Criticism on Color Finger
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I must be honest, as the developer, Color Finger has its own fair share of flaws. I'm here to list what I think could be better. And if you are a reader, don't feel bad for sharing what you think too.
- If the patrol system worked buglessly, the game would be more challenging and unpredictable, capturing the essence I intended in the first place.
- Adding power-ups. I'll put a list of what power-ups I would've added in the game during development but never did because of rushing.
- Time in the death screen, counting how long the player survived.
- A headshot counter and accuracy counter (this is gonna create some beef...)
- Wave skipping, a feature that allows players to skip to whatever wave they want to go to.
- Increase enemy speed as waves progress.
- Insane bosses.
- New maps.
Also, if you are playing any resolution that is not 1440p on WebGL, it will be broken. Play the .exe version if you don't have a 1440p monitor - I tested it on both my 1440p and 1080p monitors and the 1080p one showed broken UI.
The game has a lot of potential, and I could have absolutely expanded this game up to even a commercial game, but this is not the kind of game I've always wanted to make, and the idea of Color Finger had always been to be a casual sequel to Color Trigger, thus its "emptiness", like its big brother. 60H1R will always be my favorite child: https://numadeveloper.itch.io/60-hours-one-result
Powerup ideas
1. Flamethrower
=> All enemies in the front get obliterated.
=> Short range
=> Can't explode enemies
2. Double-jump
3. Chromaticism
=> Colors are ignored (any weapon can kill any enemy, regardless of color)
4. Vampire
=> Killing enemies heal more health than usual
5. Bulldozer
=> Run into enemies without taking damage. (The player will only be immune to enemy damage if they move. If velocity is 0 in all directions, the player will take damage like usual)
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