Color Floor is a seemingly simple but ultimately rule bloated puzzle game. A grid of squares start off blank, and get colored in as you move around them. moving through a square with a blob of color on it will change which color you turn squares as you cross them. Going back to the last square you touched will undo your last move, meaning you have to move around without backtracking spaces to make progress. You cannot step on a square of your current color, so you have to be careful not to trap yourself.

Your job is to go around levels and attempt to turn a certain number of squares in each level a set color.

I have some fairly fundamental problems with Color Floor from my time laying the game at GCAP Melbourne this week. Firstly, certain levels of the game tilt your play field 45 degrees so that you have to move on diagonal directions, and the controller support for the game makes reliably traveling in diagonals incredibly difficult. Most of my attempts to move along diagonals ended in frustration.

Also, none of the rules around what you can and cannot do are explained either naturally or explicitly taught to the player at the start of the gam. Because of this, early assumptions and bad habits can lead to it being harder than it should be to relax and play through the puzzles in a calm and zoned out way.

The puzzles were generally well designed in isolation, but the difficulty curve of challenges was all over the shop. New movement square types were neither introduced in an easy way to approach nor visually differentiated from each other.

Simply put Color Floor is a nice idea, let down by poor early game explanation and representation of its own mechanics.

Laura’s gaming journey began in the 90′s when she was given a SNES by her older brother with Mario paint. From that day video games were all she thought about day or night, be it playing them, designing them, discussing them or writing about them.