There are many games of combinations of balls but they are quite static. In Black in Color what is incorporated is the dynamism, the mobility, a great variety of mobile structures that are interlaced and that make the player has to be aware of the movements of many pieces on the screen.
It is a game in which tactics intervene, because without good planning it will be very difficult to complete many levels.
It is an action game, because it is necessary to be very attentive to the changes in the situations and to act in many cases quickly. So it is a game in which the reflexes are also important.
In addition, the time factor is limited which increases the Action factor.
It also has an originality factor since no game has been detected that has a mechanic like this.
To make combinations, the player throws objects from his ship by clicking on a point on the screen, which is where the object will be headed.
There are six different types of objects, which change their appearance in each level, according to a certain setting. Each has a color. When a free object (which is not hooked to any other) collides with another it becomes hooked, so that they have a certain degree of freedom, as if they were bound by a hinge. In this way complex mobile structures are created. Each object of the structure can be hooked to several others. Each time a new object is added to a given structure, it is checked whether a combination has been created. Objects that are already attached to another collide with the rest but do not get caught.
The first type of object (black type) is wild. The main objective is to carry out Combinations of black objects between two objects of the same color. When this happens All the enclosed blacks are converted to the type that encloses them, they are destroyed and they add points. It is also possible to make combinations of three objects of the same color to add points (other than black).
There is a maximum number of lives (5) to overcome each level. The player loses a life when an object hits him (the ship). Impacting the object is destroyed. Each level starts with 5 lives. To complete a level it is necessary to reach a series of points (variable by each level) in a limited time.
If a combo of 25 points or more is achieved, a protective field of the ship (Shield) is activated. If a combo of 125 points or more is achieved a button is activated that allows to destroy all the combinatorial objects of the stage (Destroy All).
There is a Shake Meter that is charged when small (3-element) combos are made. Each time one of these combos is completed, the third part of the Shake Meter is filled. If a larger combo is made the meter is reset to zero. When the meter reaches the maximum, a jolt of the screen moves the objects in different directions.
Credits: Original Idea: José Ignacio Pérez de la Rosa. Game Design: José Ignacio Pérez de la Rosa y Elia Paniagua Bravo. Programming: José Ignacio Pérez de la Rosa. 2D Art: Francisco Vidal. Level Design: José Ignacio Pérez de la Rosa y Elia Paniagua Bravo. Music: José Ignacio Pérez de la Rosa.