
Pawarumi is a modern shoot’em up set in a retro futuristic sci-fi pre-Columbian universe. You’ll take control of the almighty ship Chukaru and its three unique weapons! Shoot wisely to either do double damage, heal yourself or charge your Super Attack!
Modeled estimate, not a reported figure. How we estimate →
About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese
Engagement
Hours played at review time, across 46 reviews with recorded playtime.
Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Il est rare que je mette une quelconque évaluation sur un jeu mais lorsqu'une bonne surprise se pointe -elles sont bien rares- les mots viennent naturellement. Passionné de shmup j'en ai vu de toutes les couleurs, sous toutes les formes et j'avais perdu espoir d'être "surpris". Tout a été raconté et je ne vais pas répéter ce qui a déjà été dit dans d'autres commentaires : graphismes colorés, superbe bande sonore (métal donc top mais pas que), gameplay original, etc. Hormis ces qualificatifs il y a aussi quelque chose d'inexplicable, quelque chose qui donne envie de jouer et rejouer. Pour moi c'est ce qui compte le plus : je ne peux que le recommander. Alors bravo à Manufacture 43 pour ce premier très bon jeu ! Très bonne continuation.
Game looks good but the shots are not satisfying at all.
Quite possibly the best, or one of the best, modern takes on the SHMUP genre - Pawarumi boasts a rather unique rock-paper-scissors theme where the ship's guns have a different effect depending on the color of enemy hit. It takes a short while to get used to, but it's very rewarding and enables a multitude of different approaches and scoring strategies. The difficulty curve is exactly that, too - no sudden spikes, no annoying hindrances, just an ever-growing pressure to get better and better. Plus, it looks so damn great.
Underrated
realarcadepro3.0で操作しようとしたら、どうしても上下が逆のままになるのでプレイ不可能。 20190419 どう試しても上下が逆のままなのでプレイが出来ない状態です。 もし普通に遊べるようになったら、その時にじっくりプレイしてからレビューを更新します。 steamのシューティングゲームでも、counterattackなどはrealarcadepro3.0でも操作出来るし、殆どの格闘ゲームでも認識しているので、対応されると嬉しい。 20190422 LogicoolGamePad F310 を使用して、何とか操作出来る。 ショットは3種類あり、Xは青レーザー、Aは緑ショット、Bは赤サーチ、 Yは黄色でボム(無敵+ホーミング弾幕)とスロー移動で、ボタンは5つ使用。 XBOXなどに対応するゲームパッドだと色とウェポンが同じ色なので分かり易い。 ステージ2まで遊び、画像がかなり綺麗で、カメラワークも迫力がある。 希望を言うとすれば、 自機はパワーアップして欲しい。 周回するとかクリアするとかで、何等かの特典が欲しい。 シューティングとしては面白いので、またプレイしてみます。
1) If you read any reviews or just saw the trailer, you see the game uses a 3 weapon system, you always have the 3 weapons and they are color coded. Blue, Green, Red. Enemies are also Blue, Green, Red, and each weapon will have different effects on each color. Attack enemies with weapons of the same color and you refill your shield (They call it BOOST), and the other two colors will either do more damage (CRUSH) or refill your special weapon (DRAIN). Special Weapon fires a lot of missiles on every enemy on screen and the more missiles you hit, more points you score. So the score system is based upon a balance between risking filling your special weapon for points or play safer and fill either your shield to stay alive or kill enemies fast. I must say, while there's a lot of merit on this system, it's confusing as hell. I always remember same color = fill shield, which is important to keep you alive. But I never remember what weapon I need to use for the other two effects, and have to keep looking at the hud distracts me from the main action. Which wouldn't be that bad except when the game starts throwing you stuff that REQUIRES you to use the "correct" weapons, and it makes it even worse that the names don't make any sense (How the hell filling my shield means BOOST but filling my special weapons means DRAIN?). That boss where it asks you to "DRAIN" or "BOOST" or whatever was a real pain in the ass because of this, and I was just wilding guess and whatever. So, most of the time I was just trying to fill my shield to stay alive after getting hit or just using any random weapon and hoping for the best. If you have the time/patience/brains to learn the weapon system, there's a lot of fun here if you want to chase high-scores. But I'd rather be learning chain routes on Dodonpachi or Bombing places on Batrider than remembering if Green weapon is CRUSH or DRAIN for blue enemies. (Thank God, oh my God, THANK GOD they didn't add an absorb bullet mechanic) 2) The game is a vertical shmup with an horizontal 16:9 setup. This is usually a recipe for disaster. So this one suffers from the same problem other games that uses this setup suffer: A lot of times there's a corner that's really safe, because most of the action is happening at the other side of the screen... and at the same time the screen always feel kinda clogged and too tight, with not enough vertical space. To be honest, I've played a *lot* worse when trying to go for the vertizontal 16:9 aspect and this one tried hard to avoid the problems this brings to a game of this kind. It doesn't fully succeed, but its also far from failing badly. Really far. 3) The game seems to be designed by someone who *understands* shmups (which is not the case in most of shmups here in Steam), because in spite of the problems I discussed above, the bullet patterns are really interesting and well made, and the enemy waves are REALLY well constructed, clearly making smart use of the 3 weapon system. Since the score system is very simple and straightforward, the designer made an effort to make the enemy waves complex enought that, if you want to go for a high score, you'll have to learn the level designs because killing all enemies on screen is very hard, and you'll need to change weapons constantly and use your special weapon a lot to do it (Meaning rembering to always... -sigh- ... DRAIN when possible and firing your special weapon at the right time). There are also areas where you can milk bosses/midbosses for extra score... I really don't like this kind of stuff, but many people do (I hope there's no endless milk, I *felt* there was a boss I could keep milking forever, but I didn't want to keep going on, as I wanted to go for the 1cc). The bosses are also made of different parts with different colors with some interesting mechanics where you can exploit them for extra points or just try to play safe and kill them quickly. 