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Hey all,Lately I’ve been polishing the game and making some big changes. It’s been heavily revamped in order to create a more enjoyable experience and fun gun shooting experience.Let’s start off with
At first, I liked this game. Then it just became more annoying than fun.
Relatable protagonist, so already plus points for that (I also swear constantly! :D Love to sware.) Simple 2D platformer, it is dark, you have a light source you can throw, but can only see a little bit in front of you. Friendly scarab helps you pick your torch up, but he is a little clumsy so can be used to trigger traps without having to use your own face to do it. Pretty atmospheric and nerve wracking, spooky enemies and it looks nice, music is good too. Overall a great little game for cheap.
This is a really solid game. Nice bite-sized levels, very good music, and a fantastic aesthetic. Well done to the authors. Looking forward to the next one.
about 7 enemy types, 1 boss, cursing, racist stereotypes, unfinished visual assets and a running time of under an hour, with an achievement to beat it in 25 minutes. Why is there a price tag on this?
Hello Readers and (hopefully) Dev, this game is amazing, but only if you don't overdo it. When I found the game I liked the trailer and reviews. It said short, enjoyable. I started it up, got my torch stuck in the ceiling and had to restart. But the game was super fun. My first clear was like 1,5h-2h just exploring every nook and cranny. BUT then I saw the achievements and my god, those are god awful. Most are automatically awarded, but the speedrun and no hit challenge are a grindfest unless you are semi-skilled and lucky af. It made me learn the game by heart; I've cut my runtime from initially 45min to a mere 15min per hitless run! Only to die to weird bugs at the end. I HAD TO REPEAT THE GAME SO MANY TIMES, I STARTED TO SEE THINGS NOT MEANT TO BE SEEN. LIKE: - not picking up scarab (feature) new music - nvm player gets stuck in the light-block stage - what if no torch upgrades (untested, feature?) - scarab revival/redo prior to scarab, redo doesn't reset no hit challenge - torch throws while accessing treasure chest, being inside portal and delaying spawn & through room walls, - using portal while getting hit, getting hit by falling rock while loading out-of-portal - character air walking, unable to fall, redo didnt fix it, main menu did - character gets stuck in thin air/while walking over tiny height difference plattforms - character often jumps back up/doesn't move but camera is when slipping downwards through multiple plattforms - regular chests, not treasure ones, aka boxes, knocked back but no damaged by explosive torch also mobs at times - mobs immune to damage after using light-blocks out of vision, mobs glitching through ledges, - mobs with awkward pathing / torch knockback enter different rooms (feature?) - ranged mobs sometimes shoot their projectile even while dying, and aim predictive instead of on the current location - ghost mob sometimes can't follow the player despite being a room away / in touching distance and at other times chases from 3 rooms over - hand mob sometimes gets repeatedly intimate with the player instead of hunting for the torch (feature?) - (empty) hand mob can get stuck in place when losing sight of player - boss immune to damage when triggering next stage (animation) while repair is completing - boss flamebreath attack partially invisible as it's white on white background - ghost stage it is possible to hit the ghosts when spawning as the player's torch doesn't register yet - ironflail stage the last fire doesnt heal - escape stage spikes directed downwards hit targets through wall upwards/sideways - enemys that stack on top of one another get hit by the same bullets - scarab explosion exponentially scales with nearby/hit enemy count - spike traps after disarm still hit for 0.5 seconds delay - game menu can't be accessed when ensnared by frog tongue - sometimes dialog can't be skipped with esc, usually left mouse / space bar must be spammed first, - in particular if one starts a run spamming esc you can disable music in the menu and make esc unable skip the starting sequence entirely - PLEASE make "disable" feature for screen shake (fully loaded torch toss), actions miss, annoying, some people can't cope with graphical seizures like it anyways - (loaded) weapon sprite glitching when using regular doors ... I have more, but I'm tired of typing. I'm not a steam person, but I made some pictures here feel free to see. I came for fun and for 3h was having a good time, worth the money! Well done game! But my god, I do hate the achievements here. GONNA RECOMMEND THIS NOW WITH CAUTION. If the dev does read it, fix issues at will, but if at all possible, make a scarabless run viable PLEASE, the atmosphere was tense!!! After repeating the game like a broken robot I'd also enjoy a slight focus on more riddles than mindless hack&slay, the ironflail stage was meh but the lightblocks stage was fun every run.
