Colorless

Introduction

This project I designed a side-scrolling action-adventure game with a predominantly black-and-white aesthetic. Certain areas in each scene feature color, granting them unique properties that players can use to overcome obstacles. In this project, I designed a level set in a medieval castle, where blue is the dominant color. The level design, inspired by games like Ori and Hollow Knight, features interconnected paths, allowing players multiple ways to reach their destination. The level’s boss also reflects the unique traits of the color blue, with its behaviors and attack methods built around this theme.


Game Concept Design

Story Background

In this world, a demon unlike any other once emerged, with a body that bore only black and white tones. After suffering under the world’s judgmental gazes, he resolved to make everyone experience his anguish. To do this, he sealed away the three primary colors, stripping the world of its hues and leaving only shades of black, white, and gray.

Amidst this despair, a hero discovered that a gem in his possession could absorb and restore the three primary colors. Determined to lift the curse, the hero set out to defeat the demon. When the two finally met, an earth-shattering battle ensued, though the outcome of this great war remains unknown. Since that day, neither the hero nor the demon has been seen again.

This castle is the last line of defense for the king protecting his country. In the face of the fierce onslaught by the demon in the past, the territories in remote areas had long been lost. In order to protect the citizens of his city and prevent the further invasion of the demon, the king deployed a strong force to guard both inside and outside the castle. However, with the power of colors, the demon easily conquered the castle. Subsequently, to prevent various weapons and equipment in the castle from falling into the hands of ordinary soldiers, the demon deployed the power of blue within the castle. Anyone approaching or entering the castle would face indiscriminate attacks.

Art Design

In this level, I aim to create the atmosphere of a decaying medieval castle. The predominant use of black, white, and gray tones will evoke a sense of oppression for players. When players encounter interactive scenes or enemies with color, these elements will stand out, drawing their attention and allowing them to quickly recognize key aspects in the environment.

Gameplay

The game focuses on the interaction between the player and colors. Players can utilize the unique properties of colors within the scene or alter the scene’s colors to transform their character, enabling various effects to overcome obstacles and defeat enemies. In the predominantly black-and-white environment, colored areas stand out significantly. When players encounter difficulties progressing, they can experiment by interacting with specific scenes. Successfully overcoming obstacles reinforces the understanding of each mechanism, leaving a lasting impression.

The blue areas in the scene represent water, which the player can safely enter.

The red areas in the scene represent lava, and the player will die instantly upon contact.

The green areas in the scene are plant-based obstacles. The player can safely stand on them and can also destroy them using fire attacks.

When the player touches the purple area in the scene, they will be bounced up.

The player can cling to the orange areas in the scene.


Level Design

After entering the level, players can choose different path to explore.
Red Route: This is the main pathway driving the game progression. At the end of the red route, the player can obtain the key to access the BOSS room.

Blue Route: This is the path leading directly to the BOSS room.

Purple Route: This is the route leading to the next level. After defeating the BOSS of this level, the gate to the next level will automatically open.

Yellow Route: This path allows the player to acquire additional items and supplies.

Green Route: This is a shortcut within the level. Once the shortcut is opened, the player can reach the end of the red route more quickly.

The image below are some early versions of the level design.


Characters Design

Protagonist

The player controls the surviving demon, who narrowly defeated the hero in their final battle. However, the demon was severely injured, resulting in memory loss and a prolonged state of unconsciousness. (The game does not reveal the protagonist’s true identity to the player.)

Melee attacks deal higher damage but have limited range.

Bow and arrow shots have slightly lower damage compared to melee attacks, but can target enemies from a distance, reducing the risk.

Shockwaves can destroy some fragile obstacles and, as an attack method, cause area-of-effect damage.

Enemy

Droplet

In the first phase, the Droplet is encased in massive armor for defense and wields an axe as its weapon. When the player deals enough damage, the armor shatters, exposing its core and initiating the second phase. At this point, the Droplet splits into multiple entities, each attacking the player independently. After taking further damage, the Droplet reverts to its unified form and launches a final, intense assault against the player.

Liquid Cannon

A slow-moving enemy that fires high-pressure water jets to push back the player and inflict significant damage.

Fire Snake

Moves swiftly and deals flame damage to the player, causing continuous burn damage over a short duration.

Golem

Performs charging attacks that temporarily stun the player, immobilizing them. The Golem cannot be killed, it can only be temporarily dispersed. After a short period, it regenerates and resumes its actions.