4) The game seems to be on the easier side, with the Shield/Boost mechanic being very permissive with player errors. Keep in mind you have only one life, and if your shield ends, it's game over (And from what I got, no continues). So the shield acts as lives where you can get extra ones very easily by (again, -sigh-) using BOOST, but with a tight limit on how many lives you can have. Now, I nearly 1cc the game on my 2nd try, except that on the last level the game completely changed how it plays outta nowhere, and now my ship was fixed on the center of the screen and the screen was moving while I pressed right and left. That REALLY threw me off unexpectedly and I disliked this *a lot*.... this added to the "rolling ball" setup and the previous boss that also changed the camera view out of nowhere made me really annoyed and I disliked all of this *A LOT* and I nearly gave a Thumbs Down just because of those features. Don't establish how the game plays and then change it outta nowhere without giving the player some time to acommodate. I know this was thought to be played a lot of times so next time you get there you know the game will change but, still, even if I know what's coming up, give me some time to get used to the new mechanics. Though, like I said before, even if the games is not exactly a hard one considering the average for the genre, the game clearly becomes a whole new beast if you play for score, and that's how good shmups are supposed to be made. So, kudos for the devs on that aspect. 5) The action flow is great and smooth for most of the time and there are no empty moments on the game, which is awesome 6) The 3D graphics are some of the best I ever saw on an indie shmup. No, honestly, this has probably the BEST 3D graphics I ever sawy on a 3D shmup, the backgrounds are awesome, with those cool camera animations and all. IMO it doesn't make the gameplay better, but it really makes the game looks great. The overall polish of the game is off the charts, way above what you would expect from an indie game. Overall, would I recommend the game? Well... on a sale probably. It's not a bad game, not at all, but it's really flawed on a lot of aspects. I really love shmups, and this one is a lot polished and better than the average we see from indie devs here on Steam and, being quite honest, from a technical point of view it wouldn't be out of place among 3D shmups made by the "Bigger" guys like Treasure. Gameplay wise... I'll probably play it again and get that 1CC, but I don't see me going much further than that. Its a fun game to play, but not a LOT of fun because of all the flaws in the gameplay I described and, quite honestly, the weapon/score system is really just too confusing for my taste. But it's a crime the game isn't more well known. With this level of polish, 5 years after its release it really deserved to have more reviews on Steam.
喜欢STG的可以入手,很不错的游戏 画面华丽 手柄操作流畅 弹幕适中 打击感强 自带中文和剧情 有点难度,街机模式没续关吗?
Pawarumi is a fantastic vertical shmup and one of the best of all time. Great graphics, great music, three different difficulty settings with the easiest being super easy and laid back for newcomers and the hardest being perfect for those looking for a traditional bullet hell challenge featuring a crazy true final boss encounter at the end w/ a true ending. Includes an in-game gallery achievement menu, a Practice mode to play individual stages (and being able to go for achievements that can be unlocked on those specific stages). The game's three color weapon/enemy color system is quick and easy to pick up on and the game implements the system perfectly, allowing you to score more points, refill your health meter (Shield) and refill your bomb meter (Super). Each stage is really well designed and different from one another, with each section throwing something entirely new at you beyond just new enemy ship types. Highly recommended for anyone looking for a fun and challenging vertical shmup with tons of replay value =)
Extremely polished, great art while still keeping bullets and enemies visible, and the weapon system is fantastic.
This is pretty cool. Soundtrack is awesome, bright colors, powerful weapons. The trinity mechanic works but I am not a big fan. I think I would prefer powerups and things, but I am happy they innovated. https://www.youtube.com/watch?v=wAOL6Tfr7xg
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Storm Area 51: September 20th 2019 | $25K | 54 | 43% | $14.99 |
| Beat the Song | $25K | 99 | 89% | $14.99 |
| Amber's Airline - 7 Wonders | $25K | 90 | 91% | $17.99 |
| Soul Wargame | $25K | 104 | 80% | $7.99 |
| Etherium | $25K | 952 | 36% | $0.99 |
| ChargeShot | $25K | 99 | 75% | $9.99 |
Related
| 7 Days to Die | $425.3M | 403.5K | 87% | $44.99 |
| Mount & Blade II: Bannerlord | $309.8M | 293.9K | 88% | $49.99 |
| Palworld | $279.6M | 445.8K | 94% | $20.99 |
| Clair Obscur: Expedition 33 | $263.7M | 178K | 95% | $47.99 |
| The Forest | $254.8M | 678.5K | 96% | $19.99 |
| Ready or Not | $238.1M | 338.9K | 78% | $49.99 |