PARASOL POP is a fast paced action game where you make magic spells to defeat hordes of shadow demons.

Made for the Pirate Software - Game Jam 15

Key

Action

or A

Use left ingredient

or S

Use middle ingredient

or D

Use right ingredient

Spacebar or Enter or W or

Use staff

Game Design - Davi Figueiredo

Programming - Leonardo Gomes

Art - Shaktih Pajolchek

Music - Grapebird

SFXs - Lucas Figueiredo


GDD Link: PARASOL POP - GDD

Updated 27 days ago
StatusReleased
PlatformsWindows, HTML5
Rating
Rated 4.3 out of 5 stars
(3 total ratings)
AuthorsDavi Figueiredo, shaktih, LeoGP
GenreAction
TagsArcade, Colorful, Difficult, Fast-Paced, Female Protagonist, Hand-drawn, Indie, Magic, Shadows

Download

Download
Build-0.13-Pirate-Software-Jam-15.zip 39 MB
Download
GDD - PARASOL POP
External

Comments

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(+1)

Got to level 12... I love the simple controls. Very easy to pick up. Difficulty increases are understandable and fair, yet surprising. I like the visual, sound, and music. I am not sure how you'd even expand this though, maybe different enemy types and speeds? Great work

It was great seeing you play live! You almost made it, congrats!
In terms of expansion, I agree that different enemies and speeds would be in. I can also think of other stuff such as a score/combo system, maybe some power-ups, an endless mode...I'm sure with some brainstorming we can come up with many good ideas for expanding the game.

Thanks for playing!

(+1)

Wooo this starts off suuuuuuuuuper simple and easy but wow does it ramp up FAST, damn what a rush!

I managed to get to level 11 and the first dude has EVERY COLOUR. My brain was just like "abawhahwalbhala?" I managed to kill it but then 2 more rushed me and I knew I had hit my limit hahaha.

Fantastic concept and execution. The colour system works really well and the ramp up in difficulty is great with mixing the different colours then having to shoot multiple mixed colours and normal ones to kill them it's a super great concept that I enjoyed a lot.

The art is great not much in the way of variety but the main focus being the umbrellas and the colour meant it was super easy to pick up and remember the combinations and quickly react to them when they appeared on screen.

Audio was fine nothing special but fit the game well.

The title screen was really nice too and gave some nice character to the player. Overall a fun little experience that I really enjoyed :)

Thank you very much! You did great, level 11 is hardcore hahaha

(+1)

Really cool game, really hard after a while (good :D), I just reached level 10 but it's really fun!

Thank you! Glad you enjoyed playing it!

(1 edit) (+1)

Nice game-system, love the increase in difficulty. Great art and sfx and music, overall really well executed you should be proud!

Only possible improvement I can think of is changing place on red and blue, mostly because blue feels like a right side color :D Maybe because faucets etc always have blue cold on the right and red warm on the left.

Thank you very much, I'm glad you enjoyed it!
I guess letting players rearrange ingredients positions/key bindings would solve the problem. Thanks for the suggestion!

(+1)

I saw this on Progzyy's stream and knew I had to play it for myself.

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Here's some of the things that I loved:

The character design for the shadow monsters and how they puddle up upon death

The slow difficult climb by introducing mixing colors and monsters that have multiple colors on their umbrellas.

It feels like monsters slow down a hair when they're right next to you. Whether this is the actual case or not, it gives a big bullet time feel to save your skin before losing the game.

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I unfortunately had to stop at lvl 11 because my fingers aren't quick enough on the draw for the monsters with 6 colors. If that's because of my own skills I get it, but if others are also having a considerably difficult maybe have those monsters be bigger and approach at a slower pace? Regardless, great game!

Thank you so much for playing and for the detailed review!
The speed of the monsters does change between levels, but not during their approach. It's linear, however, their scaling up might give you the impression that they slow down when getting close. That's a great idea though.
Lvls 11 and 12 are especially difficult because we wanted players to have that great accomplishment feeling,  similar to when you beat a Dark Souls boss. Don't feel bad about it though, even us devs of the game have a hard time beating it lol

(+1)

Loved the gameplay, really fun and challenging, just wish there were more levels. Thanks for the experience!

Thank you so much! I really appreciate it!

(+1)

I love it so much! Great work! <3 

Thank you very much! <3

Really fun game! :) love how it plays, even if mentally remapping WASD is a bit of a brain bender lol (I enjoyed it :) )

Thanks for playing, I'm glad you enjoyed it!

i love the use of color mixing and that the enemys not only came at me faster at hire levels but also had more colors on them

Thanks! It's great to know you had a good time playing!