Great game! Simple at first but really challenging to master. I gotta work on my color theory...
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PARASOL POP's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Cleverness | #1 | 5.000 | 5.000 |
Theme | #233 | 4.000 | 4.000 |
Playability | #258 | 4.000 | 4.000 |
Artistic Style | #401 | 4.000 | 4.000 |
Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- The game mechanics is a clever use of color theory and makes for a fun game that kept me engaged. It got a bit overwhelming as the difficulty seemed to spike quickly. While i understand the enemies are shadows, it doesn't quite fit the shadow aspect of the theme as you can replace the enemies with basically anything and it would not chang the game play experience. Overall , this was clever and fun.
Did you include your Game Design Document as a Google Drive link?
Yes
Seriously... did you include your Game Design Document?
Yes
Is your game set to Public so we can see it?
Yes
Tell us about your game!
In a single-screen forest, the player engages in 12 levels of fast-paced combat with hordes of shadow demons. Armed with a cauldron and a staff, they swiftly mix ingredients to create potent spells, casting them at their enemies' parasols allowing sunlight to burn them up.
← or A
Use left ingredient
↓ or S
Use middle ingredient
→ or D
Use right ingredient
Spacebar or Enter or W or ↑
Cast spell
Extra Notes
Really cool gamejam :)
Comments
A simple mechanic but very well executed, I had a lot of fun playing this but sadly my APM is too trash to beat level 11.
Issues/Suggestions:
- The sound and especially the sounds effects are really loud it would be nice to have settings to control the volume and not just mute because I do want to have music and sfx while I play just not as loud.
- Customisable controls would be nice too, I would have preferred shooting with mouse instead of using the keyboard.
This was a lot of fun. It was easy to start playing right away. The difficulty ramped up pretty quick. I appreciated the fastness of it. I saw you mention a combo system in the other comments, that seems like it would be a cool addition to the game.
I had a lot of fun with this game! I really loved the art and sounds!
The coordinated color attacking mechanic was really fun too. I was confused at first on how to attack after selecting the color so maybe an indicator on pressing the spacebar to fire the attack would be useful. I did read it from the instructions too so that definitely helped!
Also when the 2-color enemies appeared, I mistook it to mean mixing those 2 colors together instead of attacking with each color individually. I'm not sure how to go about it but that would also be useful. Maybe show 1 color at a time, but show the other color stacked behind it?
Overall though, very fun game! I get scared when the monsters get too close haha.
Very easy to pick up and play! I really love the handdrawn style of the monsters and the trees, I kinda wished the front table and its design were also in that style. Them being hyperrealistic feels less unique than the rest. I don't know it was intentional, but having 0 cooldown on the spell casting made me just start spamming and hoping things would work out (they did). A good typing-esque game that makes your brain freeze up!
Thanks for the feedback on the art! The 0 cooldown is intentional as we wanted the player to be as fast as possible. If you spam the buttons you'll probably make a lot of flawed mixtures (the black ones). You may get away with it at early levels but I don't think it would work for end-game. Did it work for you even then? Nevertheless, if we expand on the game we could come up with a score/combo system where you'd be penalized for missing. Thanks for playing!
The simple mechanic really belies the intensity of the gameplay.
I'm sitting here in a pool of sweat trying to think back to kindergarten lessons about colours.
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 :)
Cute art style, very fitting for a creepy but charming indie game. The game play is simple but addictive, and the idea of the parasols is so creative, allowing for a really cute take on the themes. Great entry!
Nice game-system, love the increase in difficulty. Great art and sfx and music, overall really well executed you should be proud! I get competetive playing this.
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.
Perfect! Simple idea executed with character and panache. Well done!
Whew, beat it, but that wasn't easy, especially with those double 6-colored enemies at the end of stage twelve. Feels like it all boils down to muscle memory.
Hi there, just wanted to tell you that visiting your game's page requires a password for some reason. I'm not affiliated with the staff, but I don't think the judges would be able to look at your submission if it's password-protected.
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