Black(Yin) enemies can only be seen and damaged in white(Yang) area; Vice versa.
Avoiding enemies by moving and rotate the world to eliminate them.
Video of beating the game: (trust me it is possible.)
Video of failing the game(>_<):
Update at 10/06/2019 21:38: Lower the screen shake based on feedback of some play-testing.
Update at 10/06/2019 22:48: Fixed a problem of enemy speed calculated deltaSeconds twice.
Update at 10/06/2019 23:14: Fixed problem of enemy size keeps increasing even when game has not started yet. Adjust the enemy speed so it looks more like the version in video.
Update at 10/08/2019 23:19: Added a link of a more challenging version, in which enemies are twice as fast.
The black and white design constraint was a smart move; more time for gameplay and polish, which was abundant. Fun to play and I managed to win. Great job.
I beat the game! :D But I needed to watch the video of you beating the game to understand how it works. Really cool concept. Just add some more explanation and maybe a progress indicator ;)
Loved the push and pull between sides, and the style. The theme came across to me like "nothing is hitting me, why am I dying" and exploring that from there.
So, first impression wasn't good - I opened your game, got a blank grey screen, and assumed the game didn't load properly.
Once I got in I certainly enjoyed my time with your game, and I especially liked the visual design and its integration into the game mechanics, but I'm not entirely sure how it fits in with the theme.
@niterich thank you for your feedback! And sorry for my confusing theme. The idea is actually as simple as "There was nothing but chaos(grey), then Yin(black) and Yang(white) appear, or split from chaos."
Striking visuals, although just constantly rotating the world in one direction and running away from the decaying enemies seems enough to beat the game. It's also unclear how enemies are dying (without referring to your instructions) as they're invisible when shrinking and shrink rather fast. This left me confused.
Like niterich said, I thought the game hadn't loaded properly when it began with a grey screen. I like the minimalist vibe in that, but I think you should've put a key prompt or allowed any key to be pressed to continue (instead of just space).
That's smart ! Maybe some basic instructions like on start would help. Some ingame indicators about shot numberw or time left before win woudl be great, but maybe it would mess up the simplicity of the design.
Very hard! This game has a great aesthetic, just getting that to work is an amazing feat for a game jam. I am not good at this style of game, but it was a lot of fun to loose in.
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Hmmm, do you think the dizziness is caused by rotating background or screen shake? Or a little bit of both perhaps.
Once I got in I certainly enjoyed my time with your game, and I especially liked the visual design and its integration into the game mechanics, but I'm not entirely sure how it fits in with the theme.
Like niterich said, I thought the game hadn't loaded properly when it began with a grey screen. I like the minimalist vibe in that, but I think you should've put a key prompt or allowed any key to be pressed to continue (instead of just space).
Using any key to start the game is a great advise, thanks!