||6||Rage quit. I hate those hard platformers:) Anyway, nice music! The controls seem a little slow, like there is a lag. For this kind of a game, they have to be perfectly responsive.|
|musicm122 (Terrance)||6||9||7||5||5||5||5||5||5||Really big and empty feeling level but, I liked the art style of the background and the parallax mountains. I totally died a lot from the first two enemies spawning out of nowhere.|
|Broxxar||3||5||5||2||5||2||2||1||3||I'm wondering if managing such a large team was part of your challenge. To warrant having a really difficult platform game, you need REALLY tight controls. They should feel like a perfect translation of what I'm thinking to what I'm doing. This is not the case, and so some of the tech you're expected to execute is unreasonable. On the plus side, the art and music are quite good.|
|poqa_Victor (Victor)||7||7||5||5||4||6||6||3||6||The boss knocked me out out of environment! Also the boss mechanics didnt make sense, maybe having messaging would help. The player movement felt...slippery? Not sure if intentional or not. I love the visuals, great idea and I could tell you guys had fun with this one...Great job!|
|elamre (Elmar)||2||5||6||6||1||2||2||3||3||10 people and delivered this? No help on what to do whatshowever, the platformer didnt feel right. It felt like i was floating everywhere. There was not much to it at all. What did this have to do with the theme? countless bugs (i was able to fall and survive, i went trough blocks and hitbox is terrible with the attack).|
|Kalishir (David Birchall)||4||5||5||4||5||5||3||4||5||Controls felt unresponsive. Enemies spawned with no indication and moved *way* too fast to evade without luck.|
|Robo_Chiz (Robert Chisholm)||4||8||8||7||3||6||8||4||6||—|
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