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Lorn's Lure News

Boring Update



I've been working on boring stuff for a while now, BUT I have a lot to show for it now, and the boring is almost completely done.

[h2]What I've Been Up To[/h2]
  • Controller support
  • Redone main menu, with level select!
  • Level select shows high scores for each level
  • Redone stats summary at end of level, with broken record diffs
  • Fully functional options menu, that can be accessed while playing as well
  • Saving / Loading with multiple levels
  • New in-game HUD - now with crystals + scans, including total possible in the level
  • Bunch of bug fixes


[h2]Gameplay Video[/h2]
[previewyoutube][/previewyoutube]


As you can see, I've been very busy. And with a lot of this out of the way, soon I can focus on the fun stuff - designing the main campaign!

Stay tuned for more

Cheese Mode


As usual, I've been hard at work on the mechanics plus bug fixes and now have an update for y'all.

[h2]Here's the condensed list:[/h2]
  • Finalized grappling
  • To respawn, you now press T (for "try again"). This was done to avoid accidental R presses
  • Bug fixes with the sliding mechanic
  • Audio bug fixes
  • Terminal velocity is now cancellable if you grapple, or double jump
  • Fixed a bug where sliding past terminal velocity let you live, until jumping and landing on anything
  • Added a Cheese Mode (not available in the live demo) where I can integrate the mechanics into the production area for testing
  • Added a testing sandbox to the demo where. Press T at the main menu to enter a small area where you can test all the new mechanics (beware it destroys your saved files)


I'm looking for feedback on the dashing, so let me know what you think! Read below the video for controls.

[h2]You can see all the features in action in this Cheese Mode speedrun[/h2]
[previewyoutube][/previewyoutube]

Apologies if the video is a bit dark, not sure why that's happening...

[h2]Below are the controls for Test Mode[/h2]
Double Jump:
  • Press space in mid air
  • Also works if you walk off a platform
Grapple
  • Click where you want to grapple and it will pull you towards that point
  • You can move around while grappling to swing. I recommend doing this for better results.
Dashing:
  • Run until your reticle flashes and press Shift while on the ground to perform a long dash
  • If you're in the air and your stamina is low enough, but non zero, your reticle will flash, and you can press shift to dash in mid-air
Flares:
  • Grab them with E
  • Throw them with F
Wall Kick (Tic Tac):
  • Jump into a wall
  • While facing a little over 90 degrees away from the wall, press the jump button again, and it will kick you off the wall
  • Tip: imagine your leg kicking off a wall while moving forward. The wall has to be to your side, and a bit behind you
Blue Crystals:
  • Just walk into them to automatically destroy them
Moving Platform:
  • There's one moving platform. If you stand on it, it will move on a predetermined path until it stops at the end


That's all for now!

Enjoy, and looking forward to your feedback!

Spoiler Alert...



OKAY! Lot's of updates this time, so I condensed it into a single video recorded in my test area.

All these gameplay abilities will be unlocked while playing the game, so SPOILER ALERT!

  • Better dash sounds
  • Double jump
  • Glowing crystals for dark sections of the game
  • Better blue crystal destruction
  • Moving platforms
  • Tic tac animation showing you're pushing off from the wall
  • First version of the grapple hook
  • Improved air control
  • You can't see it, but fixed Coyote jump


[previewyoutube][/previewyoutube]

I'm way ahead of schedule it seems, but this is a good thing! The sooner I finish raw gameplay elements, the sooner I can focus on orchestrating the main campaign.

Also, here's a rough digital painting of the android I did on my iPad just for fun. Finally came of use!


As usual, stay tuned for more!

We Meet Again...



It's been about a month since the demo dropped, and y'all are probably wondering what I've been up to since then. Read on to get an idea!

Note that none of these features are in the demo, but in a closed alpha. I will not be updating the demo for the foreseeable future.

[h2]Subtle Camera Tilting[/h2]
[previewyoutube][/previewyoutube]

[h2]Wall Kicking[/h2]
[previewyoutube][/previewyoutube]

[h2]Dashing[/h2]
[previewyoutube][/previewyoutube]

[h2]Various fixes for small issues in the demo, brought up by the community![/h2]
  • Slideable surface inconsistency
  • Things that were climbable that shouldn't have been
  • Unnecessarily difficult portions
  • Climbable sludge oil...
  • etc.


Stay tuned for more as I iron out the core mechanics before tackling more of the main campaign.

Cheers, and thanks for everyone's support!

THAT'S A WRAP!



With the end of the Steam Festival, comes the end of the Speedrun competition!

We had some impressive submissions that I'd like to share!

[h2]The winner is Klar with an amazing run of 11.28.817[/h2]
[previewyoutube][/previewyoutube]

Runner up is CabalCrow who was not too far behind with a run of 12.26.112
[previewyoutube][/previewyoutube]

Third is Delifiler with a run of 13.19.072
(Youtube upload might be processing, but we trust them)
[previewyoutube][/previewyoutube]

Next up is [Puro] PresentFox with a run of 15.37.655:
[previewyoutube][/previewyoutube]

And finally we have Hurricane_Of_87 with a run of 19.08.100 (Twitch run, so no embed... Sorry!)
https://www.twitch.tv/videos/907333939?

We had a few more who haven't submitted, but gave a valiant effort.

[h2]Give a hand (or thumbs up?) to the contestants![/h2]

[h2]A Thank You[/h2]
The heading says it all, but I just wanted to say how floored I am by the reception of Lorn's Lure. All feedback has been constructive and consistent - which makes my life easier, and will hopefully result in an even better final release.

I hope Lorn's Lure lives up to your expectations in the end!

[h2]Some other news[/h2]
I will leave the demo up for a little bit after the Steam Festival while I deliberate on next steps!
I am in the process of compiling feedback and story boarding the rest of the game in detail to reduce timeline variance for the rest of the project.

Stay tuned for more updates!