
The Artistic Adventures of Painting Gal (Early test build)
A downloadable test for Windows
This is a very early test build. I highly suggest you to play with a controller. There also isn't much to do and probably some glitches lol
Default controls:
Keyboard:
- WASD - Move
- Q - Duck
- Space - Jump
- RightControl - Attack, Action
- RightShift - Run
- Arrowkeys = Move camera
- Tab - Freelook
- Alt - Rotate camera behind player
- Run, crouch, then jump - Long jump
- Jumping while holding onto a wall - Wall jump
- Crouch + Run + Attack buttons during a textbox - skip text box
- Space while in midair with speed - Midair dive.
- 1 (the one above the Q key) - Change camera zoom
Controller:
- Left stick - Move
- L2 - Duck
- A - Jump
- X - Attack, Action
- R2 - Run
- Right Stick - Move camera
- Y - Freelook
- R3 - Rotate camera behind player
- Run, crouch, then jump - Long jump
- Jumping while holding onto a wall - Wall jump
- Crouch + Run + Attack buttons during a textbox - skip text box
- A while in midair with speed - Midair dive.
- R1 - Change camera zoom
You CANNOT go through warps yet, its just the single area ATM.
If you encounter a very strange movement glitch or softlock then please press F1 to write a log file to "AppData\Roaming\Godot\app_userdata\The Artistic Adventures of Painting Gal/PlayerStates.log". This contains player state information, which will help loads with debugging issues.
Please comment to provide feedback. Thank you.
Status | Prototype |
Platforms | Windows |
Rating | Rated 5.0 out of 5 stars (1 total ratings) |
Author | ItsMirror |
Genre | Platformer |
Download
Install instructions
Download, unzip rar, and run
Comments
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Ball Test Feedback:
Hello! Wanted to give some stream of consciousness feedback/notes I took while playing through the build:
-Intro Animation is nice
-Camera sensitivity/speed feels a bit low/sluggish
-Would be nice to have an option invert the camera movement axis in the future
-Character model turn speed/rate could maybe be a little faster
-Character feels a little slow, whether that's a gameplay feel thing or just relative to the models animation is hard to tell
-Character animations and graphics are great! Really captures the aesthetic you're going for, absolutely love the pre-rendered animations for things like the gems and flowers
-The Jump to dive to slide is really cool! The amount of distance from the slide gives it a unique feel. Core movement speed might be fine if using this and the roll are the desired way for players to boost around through a level
-Camera can sometimes lose track of the Player when bouncing on a mushroom/it lags to catch up with them a bit
-The Health UI and the different facial expressions changing is a nice detail!
-Health UI does take up a lot of space when it's not full though, maybe a way for the player to hide or show their health bar on demand?
-Really nice effects on the center tower platforms appearing with the top exploding!
-Is it intentional for the Player to be unable to get on to the logs that can be pounded in with just a normal jump? Ah I realized there's a 2nd better jump after the first one, maybe some speed lines or a similar effect would make it stand out more, not a huge deal either way though.
-Maybe a button prompt notification to interact with the nest instead of an exclamation mark, I almost missed Bulkmo haha. Though if there's a tutorial in the future that explains X/Square is the action button that would be fine too (this is also on me for not reading controls here and just jumping in with no knowledge)
-Crushed effect on portrait when taking fall damage is a really nice touch!
-The unique/contextual thought bubbles are a really cool idea! It's really fun to have a unique comment for each paint brush!
-Was able to get everything except the final Cube Cat and the paint brush on the scaffold above the pond
Overall a really cool mechanics and visuals demo!
very nice animation work!
some polish feedback: playing with keyboard the controls feel a bit confusing. i would have put duck on Ctrl, camera move on mouse move, attack on mouse click, maybe make run a toggle with tab. bazooka controls are likewise confusing, maybe duck to take it out, and attack to shoot it.
needing to talk to the bird to get the bazooka is confusing (maybe gray out the bazooka pad and/or put a bird logo on it).
sound effects are a bit jarring, but maybe with some music will incorporate better. i would have liked a bigger explosion sound effect when the bazooka missile hits.
switches look the same activated or not, so maybe depress them or gray them out when hit.
sometimes the gophers run in circles around you but don't really hit you, maybe they need to adjust their speed so they can make a tighter radius.
Thank you for the feedback. The keyboard controls and sound effects are very much a work in progress and need a lot of revising overall. I'll get down to it eventually.
For the pads - I'll make them semi-transparent without the move, and also put one next to the bird during his speech.
Making the switch icons darker when depressed is a good idea. They are visually lowered when pressed but it might be hard to see for some.
I'll see what I can do about making the enemy radius tighter
Hiya! Likewise I've been following you on Bluesky - you came up in the Discover feed one day and I've been following ever since. Downloaded the demo to play around with on my lunchbreak, and here's my immediate thoughts feedback.
