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A downloadable game for Windows

Paint Gal Adventures is a 3D collectathon platformer with an emphasis on speed and fluidity. This demo contains the first two levels and you can collect 200 gems and 20 brushes.

Controls are explained in-game. Settings to invert the camera axis are under the 'config' option the pause menu.

This game features music tracks by MiBOpux.

These are used with permission under the Creative Commons License. The following songs are present in the game:

Cat Land
Aroused Line - Acoustic Drums Version
Lazy Sunset (Alternative Lead Melody)

Please report any bugs in the comments. Thank you.

Updated 9 hours ago
StatusIn development
PlatformsWindows
Rating
Rated 4.8 out of 5 stars
(18 total ratings)
AuthorItsMirror
GenrePlatformer, Action
Made withGodot
Tags3D, 3D Platformer, Comedy, Funny, Godot, Low-poly, Retro, Singleplayer
Average sessionAbout an hour
LanguagesEnglish
InputsKeyboard, Xbox controller
AccessibilitySubtitles

Download

Download
Paint Gal Adventures Demo V1.2.7z 76 MB

Install instructions

Unzip rar and run game.

Development log

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Comments

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(+1)

Fabulous game! Nostalgic graphics and responsive controls. Love the character design. 💜

(+1)

Made a video for level 2

(1 edit) (+1)

Pretty fun throwback! That high striker puzzle was absurdly clever, I pogged so hard at that XD

The camera's a little wonky sometimes, and the music's mixed a bit lower than all the sound effects, but the transformations are cool, some solutions take a bit of thinking to figure out, which is satisfying, and I'm loving the characters/aesthetic/dialogue. I'm kinda hoping some more Conker-esque scenarios are waiting in the future. Can't wait for the full release! :3

(+1)

Great 3D platformer, here are a few issues I've encountered:

the slide rotation

the automatic camera movement without option to disable

the rocket camera controls (I have to change the controls every time that I pickup the rocket)

The rocket section is impossible to get through (didn't you test it? XD)

(+1)

I don't invert the camera in normal motion, but with the rocket I need to change it

(+1)

when the full version is gonna out?

(+1)

It'll take awhile. I do everything (aside from the music I used for this demo) entirely solo.

(+1)

Looks really good. Will this also come to Steam?

(+1)

When I'm certain the game will  be complete, yes.

(+1)

I completed the first level and love the "banjo kazooie" vibe, such a big fan of rare games and this is a real mix between spyro banjo and other games of the past! I'm a beatmaker who made a lot of undertale/banjo ost do you want me to help you for making the ost of the game ? I can show you my work if you want!!

(+3)

I completed the first level 100% and already feel very impressed with what's here!

The controls are pretty solid already, however I feel like walljumping is a bit too easy to abuse with the current leveldesign.

I like the dialogue of the protagonist and like the option to disable it however I suggest adding a third option where the dialogue appears but maybe at a static position where it can't obstruct your view/disorient you, because I do like the writing, it's charming. Removing it altogether would be sad :<

Also regarding the pinball minigame, it's pretty easy and I got it on my second or third try but I would like an option to zoom out the camera to see the entire area, I feel like that could make things even better.

Otherwise I can't really complain. Sure it's simple, but very charming and enjoyable. I especially like the cries of the moles, it totally caught me off guard but I loved it lol

You should make a discord server or something, I feel like this project has a lot of potential!

(+2)

Thank you for the feedback!


I thought about adding an option that makes the thought bubbles see-through. That way it doesn't become obstructive 


For the pinball minigame - I may just make the whole board visible at once. Having the camera scroll around adds a lot of unnecessary difficulty .

I don't have any plans for making a Discord. Server moderation is a heavy time investment and also has huge consequences on liability.

(+4)

I love licking batteries 

(+4)

Good fun! Definitely needs music though, even if only temporary music loops for different areas. Felt a bit empty without it. 

The aesthetics and character designs are fantastic, and the environmental feedback was great too! I did struggle with the controls a little - but I think that's more on me tbh. Some pointers as to how to unlock the first pad, how to break the first crate, etc - like a basic tutorial tip or directional pointer for the first ones - would of been helpful, but I guess that'd probably come later on in development? It feels more like this is a later level, or a hub area to test mechanics, rather than intended to be a "first level". 

Having said all that, I'd LOVE to see this developed further and am gonna watch its progress with anticipation ^_^

(+2)

Nice one! =D

(+3)

Really cool demo. I have two suggestions that might make the experience a little bit better.

