My first idea for this game was a little bit different. Players had to catch the raindrops with the umbrella. When they picked the same color, they would get a combo that will multiply their points. Also, the players could catch two colors to create new colors. When they had all the clean tones of the palette on the same screen, included the black, they would get a fever mode called Color Storm.
For this idea, I wanted to use the CMYK palette because it represents the classic artist palette, and I thought it would be more appropriate. The perfect CMYK palette has 13 colors (counting the black).
The colors that would fall a t the beginning of the game would be the Primaries (Cyan, Magenta, Yellow, and Black)
Each color would give to the players +5 points, and the combos would give multipliers. So:
- First time (Yellow, for example) = +5
- Second time = +5 + x 2 multiplier.
- Third time = +10 + x 4 multiplier.
- Fourth Time = +20.
The players would lose the multiplier when they catch any other color.
The color combinations would give the players +10 points instead of +5 and will produce the resulting color during an X time. Players only would have that time to mix that color and create a new one, and this would restart the timer. They need to do this different times to create all the possible colors and get the Color Storm, a fever mode where it would fall golden drops that would give +40 points per raindrop.
Each new combination would provide twice as many points as the previous time. So:
- Magenta + Yellow = Red +10
- Red + Magenta = Scarlet +20
- Magenta + Yellow = Red +40
The players couldn’t restart the timer of a combination before its time is over. So, if they create the color Red, would rain red drops for an X time, if during that time they create the color Red again, they will not restart the timer. If they create the color Red and during that time, they create the color Scarlet, they would still have the Red timer and the new Scarlet timer. However, if during the Red time they create the Scarlet and then again the Red, they would have the timer for the color Scarlet and a new timer for color Red. So:
- Each combination would have its timer that is independent of the rest.
- To restart the timer for a combination, they would need to create first a new color and then the color that they want to reset. Or wait until the timer is over and create the color again.
These would be the possible combinations:
So, the essential colors to get the Color Storm would be only the Red, Blue, and Green. These would be the colors that players need to mix to get the rest of the colors.
The black drops would be heaviest of the game, which means that they will fall faster than the rest and will take off 5 points to the players’ panel if they catch one. Also, the black drops would dirt the last color picked by the players, producing dirty color drops. These drops would be heavier than the clean drops but lighter than the black drops, and they would fall for an X time. When players caught one of these, they would be penalized with -10 points on their panel, and it would multiply the number of dirty and black drops that would fall. If they caught a second on, they would be penalized with the double (-20), and the next time with be the double again (-40).
These would be the dirty colors based on the CMYK palette:
The reasons why I rejected this idea were three:
- The first one was to don’t overcomplicate the gameplay to be sure that we could finish the game in a reasonable time.
- The second reason was that this game is designed to be played on mobile, and 13 colors were too much to a mobile screen. I felt that so many colors (and more if we count the dirty ones) would saturate the screen and make the game to feel too busy.
- And the third reason was that I wanted to play with the actual color that I have on my watercolor palette instead of picking the basic ones. I thought that this gives some extra life and soul to the game.