This is why the Shisaku thread has been so silent. Iro is my competition entry - the object of the game is to restore all colour to the world. You go around picking up capsules of paint and when you bring them back to the level heart the amount of colour you are carrying gets restored to the world.
It gets further complicated by colour doors which are only open when the world matches their exact colour and close again when it no longer does.
Theres many other things in the engine such as teleporters, boost pads (and vertical boost pads), moving platforms, monsters of various types etc etc. You can think of this game as wizball meets spindizzy meets monkeyball.
..meets rez.
The monsters and plasma pickups all pulse to the beat of the background music. The actual level background is a visualisation - yes it uses real time audio spectrum analysis. Using various image functions i wrote I dynamically generate the vis-cubes texture based off spectrum data - different functions generate different types of visualisation. As you go around picking up paint and restoring the worlds colour the visualisation gets more interesting and colourful
Alot of the levels can be very complex because a colour capsule can contain any value of paint and doors can require any value - for this fact you have access to a planning screen where you can view the level, view values of things like colour capsules and doors, view teleporter destinations, examine monster patrol paths and whatnot.
This is the result of a months solid work - i now have a beard thanks to this! I came up with the idea for the entry very late so the other entrants will have a month or so of code up on me :x But im q uite happy with how its turned out - the engine is finished now and im using the last few days to turn out levels and the soundtrack. I need to thank my friend (who tends to wish anonymous) for his help with level designs, my other friend tomi who is helping with the soundtrack (whenever i pull him off world of warcraft ¬¬) and to the forums own APEXnow who helped me with some serious gravity issues just the other day!
Im afraid you'll have to wait until the puzzle deadline for the binary, i want to release it as polished as i can get it
But for now, a selection of screenshots:
1) the "Level Start" screen, you get a fly by camera shot of the world and the text scrolls on from the right of the screen to the left.
http://www.melted.com/spectural/storage/iro/iro01.jpg
2) here we see a red paint capsule, a plasma pick up (points) and a teleporter - it looks alot mroe exciting in realtime when its animated
http://www.melted.com/spectural/storage/iro/iro02.jpg
3) this one looks a bit more fun - the player is about to hit a boost pad which will start him on a rollercoaster ride around the level (i know, i designed that one XD) - thanks to a pretty good implementation of gravity hes going to get some air off that ramp.
http://www.melted.com/spectural/storage/iro/iro03.jpg
4) oo, a moving platform puzzle. A very simple one, but if you're unpracticed and try to rush things it can be easier to fall than you'd think.
http://www.melted.com/spectural/storage/iro/iro04.jpg
5) Here we see a line of A-Type monsters (the red balls) which move up and down on the spot, these are set to a wave type patern and will need timing to get under. You can see a B-Type in the background (pyramid style) innocently following his patrol path.
http://www.melted.com/spectural/storage/iro/iro05.jpg
6) and finally heres a shot of the planning screen, viewing a map called Staircase. The planning screen is essential to the completion of some missions.
http://www.melted.com/spectural/storage/iro/iro06.jpg
Personally I dont think the shots do the game that much justice, but you'll have to see for yourself on the 18th
Hope you enjoy!
edit - this game has been written using the DarkSDK/C++. This game will always be free, as such when the game is released i'll also give out the source code.