1) A camera sensitivity option. Camera movement in the demo felt rather slow, as if it had low acceleration, and it made playing the demo a tad annoying, specially when trying to see what stuff I was missing and in the "bazooka-a-mole" minigame. A faster camera might also improve character movement. 

2) This one is a nitpick, but I think there's no need for Paint Gal to speak every time we collect a gem, considering how many of those each level will have. Maybe you could have her speak each 10 or 20 gems? 

Other than that, the game is great as it is. My favourite thing by far were the fixed camera sections, those were great and helped a lot with the platforming in those specific areas. Several other 3D platformers will just screw you over in those exact situations and you can't see anything.

(+1)

I loved both the movement and the way the collectibles were placed, and mind you, I'm not a fan of games focused on collectibles. Congratulations on the project!

(+1)

This was so great! Loved the art, the controls were fluid and intuitive with controller, and the level flowed nicely. Desperately needed some jaunty music but obviously that is still in the works, so I'm excited to hear what you end up going with for it. Only thing that bothered me was the sort of "visceral" sound when killing enemies, like the screams of the little mole guys. Didn't feel like it fit the vibe of the game very well and was jarring. They needed more of an "oomph!" or "d'oh!" sound. Other than that, it was really fun.

I love the concept and aesthetic of this game so much, and was wondering if I could write some music demos for you to hear?? If you don’t already have anyone working on the music for this game I would love to!

Sorry I am not accepting music at the moment because I do not have the funds to pay anybody.
Doing work for free would be unacceptable.

(+2)

hey fun game i 100% the level i think cool stuff

main feedback i would have is to add some more options like controls remapping and camera sensitivity

also the sound effects are ridiculous and i love them

(+1)

That will be done eventually down the line

(+1)

hey i dont mean to get personal or anything but i noticed you deleted your youtube channel. if i may ask whats the reason

(+1)

I don't like the direction Youtube is heading as a platform

(+1)

thats pretty understandable

(+2)

This is one of the best indie games that I've ever played and it's only one level so far. Great feel, physics, controls and camera. I love the variety in objectives, how you can transform outside of the area where you gain it and its personality. The only suggestion I could make is to have some kind of journal in the pause menu or something similar as a checklist to help you keep up with the objectives you've started. For ex I forgot about ground pounding X number of posts/pillars until I just happened to see the last post while wandering around everywhere I could. 

(1 edit) (+2)

I must say this was a fun experience!
Will def buy it once it comes out!

Something I'd love to see was a  way to have the camera get close to your character as your panning it upwards so its easy to see what's on top of you (take banjo tooie as an example)

Besides that i think its great!

(+2)

Just 100% the level, and I can say this was one of the best indie platformers I tried. Honestly the potential is up there with Pseudoregalia or Big Catch!

Thank you for the kind words.
Posts like this help motivate me to push for even better.

(5 edits) (+1)

Game is great. Like where it's heading. Love the Rare feel and humour. It's familiar but unique enough to stand on it's own in a crowded genre. I really like the bazooka and crate smashing. Some helpful feedback as I play WAY too many 3D platformers:

- Character weight is too floaty and slippery. I think the game feel would be a lot better if the character was heavier and more grounded. It's very slippery when landing and trying to do precise platforming. Particularly noticeable on the leaf to leaf section.

- Harder platforming sections - appreciate it's just the BETA level but was dying for more hardcore sections/verticality. 

- Some areas/sections can be skipped entirely by button mashing and wall jumping. Paint Gal sort of bugs out with high speed.

- Don't NeEd ThE cOnStAnT tExT each time you collect a diamond.  I think it could get annoying? 

When are you targeting a full release?

(+3)

Great game. I got used to the movement, even though it was a bit floaty. some small feedback:

- Add a small deadzone for the movement stick on controller so some controllers don't drift 

- Holding A  should speed up the textboxes

- Pinball score goal said 5,0000 I think that's a typo?

- The camera is a bit cut off when i'm playing pinball with a on my ultrawide monitor  is a bit cut off (21:9) aspect ratio 

(+1)

Thank you for the feedback

-Deadzone options will be added once I get keybinds and stuff setup

-You need to hold down the action button to speed up text boxes. I could also make it A if there's a lot of demand

-Yes that's a typo

-The game has only been tested on 16:9 because its the only display I have. Can you post a screen shot on how that looks?

(+2)

Made a video

(+4)

This game is awesome. The only thing that stood out to me was the lack of music, which I'm certain will be remediated in the full version. You should be very proud of what you have here, it's an excellent fusion of BK and M64 with enough flair to stand on its own. Keep up the great work.

