Palallel cover
Palallel screenshot
Genre: Platform, Puzzle, Indie

Palallel

Our new project...

Hello everyone :praisesun:

It's not your typical Palallel update.

Today we will be talking about GoatApe (it's us btw), what we did in the past few months, and what we're working on.

What we worked on



After Palallel was released, we took a break from gamedev (yes, how dare they :csdmad:). But don't worry this break wasn't very long.

We've been thinking about our next project and we choose 3 concepts that were appealing to all of the team. I won't be covering all of the attempts (more about this on discord) but we've been working on 2 prototypes on the foundation of the 3 concepts we chose.

These two prototypes have been discarded for several reasons (interest in the final game, technical constraints, ...) and our focus has shifted to another concept codename : PPBB

PPBB



PPBB is our new project. We've been working on it for the past month and we're really excited to show it to you.

PPBB is a Roguelite FPS where you'll fight waves of foes in an arena.

What's original about it ?

Three main design pillars :


  • Rewarding your playstyle, not your stats/objects
    No loot system, no rarity, no +25 health chestplate… PPBB is a game that rewards the choices you make and how you play the game. We want to avoid situations like ‘+1,23% damage increase’ because you got lucky.

  • A *semi-random* generated skill tree
    Select a base node, choose your skill and select a direction. Each time you choose a major node, multiple branches will be revealed.
    Want to focus on melee ? Take this branch and increase your range & apply fire with your attacks.

  • Elemental combo system !
    Affect surfaces or enemies with unique elemental effects. Burn them, slow them, strike them with thunder and much more.
    Still not enough ? You can mix them !
    Each time 2 elements meet, a new powerful reaction occurs, an Explosion, a snowstorm, a Thunderstorm…


If you want to know more about it, join our discord server, where we will be posting weekly updates about the development.

Palallel



As Palallel has been released for almost a year now and your attention is focused on our new project, Palallel will only receive small updates that fix some levels but nothing more.

However, we want to say goodbye. In the coming weeks, we'll announce a stream where we will be streaming the entire game (probably a stream in two parts). If you see two professional Palallel players, ask a question, or just say hi, you're welcome.

Weekly devblogs



Last piece of information !

We will be releasing weekly devblogs about the development of PPBB on our website goatapegames, come take a look !

Our first devblog is out right now. We're talking about basics movements in game.

Read it there : Devblog #1

Thank you for reading :luv:

V1.04a - Difficulty adjusted on world 7

Reduced difficulty in several levels of world 7 :

  • 7-7 -> Reduced speed & max velocity of directional boxes.
  • 7-8 -> Reduced number of steps by 1 and moves some platforms a bit.
  • 7-10 -> Added a 'checkpoint' on the middle of the level.
  • 7-12 -> Tweaked mass & velocity of boxes.

V1.03a - Level fixes & improvements


  • 2-10 -> Removed one coordination step.
  • 2-END -> Tweaked final coordination parkour on side A.
  • 3-10 -> Tuned down key movement speed & max velocity and adjusted the key path.
  • 4-7 -> Tweaked size/position of some platforms.
  • 4-8 -> Tweaked size/position of some platforms, one floor has been removed, and the final doors have been moved.
  • 5-4 -> Tuned down the speed & max velocity of the balls.
  • 5-B2 -> Scaled down the balls and added some protections to prevent balls from disappearing.
  • 6-8 -> Scaled up the final collider.

V1.02b - Fixed controller sensibility

Small update to adjust the controller sensibility (was way too low before)

V1.02a - Character cursor precision improved & some levels tweaks

- Improved cursor precision to avoid issues when multiple buttons/elements stack.
- Resize some simple buttons on MID & bonus levels
- Scaled up some sprites on MID levels

Demo is back online !

Hello everyone !

Just a quick update about the demo.

We had to turn it off with the friend pass issues we've had. Now that the game is released and most of the issues critical issues are fixed, we had time to bring it back with some modifications.

During the playtests, we unlocked the first two worlds and we kept this with the first version of the demo. We changed that some weeks later to make it end on the level 2-3 (end of the first world, introduction to the world 2 mechanics). We've finally decided to tweak it a bit more and make the demo end at level 1-9 for two reasons : we think it's enough to understand the concept and the main interactions and we wanted to end the demo on a particularly fun level.

If you want to try palallel or if someone you know wants to try palallel, don't hesitate to download the demo !

Disclaimer : For technical reasons explained in the most recent friend pass post, people that own the game won't be able to play with demo users, sorry ːcozycrashfishː

V1.01c - Small level & UI fixes

- Fixed pressure button size on level 6-5.
- Added some colliders on level 5-12 to avoid balls getting stuck.
- Added player-only wall in level 5-END to avoid a softlock situation with the ball in the corner.
- Fixed locked levels being accessible.

V1.01b - Hotfix

Small update to fix the glitch that allowed the character to perform infinite jump against a wall.

V1.01a - Multiple levels adjustments, fixed character colliders & key grab

- Level adjustments :

  • 1-12 -> More space to pile up boxes to get to the upper level.
  • 2-10 -> Easier jump on the last two jumps before the final foor.
  • 3-10 -> Key slide on A-side has been rearranged to have fewer interactions and reflexes requirements.
  • 3-7 -> Removed one step to beat the level, end door modified a bit and adjusted platform height on side B.
  • 1-11 -> Keys moved & removed + other small adjustments.

- Fixed an issue that prevented the player to throw a key when it was close to a wall.
- Tweaked character colliders to prevent him from getting stuck on doors and obstacles.

V1.00e - Small fixes

- Fixed 'one mile' achievement not progressing
- Fixed 8-END ending not playing correctly.
- Unlocked button 'Next level' on bonus levels (except bor x-B4)