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Playing this game after the Lorn's Lure demo (and before full game release) is a trip because I can see, very very clearly, where the devs have improved in building this kind of game.
In regards to Due, the mouse sensitivity is absolutely wretched and cannot be changed at all, it's not clear what you can and cannot climb on, falling deaths come from hitting killzones but the zones are placed in weird places where they shouldn't if you could just climb everything so sometimes you just die from hitting nothing, or you wait a full 15 seconds to hit the ground below, and it's over way too quickly.
I can't recommend playing this game now that Lorn's Lure has a demo, but if the jump in quality between LL's demo and full release is like the jump in quality from Due to LL's demo, then the full release will be absolutely mind blowing.
I cannot tell you how brutally excited I am for Lorn's Lure.
Well, the ambience is what stood out to me. The sound effects and foggy visuals sell you the dreary atmosphere. You could probably polish the climbing mechanic. By that I mean that it wasn't always clear what can and what can't be climbed on.
Also I really dig the low poly texture look of the game. But that's a personnal preference.
I am actually working on a full game using this climbing mechanic. It will be a remake of Kill the K.O.T.H.
Check it out here: https://rubeki.itch.io/kill-the-koth
I don't know what everyone is liking about this, the map is really small and there is no ending for getting to the top.
;)
Joking aside, the game is fun, played thisa after "Kill the K.O.T.H." and I can see where you have improved since you made Due which is cool.
One complaint is that the game doesn't reconise it if you trick the weight system by jumping on it and back off of it.