Pawarumi, an "intense, challenging and fast-paced shooter", will be blasting its way onto Switch later this month.
On the surface, Pawarumi looks like your typical shoot 'em up, set in a futuristic universe with more bullets and spaceships than our eyes could ever hope to keep up with. As it happens, though, this one's a little different, and it's all thanks to what the developers are referring to as a Rock-Paper-Scissors-style mechanic called the Trinity.
Here's everything you need to know:
"Pawarumi features a powerful mechanic called the Trinity. The three basic weapons are controlled by coloured divinities - Condor (laser) is blue, Serpent (Gatling gun) is green and Jaguar (missiles) is red. Enemies you face are powered by the same divinities, and by targeting with the same as them, or different colour, you trigger one of the three bonuses of the Trinity - Boost, Drain or Crush. But be warned, there are both positive and negative consequences.
"Shooting with a weapon of a different colour than the enemy will either Drain or Crush. Drain transform enemies’ pain into energy that charges Super Attack. Crush multiplies the damage you deal to enemies by a factor of 1.5."
On top of this, players are only granted one life, and your shield will reduce strength by a third every time you are hit. In a really neat touch, the game actually recognises the colour of any Joy-Con you connect to the console and changes the colour of your ship to match.
The game launches on Switch on 24th July, but pre-purchasing has now gone live on the eShop. You can go ahead and buy it for £13.49 / $14.99.
Do you like the look of this one? Let us know your thoughts on it with a comment below.
Comments 32
What the heck? These shoot 'em ups are like mushrooms! How many are of those??? Not that I am complaining but I didn't know that are so many!
This should be good, people have like it on Steam and some hardcore shmup guys say it's pretty good one.
It's coming also the xbone at the same time.
There is probably something close 100 shmups on Switch already. Last time I counted, I had just under 50 (and didn't have all) and I have bought some more since that. This should be one of the better one's though (same with upcoming Caladrius Blaze and Raiden V which I already own on PS4).
Why aren’t the toaplan games on Switch?? Until then there’s a big hole in the Switch shmup library
Many shmups, but few new(ish) IPs in 16:9. While I don't fully understand the trinity mechanic, THIS LOOKS AWESOME!!!!
It's fun to read "too many shmups" alongside "not enough shmups"
... dang kids and their shmups...
@NinChocolate There hasn't been Toaplan port in ages, I have heard rumours it has been impossible or really challenging to get licences This might have changed now, as it seems those have been available since last year, so who knows (http://tatsujin.tokyo/custom.html)
@MsK this is your game, right... here is your change to advertise it and everybody else to ask questions
@GFoyle interesting. Hopefully the flood gates open soon on that ip if they know what’s good
@GFoyle I'd be happy to answer any questions you might have
No news about a physical edition as of yet?
It's in the works, that's all I can say
@MsK We'll here's couple for starters.
I think there is a lot of casual players finding shmups on Switch these days and frankly, a lot of shmups are really hard to compared most modern games especially. How steep is the difficulty curve in Pawarumi, what kind of options is there for less skilled players?
I'm curious to hear about your background in shmups, your favourites and can you beat your own game?
In general, I'm super happy we now indie devs making good shmups and keeping up the tradition! People who like good shmups, please show your support and buy these quality releases!
Sounds like Ikaruga but with a third colour
Love the Aztec futuristic vibe. Really interested in this one. Too many game to check out, too little time.
Really need more time for gaming... Maybe I should like... Stop sleeping or something.
@GFoyle
That's something we noticed a lot while showcasing at various events: a lot of people would stop and dare at our game, just because they were attracted by all the shiny explosions, I guess. So while we started out making a shmup for shmup fans, we quickly understood this was too bad of an opportunity at bringing more people to the genre. I tried for a long time to keep the arcade vibe with only one difficulty level, but with 5 levels overall, that was just too steep.
So we ended up with three different difficulty levels that I would describe like this:
To spice things up a little, we changed the order of the levels and slightly twisted the story with every difficulty setting. The game encourages you to play normal mode after you finished easy mode to push the story further and to play hard mode after that to get the "best" ending!
