
Colors of Your World
This game is from ldjam.com, which is currently unavailable.
You can try viewing the original page on Web Archive (may not load correctly).
You can try viewing the original page on Web Archive (may not load correctly).
Cocoa Moss presents Colors of Your World, a platformer about the colors of life.
- A short platforming adventure.
- Sacrifices must be made to progress.
- What will become of your world?
Post-jam version (v2.11): https://cocoamoss.com/colors-of-your-world/colors-of-your-world.html**
Jam version (v0.04): https://ddrkirby.com/games/colors-of-your-world/compo-version/colors-of-your-world-compo.html**
Soundtrack download: https://ddrkirbyisq.bandcamp.com/album/colors-of-your-world-original-soundtrack**
```
Controls (default):
Movement - Arrow keys
Jump - C or Z
Dash - X
Pause Menu - Escape
Controls (alternate):
Movement - WASD
Jump - J or L
Dash - K
Controls (additional bindings):
Movement - Gamepad Left Stick, Gamepad DPad
Jump - Space, Numpad 1 or 3, Gamepad A or Y
Dash - Numpad 2, Gamepad X or B
```
Changelog:
```
v2.11 (Post-Jam Version)
- Fixed a bug introduced in 2.10 that allowed dashes to carry over across screen transitions
v2.10
- Fixed a bug where the timer would advance for some frames when starting the main game before inputs
were able to correctly be read. This caused movement to be delayed anytime when loading from menu.
- Fixed a floating-point imprecision bug that caused physics state timing to be inconsistent.
The following states were affected:
Dashing state: Was previously 12 or 13 frames (random), now 12 frames
Walljump state: Was previously 12 or 13 frames (random), now 12 frames
Period after mushroom bounce for being unable to bounce again: Was 30 or 31 frames, now 30 frames
Period after mushroom bounce for being unable to dash/cling: Was 6 or 7 frames, now 6 frames
The end result is that dash lengths will be slightly shorter overall, but consistent instead of
random.
v2.09
- Fixed a bug with speedrun warps where mushroom bounce velocity could be retained
- Fixed some speedrun warps being broken in world 3 in normal mode
v2.08
- Added speedrunning warp-to-screen cheats, enabled via "Speedrun Shortcuts" menu option
- When enabled, press both shift keys and a letter on the keyboard to warp to a specific screen
- Shortcuts are organized according to QWERTY key layout
So 1-1 is Q, 1-2 is W, 1-3 is E, 2-1 is A, 2-2 is S, 2-3 is D, ...
- The in-game-timer will be prefixed with a screen name to indicate where you warped to
For example, if you started on the first screen of world 2, it might read "(2-1) 00:23.126"
- Every warp will start you at the screen transition from the previous screen, or alternatively,
the point at which a cutscene ends. You'll have half a second worth of transition time to buffer
movements and prepare before the timer starts.
- Note: You'll need to let go of the shift keys before you can register inputs normally
- Note: These shortcuts don't work during cutscenes, but they do work during death
v2.07
- Change a collision generation flag to fix remaining tile collision issues (world 2 challenge mode, etc)
v2.06
- Fix a game-breaking collision bug in screen 3-1
v2.05
- Actually use WebAssembly linker target (bug in build settings meant asm.js was still being used)
v2.04
- Update site lock code
v2.03
- Recompile to allow offline play via the itch.io app
v2.02
- Update to Unity 2019 and WebAssembly, recompile to allow itch.io hosting
v2.01
- Adjusted spike hitboxes to be more smaller/more lenient
- Slightly tweaked the positioning of the stars and spikes in challenge mode screen 3-6 to make it
more difficult
- Fixed a bug where climbing adjacent to a spike tile would result in being unable to climb downward
- Removed most instances of being able to stand on the very edge of a spike tile
- Dash or jump inputs that close the pause menu no longer cause a dash or jump once the menu is closed
- Wallclimb no longer initiates from a grounded state (you need to be falling or jumping),
so walking into a wall no longer puts you in wallclimb
- Fixed minor timing alignment of stars in screen 3-6
v2.00
- Added challenge mode -- a complete set of new, much more difficult levels that will really put
your abilities to the test!
