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Lorn's Lure News

DEMO AVAILABLE NOW!!!

[previewyoutube][/previewyoutube]

You can finally play a demo for Lorn's Lure! Keep reading if you want to know more about the project, and please wishlist to get updates as the project progresses.

Get it while it lasts, I may take the demo down after a week!

[h2]Below are some notes you may want to read[/h2]

  • It's an alpha, so don't expect bells and whistles, I just wanted to showcase the core mechanics, flow, atmosphere, and story, as well as get feedback from the wider public
  • No controller support, but may add to final version if enough people request it
  • There is Saving / Loading, so feel free to take breaks. Saving is automatic!
  • There is a Hint system in case you get lost
  • Secret controls: Press P for picture mode, and V for video mode. P disables UI and climbing picks, while video mode disables only the UI. You have to toggle one off to enable the other


[h2]What's Next?[/h2]
Here is what to expect if you follow the project:
  • More upgrades
  • More abilities
  • 6 or more large areas in total, increasing in difficulty as you progress, and varying in appearance
  • Steam achievements
  • Leaderboard if one doesn't materialize on speedrun.com
  • More polish as the game is developed (graphics, cutscenes, settings, etc.)
  • A little surprise if all goes well :)


[h2]And Finally[/h2]
Generally the way I work is to finish an entire project end-to-end, and then really sink into the details afterwards. So you'll see the quality slowly progress over time.

Anyway, enough chit chat.

It's time to climb!

Visual Polish And Other Things



Getting very close now! Here's an update on my TODO list, among other goodies

  • [DONE] Visual polish / cohesion (to a certain extent)
  • Redo cutscenes, since current ones are placeholders
  • [DONE] Balance difficulty and rewards for risks (easy path vs hard paths)
  • Add two more easter eggs
  • Maybe an ending cutscene


[h3]Here are some screenshots to give you a peek:[/h3]


[h3]Also added collectibles that remove all deaths for those looking to optimize their runs:[/h3]


Almost there y'all. Almost there...

Home Stretch



This week was spent replacing a specific part of the game, and on improving the composition of the structure in certain components, along with other smaller details.

[h3]Here's my TODO list for the demo in case you're wondering what's left:[/h3]
  • Visual polish / cohesion (to a certain extent)
  • Redo cutscenes, since current ones are placeholders
  • Balance difficulty and rewards for risks (easy path vs hard paths)
  • Add two more easter eggs
  • Maybe an ending cutscene


[h3]Some more information about the upcoming demo:[/h3]
  • It will be released for the next Steam Festival (Restricted from saying the exact date though)
  • Average play time seems to be around 1 hour
  • There are some secrets lying around, but they're very well hidden
  • There will not be any controller support in the demo. I am planning to add it for the final game, but I just don't have enough time to do it now, and I really want to get the demo out for y'all!


Some recent features I've added are below!

[h3]Stats summary at the end of the demo for speedrunners[/h3]
[previewyoutube][/previewyoutube]

[h3]Redid a section to improve gameplay and visuals. Not a new feature, but this part is fun[/h3]
[previewyoutube][/previewyoutube]

[h3]Mouse sensitivity controls in the main menu[/h3]


Stay tuned for more!

Dev Log 2



I've been hard at work getting the details right, so it's time for a weekly highlight!

[h3]First up, I've added a colorblind-friendly targeting reticle[/h3]
[previewyoutube][/previewyoutube]

[h3]Fixed a massively annoying camera twitch bug - see the before and after below[/h3]
[previewyoutube][/previewyoutube]

[h3]I've been working on adding more life to the environment. Here is a good first step, but there's more to go[/h3]
[previewyoutube][/previewyoutube]

I've also done many other small bug and gameplay fixes.

So far everything is on schedule, so stay tuned for more!

[h3]If you're impatient and are willing to provide constructive feedback, feel free to join the Discord and I'll share a key for the in-progress demo[/h3]


The Road To Demo



I've been hard at work fixing bugs and tweaking gameplay for the public demo which I'm hoping to launch in February!

[h3]What's expected in the demo?[/h3]
  • The first of 5 or 6 areas in the game
  • About an hour of play time on average (more if you try for speedruns)
  • Hopefully bugless smooth parkour / climbing gameplay
  • A better idea of the story and setting


After a bit more tweaking, I may take advantage of Steam's Playtest feature, which will allow some of you to get an early build of the demo!

[h3]If you want an even earlier build, feel free to join the Discord and ask for one![/h3]


[h3]In the mean time, I'll be:[/h3]
  • Bug fixing
  • Tweaking difficulty
  • Improving look and feel
  • Adding accessibility features


For now, enjoy some more WIP footage of the challenges you should expect to see:
[previewyoutube][/previewyoutube]

[previewyoutube][/previewyoutube]

[previewyoutube][/previewyoutube]