Heavy polishing update!

Date: Thu, 22 Dec 2022
Lulu's Temple Game Banner
Genre: Action, Adventure, Indie
Developer: Agelvik
Release Date: Thu, 14 Apr 2022
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 a new trailer!



So lol, what changed?!

Firstly, gameplay.
You can now shoot / throw torch in any direction. Before you could only throw it left or right, and shoot bullets in 5 fixed directions only. This is no longer the case.
The game also contained no sort of real upgrades in it. With this new update, I’ve added four new skills for you to obtain throughout your experience, presented in a cool skull chest.

Second, enemies.
They’ve all been re-adjusted and polished further. The most notable enemy receiving change is the hand enemy. People were confused on how it worked, where it failed to feel intuitive.
Since you couldn’t throw your torch upward, you needed to use the hand enemy to light up certain torches in order to make progress. Was a cool idea, but not good executed.
Now that you can shoot / throw in any direction, this mechanic is obsolete.

The hand enemy acts more like a tougher foe now where it chases you on sight. However, if you decide to throw your torch at it, it will grab it, play with it and ultimately become more vulnerable for your attacks.

With radial shooting in mind, this also meant the boss fight needed a re-work too for the better

Also, there’s two new enemies added! The game was lacking enemies that did projectile shooting, so there’s two new idiots that'll contribute to that now.

Thirdly, level design.
Those idiot falling spike things are gone, I believe they caused more harm than good. People seemed to get quite annoyed by them where it broke the flow of the game. Me among others got quite the Spelunky vibes from the release version, which wasn’t really intended. I don’t even like Spelunky, so idk how that even happened lol.


Other than that, I did some further polishing on all levels. Not sure how to exactly specify what I did, but in general, most / all levels have been adjusted to create a more fun experience.

Fourthly, artwork.
The art was quite bareboned on release, and has been heavily polished in this update. It’s been upgraded like crazy where you can find yourselves in three different biomes instead of one background stuff and cool eye-candy in general. There’s also some new badass gore splatter on walls when you kill enemies lol. The game should feel much more vibrant and alive now.

Fifth, performance.
It’s a pixel 2D game, but still, I did some goofy stuff where it got way more heavy than needed. I had to completely re-do my pixelart prcoessing approach cus it sucked that much on performance. I’ll have to do the same thing with Gun Devil when I get back to working on it, cus it uses the same system.
The enemies also needed some sort of activate/deactivate system when they were off-screen, many continued to do stuff even when the player was far away.

For existing players, if you decide to give the game another try, it might be a good idea to restore default settings for your keybindings. If I remember correctly, I had some weird issues with radial aim after overwriting my old save files. From the players that tested this update, I didn't hear anything of it, but just saying just in case.

That’s about it! There’s lots of minor details too, which would be too minor to mention, but yah lol. I’ll keep it simple by mentioning the big ones.
BTW, there’s a capybara in the temple now for some reason, what the?!

Thanks for reading, bye, enjoy!
-André

Write your comment!