BLAME! Inspired cyberpunk climber | Lorn's Lure DEMO

Channel:
Subscribers:
5,220
Published on ● Video Link: https://www.youtube.com/watch?v=u8eAe4FoB5k



Lorn's Lure
Game:
Duration: 42:43
41 views
3


First of all, this is a game with a lot of potential. I know this is a demo, so i will be very descriptive of what
i would like to see, inspirations that i think the devs should tap into and pet peeves/nitpicks that i had while playing.

PLEASE DO FORGIVE ME, IM NOT AN ENGLISH SPEAKER AND I MAY SOUND TO ROUGH OR RASH WITH MY CRITIQUE BUT I GUARANTEE THAT
I WROTE EVERYTHING HERE WITH LOVE IN MY HEART

So let's get to it:
- This is clearly BLAME! inspired. If not, everyone on the team should read it and absorb the monumentalism, the mood,
architecture, the dirty and grimy walls that form the megastructures. Specially the level and map designer. Walking
through the grey corridors of this game felt bland, with no sign of industry, wear, intelligent or non-intelligent life.

I would like to see faded logos and posters, cables hanging, trash scattered everywhere, pieces of unknown tech, dirty water,
rust and dark stains old and growing in the walls. Shitty graffitti on the walls, bullet holes, claw marks... things that
can tell the player "this is where someone died fighting sentry robots" or "this is where a weird kind of nature found its way"
or "dont go there, it looks ominous"

What im trying to say is: you need to tell a story with your environment. You already have the moody, misty ambience, you just
need to fully utilize it to build up a living world.

- Moving around corners made me a bit motion sick, i think that beveled corners would work better than acute and pointy ones

- Wooden alpinist hammers seem way too out of universe. Maybe magnetic hammers or some other cyberpunky gadget could do the
job of conveying an escalade tool without straying too much from the core aesthetics. Also, the sound and effects of earth
being perforated coming from iron/concrete walls dont make sense

- The game is missing a quiet ost with synths popping here and there

- Why separated stages? Couldn't you just hide the stages inbetweens with loading screens?

- The motion mommentum and mouse sensibility are wayyy to high, i often stood 100% out of the ledge without falling too

Will be looking forward for this game as it piqued my interest







Tags:
lorn
lure
lorn's lure
indie
ps2
demake
graphics
climbing
robot
cyberpunk
blame
apocalyptic
game
gaming
action
adventure



Other Statistics

Lorn's Lure Statistics For Knight

Currently, Knight has 41 views for Lorn's Lure across 1 video. Less than an hour worth of Lorn's Lure videos were uploaded to his channel, less than 0.79% of the total video content that Knight has uploaded to YouTube.