More problematic are the colorful pollen pods that frequently sprout and drop from the trees, which drift in erratic patterns that make them tough to avoid. The forest’s main inhabitants are insect-like Nectaronauts, which tend to mindlessly buzz around tree trunks looking for their next hit of sweet, syrupy goodness though not especially aggressive, their fixation leads them to collide with anything in their way, and their evasive flying makes them slightly tricky to hit. In addition to navigating through the labyrinthine network of trees, you’ll also have to deal with hazardous flora and fauna. Some of the trees are even big enough that they’ve had staircases carved into them! Exploration is a lesson in looking before leaping, as there are many opportunities in the forest for fatally long falls. Obtaining that syrup means methodically exploring the forest from one end to the other - climbing across branches and leaping from limb to limb as you navigate the treetops - while seeking out previously placed syrup-harvesting devices. The mechanic - who just happens to be named Mekanic - is part of a small group of humble syrup farmers who reside in the forest, and the group’s boss insists that you help them with their syrup-collection efforts before Mekanic can work her magic. The good news is that it doesn’t take long before Leo encounters a mechanic who’s willing to help with repairs. Leo, the game’s protagonist, finds himself in the forest quite unexpectedly he’s only there because his ship malfunctioned, and if it hadn’t been for some fortuitously located vines that ensnared the craft, the landing would have been much, much worse. The lush forest area of planet Albaryne, where massive trees extend far into the sky, is definitely one of the latter. The world of sci-fi cinematic platformer LUNARK is filled with diverse environments, from high-tech and industrial to natural and organic. Thank you again for bringing these issues to my attention. ![]() ![]() > Fixed a bug that softlocked you when petting a cat/dog when he was about to leave. > Slightly edited Leo's face in the Artefact cutscene (end of level 2) for consistency. > Added several checkpoints in Level 10, 11 and 12. > Fixed the bats in the cave not popping again when you'd respawn if you died when they were flying. > Fixed a bug where Drorillas' laser sound kept playing if you left the screen, even if Drorilla wasn't shooting anymore. > Drorilla needs less hits to be killed. ![]() > Fixed the exploit that allowed to not trigger the second Boss sequence (Level 9). > Screenshots are now available on Steam (F12) > Modified the lines of NPC Vitas Varnas when he explains the AutoGrab-ledge move in Level 4, he insists that you don't need to press jump, but only diagonal-up + run. > Fixed a problem where people were encountering an unwanted auto-jump after doing the AutoGrab-ledge move while pressing the un-needed jump button (the input was buffered a very long time). > Safety before erasing a save-slot (long press) > Level Select unlocked per save slot when finished the game (If you already finished the game, as there was no way for me to identify a save file that had finished the game or not, you'll have to replay the last level to unlock it). > Modified the QUIT confirmation message, being more clear the you'll have to restart the entire level and not restart at a checkpoint. > Displaying the LEVEL numbers when entering a new LEVEL to make clear where you'll restart if you need to quit the game. > Improved Leo's ability to chain several long jumps in a row when running, requiering a shorter distance before being able to long-jump again. Shouldn't make the game easier, but hopefully less frustrating especially in situation of stress. ![]() > Added a "jump assistance": Now you can grab a ledge when pressing up even if you're one tile too far. First of all, huge thanks to all the players who left nice comments, and an even bigger thanks to everyone who send their feedback!
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