Challenge mode is unlocked after finishing the game (persists across sessions)
- Added a title screen which also functions as the menu for selecting between normal and challenge
mode
- Added a pause menu option to quit to the title screen
- Added a pause menu option to retry the current screen (in case you get stuck somehow)
- Added unique background particle effects to each world
- Lightened the background a bit and made the player/crows darker for world 3, to make them easier to
see
- When dashing out of the initial phase of a walljump, you can now control your dash direction by
holding the desired direction while pressing the dash button (by default you dash away
from the wall) -- this allows dashing back into (or over) the wall you were climbing on
- Changed in-game text to prefer saying "Press C" instead of "Press Z" (both still work)
- Fixed an input bug that caused jump and dash inputs to carry over across respawns and transitions
- Made mushroom bounce distance consistent -- previously the exact distance depended on your
position as you triggered the mushroom
- Fixed a rare bug where you could stand on the edge of a mushroom without bouncing
- Tweaked some physics code slightly, mostly noticable for mushroom bounces
- Tweaked moving platform code slightly
- Water edges and waterfalls now push you upward or downward when climbing on them
- Water no longer pushes you while in initial dash startup or dash end cooldown
- Squared up some corner tiles in world 3 to fit better against the spikes
- Very slightly tweaked the water tile visuals in screen 3-7
- Fixed a slight visual layer opacity issue in screen 2-4
v1.04
- Reworked cutscene text to be more consistent and easier to read
- Changed the cutscene screen tile layout slightly to accomodate the new text position
- Minor first-time initialization performance improvements
- Added a tile to screen 3-7 to make it slightly easier
- Fixed a minor visual bug where waterfalls could become out of sync when backtracking
- Added "Press Z to Continue" prompt for first cutscene if you don't press anything for a bit
v1.03
- Fixed a minor tile collision issue in screen 2-4 introduced in v1.02
- Added jump input buffering -- jump inputs will now carry over into the next few frames, so you'll
still jump even if you pressed the button slightly too early (e.g. while you were still falling)
v1.02
- Changed the collision of the starfish to use circles instead of squares, so they are consistent
regardless of orientation
- Changed the last part of screen 2-4 to make it more clear that you need to jump before dashing
v1.01
- Fixed a framerate-dependent input bug that would sometimes cause jump or dash inputs to be dropped
(patched forward from v0.04 compo build)
- Decreased minimum jump height and made jumps end more quickly when releasing the jump button
- Reworked the end credits screen and added a function to restart the game
- Added version number to the end credits screen
- Track total time taken (pauses during menus, screen transitions, and cutscenes, but not respawns)
- Added time taken and total death count display at end screen
- Added a pause menu, available by pressing Escape, P, or Gamepad Start
- Added menu function to restart the game from the beginning
- Added menu option to show game timer and death count in-game (for speedrunning)
- Added menu option to skip cutscene text (for speedrunning)
- (The above two options persist across game sessions)
- Fixed a few missing tiles for a screen transition at the very end of the game
- Made a minor change to the mushroom bounce code that could prevent some potential issue with
getting "stuck" repeatedly bouncing on a mushroom
...
```
...Changelog continued at https://ddrkirby.com/games/colors-of-your-world/colors-of-your-world.html
- A short platforming adventure.
- Sacrifices must be made to progress.
- What will become of your world?
Post-jam version (v2.11): https://cocoamoss.com/colors-of-your-world/colors-of-your-world.html**
Jam version (v0.04): https://ddrkirby.com/games/colors-of-your-world/compo-version/colors-of-your-world-compo.html**
Soundtrack download: https://ddrkirbyisq.bandcamp.com/album/colors-of-your-world-original-soundtrack**
```
Controls (default):
Movement - Arrow keys
Jump - C or Z
Dash - X
Pause Menu - Escape
Controls (alternate):
Movement - WASD
Jump - J or L
Dash - K
Controls (additional bindings):
Movement - Gamepad Left Stick, Gamepad DPad
Jump - Space, Numpad 1 or 3, Gamepad A or Y
Dash - Numpad 2, Gamepad X or B
```
Changelog:
```
v2.11 (Post-Jam Version)
- Fixed a bug introduced in 2.10 that allowed dashes to carry over across screen transitions
v2.10
- Fixed a bug where the timer would advance for some frames when starting the main game before inputs
were able to correctly be read. This caused movement to be delayed anytime when loading from menu.
- Fixed a floating-point imprecision bug that caused physics state timing to be inconsistent.
The following states were affected:
Dashing state: Was previously 12 or 13 frames (random), now 12 frames
Walljump state: Was previously 12 or 13 frames (random), now 12 frames
Period after mushroom bounce for being unable to bounce again: Was 30 or 31 frames, now 30 frames
Period after mushroom bounce for being unable to dash/cling: Was 6 or 7 frames, now 6 frames
The end result is that dash lengths will be slightly shorter overall, but consistent instead of
random.
v2.09
- Fixed a bug with speedrun warps where mushroom bounce velocity could be retained
- Fixed some speedrun warps being broken in world 3 in normal mode
v2.08
- Added speedrunning warp-to-screen cheats, enabled via "Speedrun Shortcuts" menu option
- When enabled, press both shift keys and a letter on the keyboard to warp to a specific screen
- Shortcuts are organized according to QWERTY key layout
So 1-1 is Q, 1-2 is W, 1-3 is E, 2-1 is A, 2-2 is S, 2-3 is D, ...