About my favorite shmups, if I had to keep only three, these would be the original gradius, dodonpachi and ikaruga. Dodonpachi bringed me to the genre and I still can't one credit it ahah, but it's just because I don't play enough. I loose all my skills between the weeks I don't play. The original gradius because it astounded me by how strategic it is and how advanced the power up system was at the time, while being the first power up system! And ikaruga, because as insanely hard as it is, it's a masterpiece
Yes, I can beat Pawarumi in hard mode After quite a few tries, I must admit! It's much harder to heal in hard mode since the bullets get much faster.
And... thanks for the support! <3
@Terrible_Majesty It's much more, hummm, let's say tactical / strategic, and less combo / puzzle than Ikaruga. But yeah, I understand why you'd think it's similar
@MsK is this closer to a Cave style shooter or Gradius?
@NinChocolate In terms of the number of bullets on screen? Gradius.
This looks cool
@MsK sounds good, I can appreciate Ikaruga, but it's not my cup of tea because of it's puzzle like nature and also how the chaining works if you play for score (too unforgiving, punishes too harshly for smallest of mistake). So I'm glad personally it's not too much like Ikaruga in that regard.
Anyway, game looks great and I'm definitely going to pre-order it already tonight, maybe even twice for both systems.
@MsK Thanks for the info so far, game looks cool. How do you actually switch between the colors in game? Is it by Buttons? Powerups? Is their multiplayer? Tate display options?
@Antraxx777 Three buttons to fire the 3 weapons/colors so that it's really easy and fast to switch! There is no power-up at all in the game. We give you everything right from the start and it's up to you to master the tools
The game is fully designed to be played on a 16/9 horizontal screen. The level design fully takes advantage of the horizontal aspect of the screen with the vertical controls. Tate mode would be a whole new game ^^
There's no multiplayer because we didn't want to splat a second ship on the screen and call it a day. We had crazy ideas for a multiplayer mode and planned to add for free it if the game did good enough. This is unfortunately not an option anymore, but I have a cool idea, simpler, for a multiplayer and truly coop mode that could make it someday... We'll see!
You got my attention now.
@MsK what made you decide to make a vertical shmup with 16/9 ratio, which is not common at all and has a huge impact on the design? I can think only such vertical shmups where this ratio was added later (Under Defeat HD, Sky Force games for example).
Before 16/9 screens were a thing, there were already many games with an horizontal view and a vertical scrolling: Radiant Silvergun, Raycrysis, Super Aleste, etc. This was just a natural evolution of that kind of game.
We chose it because it worked well with the "epic staging" we wanted. And also because we knew most people wouldn't rotate their screens, and it would be too bad to admire the art of our game through a tiny window in the middle of the screen
@GFoyle
RXN -Raijin- is 16:9 and was developed with that aspect ratio in mind from the ground up.
While Radirgy Swag isn't 100% 16:9 because uses relatively slim borders for various information, it's pretty close.
@xxx128
We got some pretty good new releases from teams that have a strong history of developing actual japanese arcade shmups.
Try:
Radirgy Swag (from the successor team to Milestone, the developers of Radirgy, Karous, Illvelo and Chaos Field, which in turn was a team with former Compile staff that worked on Aleste)
Rolling Gunner (former Cave developer involved)
Sisters Royale (from Alfa System, developers of Castle of Shikigami trilogy, the game feels like a smaller spinoff compared to the main games, but is good anyway)
Also, Caladrius Blaze and Raiden V (from Moss) and Arcade Love Plus Pengo! (from Triangle Service who made Trizeal, DeltaZeal, XIIStag) are coming soon and are not all that old.
@MsK I don't think Radian Silvergun had that wide aspect ration though and quite often there is still some borders on left and right. I guess my point was that usually those using the full widescreen are horizontal, it's not common for vertical shmups to do that.
@GFoyle You're absolutely right! But what I'm trying to say is that vertical gameplay with 4/3 horizontal screen or 16/9 yields more or less the same problems and the same advantages
@EmirParkreiner There's also Psyvariar Delta that recently got released on Switch.
@MsK
Yes, Psyvariar Delta is actually my favourite shmup on the Switch (and PS4), i just didn't mention it because it's basically a remaster and remix of 2 versions of a 20 years old game.
Oh, I thought it was a new one
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