Mechanics
How Absence of Color plays: color channels, combat, controls, HUD and level assembly.
Color channels
Red, green and blue as the three channels of progress, and which color needs which channels.
Light vs. darkness
Fighting means bringing light back: enemies are turned white, and the color of weapon and armor counts per channel.
Controls
Gamepad first: the planned button layout and what already works in the prototype.
HUD: Light, crystals and color wheels
Light bar, color crystals and the two color wheels for weapon and armor.
Level assembly with crates and gnomes
Crates, gnomes and a loading bar with silly lines instead of a loading screen.
AI notice: AI (Claude) wrote the German original of this page from our project notes; we reviewed and approved it. This English version is an AI translation.