- The in-game-timer will be prefixed with a screen name to indicate where you warped to
For example, if you started on the first screen of world 2, it might read "(2-1) 00:23.126"
- Every warp will start you at the screen transition from the previous screen, or alternatively,
the point at which a cutscene ends. You'll have half a second worth of transition time to buffer
movements and prepare before the timer starts.
- Note: You'll need to let go of the shift keys before you can register inputs normally
- Note: These shortcuts don't work during cutscenes, but they do work during death
v2.07
- Change a collision generation flag to fix remaining tile collision issues (world 2 challenge mode, etc)
v2.06
- Fix a game-breaking collision bug in screen 3-1
v2.05
- Actually use WebAssembly linker target (bug in build settings meant asm.js was still being used)
v2.04
- Update site lock code
v2.03
- Recompile to allow offline play via the itch.io app
v2.02
- Update to Unity 2019 and WebAssembly, recompile to allow itch.io hosting
v2.01
- Adjusted spike hitboxes to be more smaller/more lenient
- Slightly tweaked the positioning of the stars and spikes in challenge mode screen 3-6 to make it
more difficult
- Fixed a bug where climbing adjacent to a spike tile would result in being unable to climb downward
- Removed most instances of being able to stand on the very edge of a spike tile
- Dash or jump inputs that close the pause menu no longer cause a dash or jump once the menu is closed
- Wallclimb no longer initiates from a grounded state (you need to be falling or jumping),
so walking into a wall no longer puts you in wallclimb
- Fixed minor timing alignment of stars in screen 3-6
v2.00
- Added challenge mode -- a complete set of new, much more difficult levels that will really put
your abilities to the test!
Challenge mode is unlocked after finishing the game (persists across sessions)
- Added a title screen which also functions as the menu for selecting between normal and challenge
mode
- Added a pause menu option to quit to the title screen
- Added a pause menu option to retry the current screen (in case you get stuck somehow)
- Added unique background particle effects to each world
- Lightened the background a bit and made the player/crows darker for world 3, to make them easier to
see
- When dashing out of the initial phase of a walljump, you can now control your dash direction by
holding the desired direction while pressing the dash button (by default you dash away
from the wall) -- this allows dashing back into (or over) the wall you were climbing on
- Changed in-game text to prefer saying "Press C" instead of "Press Z" (both still work)
- Fixed an input bug that caused jump and dash inputs to carry over across respawns and transitions
- Made mushroom bounce distance consistent -- previously the exact distance depended on your
position as you triggered the mushroom
- Fixed a rare bug where you could stand on the edge of a mushroom without bouncing
- Tweaked some physics code slightly, mostly noticable for mushroom bounces
- Tweaked moving platform code slightly
- Water edges and waterfalls now push you upward or downward when climbing on them
- Water no longer pushes you while in initial dash startup or dash end cooldown
- Squared up some corner tiles in world 3 to fit better against the spikes
- Very slightly tweaked the water tile visuals in screen 3-7
- Fixed a slight visual layer opacity issue in screen 2-4
v1.04
- Reworked cutscene text to be more consistent and easier to read
- Changed the cutscene screen tile layout slightly to accomodate the new text position
- Minor first-time initialization performance improvements
- Added a tile to screen 3-7 to make it slightly easier
- Fixed a minor visual bug where waterfalls could become out of sync when backtracking
- Added "Press Z to Continue" prompt for first cutscene if you don't press anything for a bit
v1.03
- Fixed a minor tile collision issue in screen 2-4 introduced in v1.02
- Added jump input buffering -- jump inputs will now carry over into the next few frames, so you'll
still jump even if you pressed the button slightly too early (e.g. while you were still falling)
v1.02
- Changed the collision of the starfish to use circles instead of squares, so they are consistent
regardless of orientation
- Changed the last part of screen 2-4 to make it more clear that you need to jump before dashing
v1.01
- Fixed a framerate-dependent input bug that would sometimes cause jump or dash inputs to be dropped
(patched forward from v0.04 compo build)
- Decreased minimum jump height and made jumps end more quickly when releasing the jump button
- Reworked the end credits screen and added a function to restart the game
- Added version number to the end credits screen
- Track total time taken (pauses during menus, screen transitions, and cutscenes, but not respawns)
- Added time taken and total death count display at end screen
- Added a pause menu, available by pressing Escape, P, or Gamepad Start
- Added menu function to restart the game from the beginning
- Added menu option to show game timer and death count in-game (for speedrunning)
- Added menu option to skip cutscene text (for speedrunning)
- (The above two options persist across game sessions)
- Fixed a few missing tiles for a screen transition at the very end of the game
- Made a minor change to the mushroom bounce code that could prevent some potential issue with
getting "stuck" repeatedly bouncing on a mushroom
...
```
...Changelog continued at https://ddrkirby.com/games/colors-of-your-world/colors-of-your-world.html