Looking forward to further updates to test! <3
Thank you for the feedback! Some of these are really good points.
One of the big blocks was bugged and wouldn't break depending on the order due to flags not being set right. This will be fixed in the next version.
Inverting the camera axis will have to be an option down the line once I get basic UI working, since modern and retro games have different standards for camera x-axis inversion. This makes things very confusing since both ways are technically inverted depending on the games you've played.
I'll lower gravity during the wall slide state like the newer Mario games. Gravity is already slightly lowered during a long jump (which is how SM64 physics work surprisingly) so changing it is a very easy fix
Additional context on the pegs - good call, some were already confused about the ground pound to extra mushroom jumps, so I'll add it in.
I have slightly changed how the target test works to be less monotonous to those who already know, while also still being telegraphed decently for newer players - it'll be in the next version of the game.
Helloooo!!! I've been following your posts on Bluesky for a long time now but only this week realized there was a demo for it, so thought I'd give it a try!
My thoughts (played with a controller)
All in all, a fun experience. As I said, the fundamentals feel solid, and there's lots of potential here. Great job!
Thank you very much for the feedback!
-For the non-inverted camera controls. I didn't know it was standard until a friend told me about it - I don't really play new games lol. I will make it default the other way down the line since its been really confusing people.
-I'll give enemies a distance check for if they are far away enough to respawn. I feel it can get kinda tricky having them always attacking around you. Same with dealing with fall damage as people have felt it's annoying to get hit right after falling.
-For the camera being too close when at the front I could probably make it zoom out depending on the angle relative to the player.
-Increasing deceleration for more instantaneous movement when stopping shouldn't be hard to implement, I'll see what I can do.
-The slam dunk ground pound works as a midair to ground attack to defeat enemies without much speed It's very cumbersome to use since enemies are always moving, so making a more traditional attack is something I'll do down the line.
-I'm very likely to change the kick attack to the jump button since I'm adding in a midair dive attack soon and I want full control on which move you can perform.
Thanks for the reply!
Omg, using the ground pound on enemies never crossed my mind. đ I remember trying to use it on the crate at the beginning and failing (because it wasn't unlocked). And after getting it I guess I just latched onto just using it on that crate, and also other crates. Ground pound for crates, somersault for enemies.
Re: For the somersault - a slower version for when you're not at full momentum could work too. Anything's better than getting hit by something I tried to attack.
I love that skill-teaching bird, btw.
Made another video
I've been following you ever since I played your mirror game, just wanted to say your work is cool and I'm rooting for you! Good luck
Thank you. I've been worried from starting from scratch again, but I do believe this will be for the better.
Made a video
Iâm always interested in new 3D platformers, especially sandboxes and open worlds; theyâre literally my favorite genre. If I had the skills needed to work in 3D, I would be making basically nothing but them. If you need any additional feedback, advice, or anything else I can help with in the future, please feel free to contact me directly. Great job on this! Canât wait to see more!
Thank you for the feedback! I'm very glad you've written such a large and thoughtful list of feedback points.
I'll add a check for if the player is far enough or out of camera and double the enemy respawn time, as those are good points to reduce feeling overwhelmed.
For the roll - I'll give it some horizontal movement to allow for better control.
Ledge grabbing is down in the to-do list. I just haven't gotten around to it. Same with having the camera snap behind the player.
I might make the posts a bit larger in diameter in general, people have had trouble hitting them and I already made the hitboxes larger. I think guiding the player to trying out things might be a better idea.
About signposting - I wanted to make the player feel rewarded in discovering new things as a kinda puzzle problem solving mentality.
Giving the player Iframes while having fall damage is a good idea as I watched a friend play and they landed on enemy while falling and got hit twice basically instantly, which I feel is unfair.
For sound - I'll try and make sure they are mixed right down the line as at the moment everything is kinda everywhere since its so early in dev. The 3D sound on the collectibles is highest priority right now though.
Thank you so much for sharing an early build!
I've been following the progress on bluesky with much interest. Played it on my Steam Deck (works wonderfully) and having a lot of fun.
First thing I noticed was that the camera position was snapping pretty nicely for the most part in platforming spots but in the wider "flat" areas it would mostly just be facing the character and not give much visibility on where I'm going. A button to reset the camera to snap behind would be nice in the areas where the camera can be freely rotated.
That's all I can think of right now.
It has so much charm and personality, so keep up the great work.
Thank you for giving it a try and suggesting feedback!
For the camera I plan to both add a button (possibly R3) that sets the camera behind the player when held down. I also plan to make rotating the camera faster when using the rightmost stick as its something many wanted.
I also want to add a toggle that turns the auto cam on/off, as I know that'll be a point some will be divided on.
As for the brush - it's not suppose to be reachable yet, but I have seen people glitch their way up there.