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A jam submission

Paloo Spiral DD 64View game page

Run n' Gun mixed with fast paced melee combat
Submitted by Havic — 2 days, 23 hours before the deadline
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Paloo Spiral DD 64's itch.io page

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Comments

(1 edit) (+1)

Lovely game, sounds just as good as it looks and plays even better. Good job!

Some suggestions:

  • Add 144 on frame cap options.
  • Platforms blend a little bit, like sometimes it's not 100% clear what's a platform and what's the background.
  • On the bus stop fight, I was expecting to be able to climb up to the roof by attacking an enemy multiple times but I wasn't able to.
  • Missed having more SFX on the boss fight, specially when being grabbed by it's tongue. Fight itself is quite fun but felt a bit bland because of that.

Some bugs:

  • Paloo is cute but still reacts to my inputs while I'm on the pause menu, jumping when I press the confirm button. I played with an Xbox gamepad on Windows 10.
  • Something's going on with your pixel. Not noticeable when moving or fighting, but when coming to a stop it's as if I could see the pixels "fall in place" so to speak, like they take a little moment to reposition themselves.  It's hard to explain, so I recorded a video: https://streamable.com/06p4wq
    It's specially noticeable on the little Paloos that are below the input helpers.
  • Another one was this:

Notice the thin line between the arrows. It appeared and disappeared while I went through that section. Might be related to the other bug? I was playing on full screen, vsync enabled and at 2560x1440.

Overall, a very well done game. Gameplay's super fun and I loved the visuals, specially all of Paloo's facial expressions. Great job, will play again.

Developer(+1)

Thanks for playing!

For the bus stop, You can climb up on the left or right by juggling enemies. though the left side is a bit wonky because its curved on a slope and the physics get screwed up
For the pixels, the little Paloos are also a bit off because they are scaled down manually, so they are not pixel perfect. they are currently just placeholder. same thing for some of the text and graphics on the sign posts. The pic showing the line is also a hacky way of adding some shadow, will be replaced later. I'll keep a look out on any other pixel snapping visual glitches, everything else is set 1:1 pixel perfect.

Will take a look at the other points, other devs have pointed them out as well.

also looking forward to trying out your game when its ready, I've seen it posted with good progress in the dev threads

(+1)

Feels great to play and one of the best looking demo day games! I dont have much in terms of feedback other than i wish there were more moves to use. I noticed the firerate on the gun was basically unlimited for tap firing, seems like the kind of thing where you could break the game with an auto-fire macro.

Some of the platforms were really unclear if they were part of the background or foreground.

I also hope some of the combo/melee mechanics make their way into the platforming, since moving around was fine but really dry when there were no enemies on screen.

Keep up the good work!

Developer

thanks for playing!

we got a few more moves in the works that will open up combos and set ups.

the gun has a firing rate threshold so you're not able to spam it too fast.

Submitted(+1)

Still as good as always. I didn't notice any differences from the last DD.

I noticed that my default way of playing was to hold the fire button for the entire demo, there is simply no risk in not doing it, not sure if I would change that tho, it's just something I wanted to mention because at times it feels like cheating. Maybe a Megaman X charged fire mechanic could help making it look less like cheating? Just my thoughts. The game is super polished, good work.

Developer

thanks for playing!
Mostly bug fixes and minor QoL changes since last update, but there were a few things like input buffering and the balls added

the gun is very weak so spamming the fire button wouldnt do much especially with the tankier enemies like the purple enemies or the boss, but we are working on different enemies and scenarios where melee attacks are more required (and vice versa)

Submitted(+1)

Great looking game.

My only notes would be that some of the platforms blend with the background a little bit in some sections and that the combat doesn't seem very balanced between shooting and melee because the latter is simply much better, even if enemies are not paralyzed. The difference in damage is too big and enemies have a lot of health in general so that matters.

Keep up the good work. 

Developer(+1)

thank you!

