
Paint without T is PAIN! Princess Pomu just lost her Kingdom and her family was captured, and now she's possesed by an evil spirit! Master the simple but satisfying combo system, get more abilites, pick up weapons and explore the surreal world of Illeh in this cute metroidvania with a violent twist.
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About

Take the role of Pomulus Vongoat VII, a cute goat princess who wants to become an artist, however, she wants to escape the lands of Illeh to look for her mother.
The plan was disrupted by an invasion of mutated humans called Q-mans, killing everyone and capturing the royal family. Pomu accidentally gets demonic powers thanks to an ancient spirit sealed in a chest, and now, realizing she has lost everything, Pomu takes the opportunity to try and restore her life...
in a violent manner.

Simple but satifying combo system and weapons. Punch your enemies or take their weapons, but be careful, not every enemy can be beaten the same way!
6 unique weapons and tons of abilities to be unlocked to help you in your violent journey.
Classic 2D Metroidvania progression with light backtraking, collectibles and exploration, uncover more about Illeh's lore and everything behind the Qmen's invasion in a fictional world.
Hand-crafted pixel art, music and cute but VIOLENT animations.
Multiple difficulties, including a one-life mode.

Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Spanish - Latin America, Japanese, Portuguese - Brazil
Engagement
Hours played at review time, across 39 reviews with recorded playtime.
Reviews
Top 2 mejores juegos en la historia de Venezuela.
La cabra de los indies venezolanos (literalmente)
This game is sick, and has some Megaman elements. Except, Pomu isn't a scrub and can actually aim and kick ass. Also, the cutscenes are totally eye candy.
Por el momento la experiencia que he tenido con el juego ha sido bastante buena. Tiene un sistema de combate interesante que permite expresarte, y la movilidad se siente bastante bien. Me di cuenta que contra ciertos enemigos pesados y jefes, puedes acabar con ellos más rápidamente si dominas el sistema de combate (muy similar a lo del sistema de juggles en Devil May Cry V, por ejemplo). La música también es bastante buena y el apartado artístico tiene bastante esencia. Las únicas quejas que tengo son que hay que mejorar el balanceo de sonido en varios aspectos (especialmente las cinemáticas) y que la manera en que está escrita la historia y los personajes no tiene demasiada ciencia como lo tendría un juego de a full Lore como Undertale o Dark Souls. Tomando eso en cuenta, diría que el juego es perfecto para mi cuando arreglen lo del sonido. Actualizaré esta reseña cuando termine el juego. El juego tiene 4 dificultades y ando jugándolo en la tercera (de fácil a difícil) De pana me enorgullece esto. Necesitamos mas juegos así, que primero sean arte y luego sean venezolanos.
Rating this positive because I generally had fun with it and think the price is pretty modest for the playtime you get out of it. I personally think the game is a bit mid, but it has a real soul and charm to it that makes it worth checking out. I enjoyed the music(although some of it has some balancing issues where like some instruments play in 1 ear only sometimes), the mega man vibes, and some of the cutscenes were really cool and rendered in 3D. When things come together the gameplay is fun That being said I want to just dedicate this review to listing out my criticisms with the game in no particular order. 1. Too Linear - Let me preface this complaint, I think that metroidvanias are ALLOWED to be linear. I really liked games like Metroid Fusion, Nine Sols, and Circle of the Moon. I think that games like Super Metroid and Hollow Knight have sorta made people think that every metroidvania has to be designed in a way where you get one upgrade and 90% of the map instantly becomes accessible. My issue with Pomu is like... well in Fusion/9S those are very story focused games where the narrative set pieces kinda glue the game together and make things feel more cohesive. In circle of the moon the map design is tight and the end of one level naturally places you close to the next one or near a teleporter that's close to the next one. In Pomu's case it's macro-scale level design is just sorta...alright, and there's barely any story before the final stretch of the game. In short, on replay I find myself wanting to be able to go to areas a little out of order, especially since visiting them wouldn't really affect the narrative in any meaningful way. Polish - Game just feels unpolished. Missing sound effects and many cases of states not correctly applying themselves on room transitions. Stuff like doing a dash and then you room transition/screen scroll and the dash animation is still playing but the character is stuck in place. Or like being able to jump up a ladder to climb it quickly but the ladder stretches into a 2nd screen and suddenly you can't climb it like that on screen 2 like you could on screen 1. Or screen transitions not just happening on the edge of a screen and having a very noticeable hitbox to activate them and a million other little things. I think this game was coded in one of those engines like rpg maker? Pixel game maker MV or some such? There's just this general feeling like the dev has to set 1 million flags to make the game function instead of having more generalized code that just works so you constantly find stuff that's inconsistent. Combat - Balance here feels...weird. I