This is a non-linear, combat-free Metroidvania focused on exploration and puzzle-solving. Without explicit instructions, players discover hidden abilities through experimentation and environmental cues.
There are three primary colors and three secondary (mixed) colors. Each color represents a unique ability and interacts differently with the environment.
Fire Balls
Shoots a fireball in a parabolic arc. The direction and power are chargeable, allowing precise aiming over obstacles.
Thermodynamics
Radiates heat to melt nearby ice blocks within a specific radius, clearing paths or releasing trapped objects.
Reaction: High Bounce
Red on Yellow tile → High bounce. Yellow on Red tile → High bounce. These interactions make the player jump higher than normal.
Blue represents cold and solid states. It allows the player to manipulate water sources and traverse aquatic environments.
Ice Creation
Instantly create a solid ice blocks. These blocks can be used as platforms to reach higher areas or as weights for puzzles.
Underwater Movement
The Blue form allows the player to swim freely underwater. Allows full 360-degree movement control while submerged, ignoring normal gravity rules.
Gravity Inversion
Inverts local gravity when touching yellow surfaces. Allows the player to walk on ceilings and navigate complex vertical puzzles.
Conductivity
Acts as a power source to activate machinery. Electricity can travel through conductive objects (including water) to trigger distant mechanisms.
Core Property: Nature. Green ink stimulates rapid plant growth. It creates lifting vine platforms that rise vertically like a slow elevator, allowing players to reach higher or distant areas.
Core Property: Mid-Air Suspension. Purple allows the player to hover between red and blue platforms, giving limited control in mid-air. The player can only move left and right while hovering.
Core Property: Counter-Impulse. Orange applies a force opposite to the player's current movement direction, resulting in a burst of forward momentum. Switching to orange mid-jump creates an additional forward boost—functioning like a directional double-jump.
Each stage of the game is themed around a specific color, and its puzzles are designed to highlight the unique abilities tied to that color. As players progress, later stages combine multiple colors, creating more complex interactions and cooperative mechanics. Currently, the first three stages are implemented.
Coloring is one of the core mechanics of the game, and I invested significant effort into building a system that feels smooth and efficient.
Coloring by detecting the player's collisions with the tilemap.
Limitation:
Switched to shader-based solution by using RenderTexture system.
Advantage:
Regional Ink Masks for Performance Optimization.
Problem: