ChromAttacK

This game does NOT have the necessary accessibility features to be played and enjoyed by people who suffer from colorblindness and for that, we apologize deeply.

Controls

This game only supports controller play. Other input devices are not supported.

Left joystick: movement

LB/ LT: cycle left cannon's colors

RB/RT: cycle right cannon's colors

X: fire left cannon

B: fire right cannon

Y/ A: fire central cannon

Start: Pause/ Unpause

An indicator will appear on screen when a cannon's color matches a visible enemy's color.


THERE'S A TINY BUTTON IN THE BOTTOM RIGHT CORNER YOU CAN USE TO GO FULLSCREEN




What is"ChromAttacK"?

"ChromAttacK" is a shoot 'em up created by a group of 3 students. The player changes the colors of their ship's cannons to match them to the enemies' colors, which makes them lethal to said enemies.

Goals of the project

Our directives were to create a single player shoot 'em up on the Construct 3 engine. One of our main personal goals was to integrate as many feedback mechanisms as possible, tied to every one of the player's actions and the system's responses.

Fully aware of the relatively slow pace our game would need to have to be playable at all, we decided to look for ways to keep the players engaged even when most elements on screen were moving relatively slow, or enemies took a lot of projectiles to be destroyed.

Challenges and deepened understandings

One of our greatest challenges in making this game was to make small game elements intelligible. To resolve this issue, we gave the color coded parts of each enemy or player component greater visibility and a centric position in the object's general shape. Sadly, one of the unavoidable failures of this system was that it made the game inaccessible to colorblind players: an issue we would find neither the time nor the resources to fix.

Also, the making of this game was a venture into the limitations of even the most experienced of players' abilities when it came to quickly reacting to oncoming danger by manipulating a color based logic not inherent to most people's perception.

From a technical standpoint, this game was equally as great a challenge: having to integrate a multitude of varieties of a same object that each responded differently to different external stimuli (all on an engine with which none of us had prior experience) was harrowing. Having gone past those issues and properly integrated all of those elements: it became obvious how much a production team would stand to gain from properly integrated design tools and access to parameters.



Check out the rest of my portfolio at: mgabbardo.com
Contact me at: m.gabbardo@gmail.com
Find me on Twitter/ X at: @GabbardoMarcel

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