think in 1v1 situations Pomu feels very strong once she gets in. She can lock down enemies for as long as she wants and multiple bosses can be straight cheesed by infinite comboing them instead of actually fighting them. It's really when multiple regular enemies are involved where Pomu starts to feel kinda crap. She doesn't really have any AOE, has very stubby attacks, and no ranged options in her base kit until the end of the game. In other games like say Gravity Circuit, when you kill an enemy you can grab them and throw them to do massive damage to other enemies and chain kills like that. Can't really do anything similar here. Enemies aim for your current position and shoot multilple, fast moving bullets so very easy to get hit if your movement isn't on point. Enemies can also turn around during their attack telegraph and create situations where you try to iframe dash through them but right as you go past they whip around and hit you anyways. There's just some diabolical screens in the 2nd to last area where more advanced enemies get spammed and it's a pain and you just start using your advanced movement skills to dodge all the attacks and screen transition asap. Saves - Not much to say here. Works like oldschool MVs. If you die you reload your last save. Can be very irritating to go off the beaten path, collect a bunch of stuff, and then die a screen or 2 before the save room. Doesn't help that there are a few screens that feel engineered to kill you when your hp is getting low and you're trying to make it back to a save room. Guns - I don't like how guns are implemented, they're sorta like old arena/boomer shooters where you just pick stuff up and start using it? Here it feels bad because enemies drop guns and ammo too infrequently, and magazine sizes are pitiful for the damage you actually do. Despite there being only 6 guns I don't think I've even used all of them. There are shops where you can buy and upgrade guns but with the ammo problem and how they're spread out I just...didn't interact with them. It's just funny because you can feel the DOOM influence and the difficulty select portrait for the hardest difficulty depicts Pomu with two pistols and a badass scowl like you'd actually get to run and gun for longer than 5s at a time. Narrative - ... Might be some interesting stuff in the lore books but I didn't collect all of those and you can't read them in game, you have to back out to the title screen. In any case what's directly presented in game is pretty light until the final moments. I guess there's setup for a sequel if that ever happens (which is probably not likely but I'd support it if it happened). Ultimately I left the game feeling like I really don't know much about the world and the people that inhabit it. In any case I did enjoy my time with this game, It's just...I wish that things could be more polished, more developed, more refined y'know? Honestly one of the suckiest parts of looking for niche indies like this is seeing those sparks of potential that won't get fully realized because the game hasn't banged hard enough for the dev to have the budget to refine the game into what it could be. I just hope the devs make more games in the future.
This game is so much fun! I really love the movement and all the different guns you can pick up! ALSO, the pixel art is so pretty and so cute, Pomu is both adorable and terrifying! Play this!
I tried a handful of games that all felt and looked very similar with [b]Princess Pomu[/b], [b]Witchroid Vania[/b], [b]Star Rift Saga[/b] and [b]Bloom Thrice[/b]. Despite them all playing competently enough, I found them all to be kind of boring and artistically unappealing. [b]Princess Pomu[/b] was perhaps the more visually impressive of the bunch, but that isn't much of a compliment. This one has a bit of beat 'em up mixed into its combat which also sets it apart from the others. Not an awful game or anything, just generic and dull.
Es un gran juego de plataformas 2D, su pixel art es ciertamente un deleite. Divertido de jugar, aunque un poco tosco en sus controles, tiene un LORE muy interesante y siempre que puedas acariciar al perrito todo excelente. Se siente un poco lento en su prólogo, pero luego te das cuenta que parte de la temática y como construye al adorable personaje, gran trabajo Definitivamente lo recomiendo…
Awesome indie metroidvania. The combat system is a lot of fun, you can launch enemies and perform big air combos using melee attacks, guns, and abilities you unlock as you go. The artwork and music are great. The game's cutscenes surprised me because they have elements you wouldn't expect from a 2d game. They take advantage of cinematic camera angles and parallax motion, and characters (Pomu especially) are expressive and fun to watch. It's clear that a lot of love went into this game, and it's an easy recommendation.
There is a Pomu on the Moon destroying the enemies in an metrovania location. There is poor satisfaction to even obliterate all crates on the way. - If you start on ultra brutal mode you can start from the first fight. Damn I have to train some more to reach this level of destruction. Till then i just go slight 1 level down. Pixel Game Maker MV tortured until it spit out a master piece. Get it now, worth every penny. - If i get my fingers on the source code, i put even more blood inside, so it glues on the wall. Brutality comes as a flavour here. Enjoy the journey readers. Peace
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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