(+2)

Thank you for the kind words.
The lack of music is mainly because I'm not really that much of a music person. I can compose tracks (such as the music when talking to the bird) but not catchy and memorable tracks.

(1 edit) (+2)

The demo is good all around, however I'd recommend changing up Paint Gal's controls a bit, they felt slippery and hard to control at points due to how fast she could get (Making smaller platforming sections hard to do.) I did like the freedom of her movement however, I'd also suggest fixing up the pinball physics, Paint Gal gains too much speed there for some reason. I also got a random error upon starting up for the first time, saying I had to update my graphics card? But then the game worked with no problems after that. Pausing was also screwed up on my Controller. It'd pause for a second, then unpause immediatly. Other than that, the minor changes you could make the Uninverted camera controls the default. And allowing the ability to change the Controller glpyhs in the Options menu, while simple it'd be a nice option since not everyone is gonna use an Xbox controller (I was using a PS5 controller lol) All in all, nice demo, keep it up! 

(+1)

Not really interested in changing the player speed - if you encounter a situation where you prefer slower movement then hold down the walk button (R2/Left shift)

(+2)

SO SWEET

(+1)

There is a lot to like about this game. Painting Gal's controls feel very nice overall, although the Surprise Pinball controls feel a little weird on keyboard. It feels a little confusing that the space bar is for the right flipper and left mouse button is for the left flipper. I think it would be if they were switched around.

At first, I thought the camera was really odd, but I got used to it after a few minutes. I think the reason why it felt weird is because you need to move the mouse up to make the camera tilt down, where in most games, it is reversed. Everything else about the camera is fine, though.

Other than the controls and the camera, everything else about the game is great. Painting Gal's abilities feel very smooth, and the level is designed to require you to take full advantage of her abilities, which I really like. The characters and setting are full of charm. I especially love the sounds that play when you beat an enemy.

While playing, I noticed that leaving the pinball room, getting crushed by Henry Anvil and returning to Painting Gal's regular form, and losing all your health causes Painting Gal to spawn in the entrance to the pinball room, and Painting Gal will be stuck in the entrance unable to leave. I had no other option but to exit the game. Other than this, I didn't notice any strange glitches or errors.

I really adore this game so far, and I would love to see where it goes in the future. Thanks for reading.

(1 edit) (+1)

Thank you for trying out the game.
I will be reworking the pinball controls for an update that'll add options to invert camera X and Y axis.
It seems like that is currently the largest issue at the moment. Camera inversion is a strange thing because standards have changed for both axis since the 90s so its been hard for me to fully determine which style players would prefer by default.

Edit as for the pinball bug - I'll make sure to fix that, too. Thanks for catching that.

(+2)

Hi there! Been following you on Blue Sky but never got to play till now (or is this the first playtest?). My partner and I gave it a ply. As a gamedev myself, I always find someone’s very first moments trying the game insanely helpful, so we recorded our play through. Overall very cute aesthetic, and fun gameplay. Characters are well styled and are memorable - notes below are just what I, if I in your shoes, would prioritize to improve the experience:

https://youtu.be/96-0hXvVafk

  • Fought a little at the start to get it into a larger screen size, maybe don’t “capture” the mouse pointer until you move or click onto the window? And pressing esc should ideally always release the mouse (ie if the menu is up, mouse should be visible, capture again on pressing esc to get back in the game)
  • Not a note but positive feedback: Loved the little details like the thought bubbles saying “hmm too small to fit in there” and the different text popups everytime you collect something; also, having a very clear objective was nice, and that it kept reminding you of progress and what remains
  • As others have said, I’d add settings to allow for (un)inverting mouse controls, we both nearly stopped playing early on because of this
  • More control hints early on, such as for ground pound and punching.
  • Also having enemies right where you initially spawn, before you even know the movement controls let alone how to punch, is a little tough, I’d put the lil gophers on the other side of the gate or something
  • There are some places where input controls are described, such as with the bird and your scientist sister, but otherwise not described. Signs or even just automatic toast popups when you approach an entity for the first time can be helpful. Also where the inputs were described, it wasn’t giving me the keyboard input messages (and when I switched to controller, I don’t think they matched the buttons on mu controller… I know, a super hard area to solve for). An idea: maybe an in-game action mapping screen? Where it lists the action name, then columns for the keyboard + controller inputs, and even if you can’t change the mappings, you could have it highlight or showcase which ones are being triggered as you press them on the keyboard/controller? That way you test to see how to do each thing easily.
  • For the pinball machine, we had quite a tough time - no way to exit, and no clue on what the keyboard controls were. Using the mouse, I could only get the left flipper to work via left click, right click did not seem to affect the right flipper - had to go into he closet to get a controller. Likewise, because the start was zoomed in on the ball, I found myself laughing the ball just so I could have about 1-2s to frantically try a bunch of buttons to see which would get the right flipper to move until the ball inevitably fall through. If you started off the view showing the whole board and left it interactive, I could have probably self discovered the flipper controls. Then only zoom in on the launching once you hold the button down to wind up. Also on a controller, left + right bumper feels more logic than X + A (on my stadia controller anyhow), I had to hold the controller funny to play the pinball game naturally (left thumb over x, right think over a) as I want to be able to flip both flippers at once, but doesn’t work too well when it’s on the same side.
  • Very minor nitpick, but was hoping for some acknowledgment or something once we got the last collectable, as I believe we got them all in the end! Even. Temporary “You got’em all!” title overlay that disappeared a moment later would suffice