Quick Score: 5/5 Notes: Great game all around. Its relatively short for an initial playthrough, taking about an hour. But there are 2 relatively challenging achievements that incentivize replaying the game which should push you to about 4+ hours playtime if you go for them. Visuals/Audio are great Gameplay is fun and relatively unique No real complaints at all. Would also suggest you check out some of the other games by this dev.
my game
pretty clever shooter-puzzle-platformer. the game isn't all that hard, it was fun and worth the price.
fun enough and brief, but incredibly weird tonally. game culminates in an offensive last boss which is impossible to overlook in how gross it was.
Short but sweet and surprisingly challenging game. It doesn't waste your time, constantly introducing new mechanics around the main mechanic of the torch, exploring it for as long as it's fun and not one step further. Definitely worth it!
ALL YOU NEED IS (A) TORCH All you need is (a) torch All you need is (a) torch All you need is (a) torch, (a) torch (A) Torch is all you need All you need is (a) torch (all together now) All you need is (a) torch (everybody) All you need is (a) torch, (a) torch (A) Torch is all you need Short but sweet. 9 torches out of 10 Would burn my fingers again. ----------------------------------------------------------------- DOC VERIFIED? Yes. The store page says "unknown" at the time of this review, but Dr. Nonu can confirm that it runs great on Steam Deck and that he also played and enjoyed it completely from A to Z on the Deck.
Very nice little exploration game where you can only see as far as your torch shines so thread carefully. Luckily you can throw your torch to light the pad ahead and you have a gun to deal with any enemies creeping around the pyramid. Easy recommendation so far
A fun and short adventure that anyone can complete in 1-2 hours and is absolutely worth the $5 asking price. I was pleasantly surprised with the game!
I grew quite fond of the little games of "Agelvik", and "Lulu's Temple" is a solid and somewhat visceral package of a fairly challenging pixel-action-adventure that can be beaten in 1-2 hours. The darkness-mechanic and the constant use of light sources really sets the tone and the gameplay and works really well. Worth some bucks and an easy and short recommendation for genre-fans! And the derpy face of the archeologist at the ending screen is priceless!
It's a good game
Fantastic! A Spelunky-like run-n-gun? Similar to Agelvik's "Apple Slash," this game also has super refined combat. A joy to play throughout, each step throughout the game, preparing you for the final boss, which is challenging yet fair and rewarding to fight and (eventually) beat. Top tier dev hits another one out of the park.
really good game, and quite puzzling at times. 10/10 would recommend
This was an awesome experience, my only gripe is that it needs a sequel.
At heart, Lulu's Temple is a basic platformer - run through a pyramid, collecting keys to unlock doors while avoiding monsters and traps. The central gimmick is light and the lack thereof. The player carries a torch and can light torches in the pyramid for more light, but it will never be enough - use only that light, and you will blunder into hazards in the dark. Fortunately, your little explorer can hurl his torch ahead to light the path before him, and he even has a little scarab helper to fetch it for him. Mastering the torch is key to finishing Lulu's Temple. Aside from flinging the torch to ignite distant light sources, you'll also use it to trigger traps and solve certain puzzles. But being apart from your torch carries risks - some monsters will exploit your vulnerability and only attack you in the dark, while others can grab your dropped torch and run away with it. The most remarkable part about Lulu's Temple might be how creepy the game is, despite - maybe even because of - its MSX throwback graphics. The slightly dissonant music and sound effects are properly ominous, and the monster designs are properly weird. Whether it's the glow of red eyes in the darkness above you or the guttural battle cry of a giant scorpion bearing down on you, there are plenty of memorably spooky moments.
It's neat, short and sweet so not too much to expect. The whole lighting gimmick is neat, though starts to feel more annoying towards the end. Since it's so short it finishes before being a real frustration luckily. Grab if you want a quick little dungeon platformer with a neat gimmick.
short but enjoyable platformer with some combat. Keeps up a good pace and ends in about 2 hours. works great on Deck