Sometimes, I like to start these reviews with a little healthy self-depreciation. That way when I start picking nits, I can argue that I’m just as mean to myself. So in the case of ChromaGun 2: Dye Hard, a new puzzle game by Pixel Maniacs, let me say this: I am weirdly bad at remembering how to mix colours. I’m fairly certain I was taught primary and secondary colours in primary school, but it evidently didn’t stick. If you’d asked me last week how to mix the colour green, my mind would’ve completely emptied itself. You’d have gotten little more than a blank look.
Thanks to ChromaGun 2 though, I can now confidently say that it’s blue and yellow. It’s funny how quickly you memorise things when a spinning, razor-sharp droid is rapidly coming towards you and all you’ve got is a fancy, gun-shaped paint palette. Colours are ChromaGun 2‘s puzzle mechanic of choice, and it wrings as much as possible from mixing primary colours together. It’s strung together with a decent enough plot, but it stuffs in rather too much, leading to excessive bloat.

Puzzle By Numbers
ChromaGun 2: Dye Hard‘s central tool is the titular ‘ChromaGun’. It’s a fancy name for what is, basically, a paintball gun loaded with three different colours of paint. You point it at wall panels or droids, pull the trigger, and it paints everything that colour. You can then switch to another colour and shoot it again to mix it. That’s your limit, though. If you try and get clever and mix again, it’ll just paint it black. The key twist here is that things that are identical colours will pull towards each other. So an orange wall will pull an orange droid.
The goal of each room is to reach the exit door, which is usually behind a bunch of other locked doors. So you need to use a combination of colours to get droids on all the door switches, and you to where you need to go. In general, it’s quite a nice system and there are some really well thought out puzzles here. You start off by just pulling droids round corners, but by the end you’re stacking them three high and trying to find the right combination of panels to get them sitting on a button in the middle of the room. Or, in one case, playing basketball.
Still, I do think that the central colour concept is a touch simplistic. It doesn’t offer much freedom in puzzle solving. Having only one solution is normal, but only being to paint certain tiles meant that most of the puzzles solved themselves on first shot, as the solution became obvious. Even in the last third of the game, some puzzles are very simple in concept. They only take time to beat, rather than brainpower. Allowing us to paint anywhere we wanted would offer a lot more freedom, ergo a lot more thought. As it is, the excellent puzzles are balanced out by some dreary ones.

Colourful Characters
The nadir comes around the midpoint of ChromaGun 2, where one puzzle is just an extended maze. No tricky puzzles in that maze. Just running around. In fact, the relative simplicity of the game seems to have spooked ChromaGun 2, so it tries to fill it out with levels that are full of electrical hazards and droids that attack you. It feels a little cheap, for lack of a better word, and sells the good puzzles short. These padded puzzles make ChromaGun 2 feel a little overlong at times, clocking in at ten to fifteen hours.
Still, there are other elements that keep you playing. There’s some nice character work on display, for one. Initially we’re greeted by Richard, a returning character, who tricks us into some deadly testing. Then we meet Mildred, after a short dimension hop, who does the same thing. At first, I struggled to click with them. It felt like Portal cosplay. But then something happens to Richard and he starts to grow as a character. It gave me some impetus to push through the weaker puzzles. The humour started to land a bit more once the jokes were coming from a more sympathetic character.
The other thing that ChromaGun 2 has going for it is it’s inability to rest on its laurels. Its playtime may be long, but it’s constantly trying new things. The first four chapters build on the central mechanic, going from simple colouring in to a controllable droid, with the puzzles appropriately expanding in scope. The last chapter goes completely bananas, sending us to a variety of different universes where we suddenly have moon gravity, or we’re jumping on bouncy floors. There’s a strong sense of freshness to every chapter.

ChromaGun 2 – Fun But Overstuffed
I like ChromaGun 2 in the same way I like fish and chips: it’s very nice but I can’t ignore the bloating. ChromaGun 2 feels rather overlong. Part of that is the preponderance of hazards and jumping puzzles in the middle third, but the final chapter stretches the story conclusion out too. It hops between universes and, while some of them are nice, others are just references to other titles like The Stanley Parable and Superliminal. One level is just a text adventure. Cute idea, but as we just pick from pre-written options, it’s little more than padding.
I guess my final conclusion is that ChromaGun 2 is in need of a good pair of shears. If it trimmed down the overlong puzzles in the mid section, and perhaps reigned in the pandering references in the latter half, it would be a much tighter game. As it is, it feels a little all over the place. I came away with a good feeling about ChromaGun 2, but my enjoyment levels were definitely akin to a sine wave. Still, at least splashing paint all over the place did a lot to liven up the blank, white rooms that these crazy scientists seem to love.
































































