Full notes
Full PAWARUMI update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Compatibility
- Gameplay
- UI and audio
- Fixes
PAWARUMI changes
Two years ago, some french dudes started a small video game project that was supposed to be a very simple shoot’em up, no original gameplay, no risks taken. Time passed and the small simple game became a much more original one, discovered its identity and developed its game system way beyond what it was supposed to be. Two years later, Pawarumi is now ready to unravel its story. Starting today you can discover what is the narrative behind the universe of the game. Who is Axo? Who are you fighting against? Why are you fighting? The story answers a lot of these questions while leaving you other ones to find on your own. Shoot’em up are clearly not a genre suited for narration. But we tried to develop something that is interesting and not overwhelming, for those of you that are here just for the explosions and scoring! :) And I’m taking the time once again to thank Alexandre Chaudret, who made those awesome illustrations which allowed us to tell you the story of Pawarumi. But it’s not the only thing we’ve been working on those past weeks. We improved a lot of things in the game thanks to your feedbacks, from user interface to Chukaru’s design, level balancing and final touches on animations. We hope that you will appreciate all of these. We honestly think that they are pushing Pawarumi out of the beta state nicely. That means that the next update will be for the final release! In a couple of weeks, January the 30th!
Patch Notes
Story cutscenes!
Improved in-game text dialog (top-left corner instead of bottom, longer, prettier)
Ship design upgrade
Easier to read Super level UI
Jaguar Missiles Lock now more visible
Condor enemies are now more bluish and less whitish
Updated Game Over animation
Added titles of every level when they start
Added ability to set opacity for the trinity interface
Improved enemy introduction animations in various levels
Fixed current weapon being stopped if trying to use the super attack without enough Energy
Fixed enemies firing while in cutscenes
Level: Alaska
Improved bulwark animations
Thicker lines on boss to help read coloring
Level: Industrial Complex
Explosion of boss parts in the background now easier to see
Improved boss explosion
Improved lava colors
Level: Xibalba
Improved design of boss' cups
Level: Ocean Dune
Added some enemies from city entrance up to pyramid introduction for better pacing
Reworked pyramid enemies to ensure that the same score can be reached with every possible combination of enemies coming out of it
Added conditional enemies on pyramid for better pacing
Improved environment lighting
Fixed trees popping out in the background while fighting mid boss
Fixed some enemies passing through each other
Level: Sector K-7Z4-C0A7L
Updated design of Blast enemies
Swarm shoots more in hard mode
3 big lasers now also shoot bullets in hard mode
Added bullet cancel after 3 big lasers
New explosion animation for final boss
Improved cage explosion animation
Improved boss animations
Fixed game sometimes moving on without killing all 3 big lasers
Fixed camera sometimes passing through enemies in the cutscene before the labyrinth
Fixed spaceships highlights being too bright
Fixed debris of first laser sometimes going through player's ship
Source
Changelog.gg summarizes and formats this update. How we read updates.