Overall, really nice work and excited to see where it goes! Also as a sign of success, this inspired us to play Spyro on the gamecube for an hour or so afterwards :)

(+1)

Thank you for the feedback.

I will change the mouse pointer to only be captured when the window is active, good call.

An options menu to invert both axis will be added down the line. I may add a temporary UI solution soon down the line because its a highly requested feature.

For gameplay and controls. My plan is to add simple tutorial playground area that teaches the  player the basics on controls before the first level. As I feel it would be hard to cram tutorials everywhere into such a small level that already has a lot going on.

Buttons prompts are designed with an Xbox controller in mind. I am unsure if Stadia uses different standards compared to Xbox so the icons may be different. 

For the pinball controls does R2/L2 (or left/right mouse button on keyboard) for each flipper sound better? I think that would work better as a more accurate pinball experience.  Not sure what I could bind the launcher to, maybe holding down?

(+1)

Glad you found the feedback helpful!

When I watched back, I saw the stadia controller actually did match the xbox buttons listed for pinball, I just forgot because I was initially trying via keyboard and then switched to controller after.

Yeah, I’d say both left bumpers for the left paddle + left click (which is already set), and both right bumpers for the right paddle + right click (not set), and then to pull back either or both X and A seems reasonable to me, I wasn’t expecting it to be a bumper so I ended up hitting just about every other button on the controller first.

I wouldn’t say you necessarily need a full-blown tutorial stage, truly a sign here and there to guide you could be sufficient, and then just intentional level design which tends to drive players to discover things in a useful order (tutorial through level design essentially). So, people will walk around, figure out jump in the first little section. Maybe ground pound is the first thing you’d want them to discover? And assume they don’t figure out wall jump right away, so you could flip around the position of the blue switch by the gate so you discover that first (you’d also need to cut off the upwards ramp on the right side as that’s an easy way out). Then if you want them to figure out wall jumping next, put some obvious feature right on the other side of the gat which shows it, maybe even some carving into the wall with arrows so visually players get the idea that “ah they want me to wall jump”. Then again, the back stone area actually conveyed that quite clearly to me, I just happened to discover the wall jumping earlier. This way, the first level becomes a tutorial, but anyone who already mastered the motions can easily wall jump past and go straight where they want. Whereas a dedicated tutorial can often feel rather heavy handed. Just my 2c of thought!

(+2)

This looks awesome!

(+3)

movement feels very smooth and awesome that was a silly game

(+2)

Hey! in the middle of playing the demo right now. So far, here are my good and bad points:

Camera:

It would be nice to have an option to invert the vertical controls. In most games I’ve played, moving the mouse upward makes the camera look up—not down. Other than that i like it overall

Controls:

I'm a big fan of how paint gal moves, though I think her moveset sometimes feels a bit overpowered for the kind of environment she’s in. For example, her jumping can sweep through platforming sections pretty easily, which takes away some of the challenge. Maybe if the environments were larger, or if her abilities were toned down slightly, the gameplay would feel more balanced

Oh i'm also a big fan of the ball movement, the bouncing is on point lol

looking forward to the future of this little game, cheers :D/

(+1)

Thank you for taking the time to play the game.


For the camera I am planning on having both X and Y axis inversions options in the controls setup menu (it isn't finished yet).

As for the moveset - I wanted something that can allow you to traverse to anywhere at a fairly decent pace in more open environments such as this first level. I am planning to balance out the moveset with tighter and more precise platforming challenges down the line.


I do think that increasing the gravity would help as things feel a bit floaty at the moment. 

(+1)

Noted, excited to see what's to come!

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