The focus is definitely on the melee attacks since they are more fun to use so I dont mind players skewing towards using the melee attacks more. Eventually we will have other use cases to emphasize the gun as well as giving different mechanics specific for the gun

Submitted(+1)

The graphics and music are very well made. No idea what is happening with the menu buttons zooming across randomly with the selections and the lack of a way to change the resolution without editing game files. Enemies have too much HP, but I wish there was a way to charge up attacks or more ways to attack without having a combo meter.

I feel for platformers like these, there needs to be more movement involved like Pizza tower, where there is more room for creativity instead of the default running and gunning. The trailer showcases this a bit, where at times the character near the end of the trailer is standing around and shooting, which feels like they could be doing something more involved visually.

I wishlisted it, but it needs something for the character control to give it the "Omph" it needs to become something bigger. Great content so far.

Developer(+1)

thanks for playing and appreciate the wishlist!

will look into the UI buttons, they were finicky on last DD but maybe theres still bugs around with the UI

we have a few more moves planned for the player that will open up a bit more options to combo enemies, as well as things like interacting with the environment to affect characters. 

Submitted(+1)

Nice art, it looks like something I would have played on the snes and the music is nice and fits well. I think some enemies have to much life for what they are, for example: the bats, they should die in one hit and only be a danger in swarms or when strategically placed to interfere with the player. The bandits are quite tankier considering they dont look more stronger than the bunnies, or least, that's my opinion.

Overall, it's a nice demo, keep up the good work.

Developer

Thanks!
will keep the enemy health in mind and tweak their numbers accordingly 

Submitted(+1)

Isn't buttdrive too overpowered?

At end of second map there is no way to climb bus stop(?) when there is noone on the ground or i missed some critical movement mechanic explanation?

Developer

Thanks for playing!
eventually there will be enemies that require a bit more strategy than simple doing melee attacks on them

you can reach the top of the bus stop by juggling an enemy upwards to gain height. but otherwise theres not much point getting up there

(+1)

walking to the left opens the steam store page? very cheeky. pretty much controls like a dream and the aesthetics are gorgeous. however i do think that the separation between fore and background could be better. i had a couple of "can i jump on that?." also a couple of leap of faiths in the level which didn't end up in buggery, but do give a bit of an uncertain feeling in a otherwise not so threatening environment

Developer(+1)

thanks for playing!
what part did the steam page open? there are UI buttons for steam page on main menu and at the end results screen, but there shouldnt be anything else besides that.

appreciate the feedback on the ground layers, we're working on modifying the color hue so that they are better separated visually

(+1)

i tried to walk all the way to the left off-screen at the start. then steam opened

Submitted(+1)

Solid aesthetic and feel!
Feels like megaman meets warioland, never a bad thing.
Is there a reason I shouldn't spam dash-screw?
Player's hurtbox seems a but liberal for the tutorial. Maybe I just suck?
What are your plans for the game?

Developer

Thank you!
the attacks mostly depend on where you want to knock the enemies. for example the drill attack will knock an enemy horizontally, good for hitting other enemies behind them. ground pound / butt dive will knock enemies upwards, and you can juggle them in the air.
currently we have a lot of the player mechanics at least working, so we will be focusing on new levels and enemies next

Submitted(+1)

I played the game but it seems there is no recording.

Never mind, I think there was not much to see. I appreciate you keeping the game easy while introducing so many different mechanics. They all worked well and thanks to the easy-going enemies I was even getting into the groove of using them, a bit. Still feels like it would be a bit much to pile on top of the player from the get-to.  I mean, there is a reason why Warioland3 was so good.

Anyways mad props for the art as well. Game seems to have a lot of potential in terms of fundamentals, now to just fill it with content and it will be… idk, maybe noone buys platformers. But good job.

Developer

thanks for playing!
this is more of a showcase so I wanted to player to try out all the mechanics, but you are right that a more fleshed out demo would have more incremental design in the mechanics

Submitted(+1)

It seems as though I am in the wall.

Developer

ah thanks for the catch, will fix on next update