Game Project | Colour Maze

ColourMaze is a game based on the three primary colours of red, yellow and blue, matching new colours with each other, and opening obstacles and mechanisms based on the analogue colour, or hiding obstacles and mechanisms based on the contrasting colour or complementary colour, players need to pay attention to the results of the colour matching and the connection between the colours, and reach the finish line in the continuous colour change.

Game Inspiration

The inspiration for the three primary colours gameplay comes from a puzzle game called Colorcube, which is based on pieces of red, green and blue colours that overlap each other to create new colours and match different shapes and angles to complete the puzzles in each level.

However, for players, such gameplay is novel but monotonous, always using the same method of solving puzzles, even if the difficulty continues to increase will make the player quickly lose interest. So can new content be added to constantly enrich the player's experience?

On the basis that the three primary colours combine with each other to form new colours, I thought about whether the relationship between the contrasting, complementary and neighbouring colours of colours could be added to increase the strategy of colour puzzles and the uniqueness between different levels, thus creating an interesting colour puzzle game.

Game Mechanics

Main Operation

This is a 2D platform puzzle game where you control the player's movement with the A and D keys on the keyboard, jump with the spacebar, and change your colour by picking up colour blocks on the map with the "E" key. At the end of the game, players will be given points according to the number of gold coins they have collected, and each gold coin collected is one point.

On the map, players need to pay attention to the relationship between the colours, make reasonable use of colour matching, go through the obstacles, use all kinds of organs, collect gold coins, and finally reach the end.

Level Design

V0:Game Concept Design
The V0 version set out the basic gameplay of colour shifting, as well as the setting of complementary colours restraining or blocking each other, and analogous colours blending into or through each other.
However, because of the hostile units, the player has to pay attention to the colours of both the puzzle and the enemy, which makes the game very complicated and difficult to play. After removing the hostile units, the puzzle is too simple and thin.

V1:Remove hostile units, optimise gameplay
Based on the V0 version, the V1 version removes the setting of hostile units and adds the setting of picking up colours through primary colour cubes, while the platform mechanisms and other contents are all changed to use secondary colours, and the colour relationship is changed to analogous colours blending into or thro colours blocking each other and complementary colours passing through each other. At the same time, collectibles have been added and the design of the map has been improved.

V2:Add more decryption content, rich map design
In order to solve the problems of the previous version, the V2 version added more organs such as springs, portals, and colour-changing lasers, the function of the water changed to wash away the character's colour, and the map design became richer.

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