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About Colors of V

Colors of V is a game built around three coloured gels and subtractive optics. On a black vector screen, yellow blocks blue, magenta blocks green and cyan blocks red. The gels stack: yellow and cyan together leave green. The three gels create seven usable states, each showing a different room.

Light and collision

What you cannot see cannot see you. An invisible wall is not solid, so you can walk through it; an invisible trap cannot cut you. An enemy you cannot see is frozen and cannot be shot. Visibility and collision use the same channel, so changing gels rewrites the floor plan beneath you.

Each gel darkens the tube and narrows your field of view. Seeing one thing clearly means seeing less of everything else. A gel swap is refused if it would put a wall inside your body, making the timing of a change a positional decision rather than a panic button.

Using the darkness

With all three gels active, nothing passes: nothing is solid, nothing can shoot you, and you cannot shoot anything. The darkness is not a refuge, because the tube cannot stay shut. After a couple of seconds, the dark starts damaging the hull; at four and a half seconds, a gel pops off automatically. It will not remove a wall that would appear inside you.

When light returns, both sides are blind. You get a second of grace, while enemies stand still for slightly longer. This reprieve has to follow a real stretch of blindness; flicking the gels does not build it up.

Reading each room

Enemies move faster than you, so running is not a plan. Your only defence is to stop something from existing, which also means giving up the ability to kill it. Enemies do not reach full speed at once: they pause and wind up, appearing dim while dormant. This gives you time to read the room.

The campaign

The campaign has 100 levels across ten tiers, with nine rooms and a boss in each tier. The first three levels are hand-built to teach the three rules. The rest are generated from their level numbers, so level 34 is always the same and runs can be replayed and compared.

Each tier controls which elements its levels can use, introducing them in sequence: primaries, then secondaries that only a two-gel stack erases, then walls that no light can pass, and finally increased density on top of all of them.

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