Lorn's Lure

Lorn's Lure

RustBowl
Showing 1-9 of 9 entries
Update: 21 Mar @ 12:26am

Hotfix with Even More Checkpoints! - 1.0.2

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Thoughts - Even more checkpoints, right now there are over 450+ checkpoints. I may even need to add more. Keeping an eye on thoughts and concerns from players in the coming weeks.

Update: 18 Mar @ 9:13pm

Full Version Hotfix - 1.0.1

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Thoughts - I forgot to add some checkpoints to a couple sections. My bad on that one. I'm assuming that I will need to make more hot-fixes like this in the next week. I'll keep an eye out for anyone struggling on a section that may require more checkpoints.

Update: 18 Mar @ 1:11am

Full Version - 1.0.0

- Too many changes to note down them all

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Thoughts - Alright, that's it for now. I'll be adding small things in the coming weeks but I am happy enough with this. Please everyone enjoy my large and difficult map.

Update: 18 Feb @ 7:12pm

Audio Mixer Hotfix - 0.4.1

- added the 'Select Audio Mixer Group Script' to the newly added audio so it can work with the in game audio settings

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Thoughts - Whoops! Looks like I forgot to add the script to make the audio controllable by the game's music mixer, thank you to Arasu for bringing this to my attention. You should be able to control the volume now with the music slider.

Update: 17 Feb @ 4:08pm

Audio Update - 0.4.0

- made a certain pipe ledge climbable for a smoother transition
- added checkpoints towards the end of the scaffolding bridge
- added climbable part to the end of the scaffolding bridge so you don't get locked out of side paths
- added graffiti to show where to go on 2 of the big falls in the level
- the second scaffolding bridge is now designated the wire bridge with new platforming to discover!
- added a secret way down to the fallen western post without needing the grappling hook
- added new sound FX and particles when breaking the NG+ cube
- added text above the NG+ cube so you know what it is
- added a cold open sound effect when entering the stage
- added a new baseline sound ambience to the stage
- added new grapple hook platforming side pathway (unfinished currently)
- added many other unfinished platforming sections to various parts of the map
- added the first secret cube!
- moves the ring at the end of the stalactite section to force tic-tac usage for intended platforming
- More rocks!

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Thoughts - I'd say I'm about halfway done with what I want to do for the platforming section of the map. Life has been busy and I don't think I will be able to update the map again until the end of the month, but we will see. The hope is to have everything complete so that I can enable all the checkpoints again.

Update: 6 Feb @ 3:27am

Big Fixes Version - 0.1.0

- fixed (I hope) the scaffolding drop down by making the climbable wall larger and uniform
- added multiple barbed wires to prevent easy bypassing of intended platforming on the scaffolding bridge
- reduced size on some checkpoints causing unintended skipping through parts of the level
- added a small amount of particle effects and red lights to hint slightly where the end of the level is
- added a tiny amount of platforming for side paths
(most still not tested to my standard and will be rough)
- added platforms to give multiple paths in climbing from the sand portion of the level that were sorely needed
(this portion still needs work to make it more challenging and fun)
- changed many textures to fit on theme a bit better at the start of the level
- added particles to the NG+ crystal
(still no collecting animation or sound effect)
- changed an early vertical cube to be unclimbable metal at the start of the stage
- widened the base of the lamppost at the beginning of the stage
- slightly adjusted the hanging position of a metal ring in the stalactite section
- moved the tree

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Thoughts - lots of stuff here but overall I'm very happy you all have enjoyed my map! It makes me excited to see what others will come up with in the future.

Main complaints I have received include: 1) Not knowing where the end of the level is, 2) the unfairness of the side paths leading nowhere, and 3) Specific jumps being too difficult (the two largest vertical jumps in the level). These are all fair and justified complaints. Let me address each of them, although this may seem harsh.

1) It was 100% intentional that it be VERY difficult to find the ending of the level, it was my plan from the beginning. People who have reported their total time spent on the level is actually still under my estimate that I was aiming for. So I count that as a win. However, I concede that if you get close enough to the end point, it should be obvious that you made it. I will continue on this (adding clues to where the exit is) until I am satisfied that I have hit a balance of frustrating to find, but rewarding once found.

2) The side alternate paths are all still incomplete, I did not have enough time to finish my map completely before the deadline of the workshop announcement. I have decided to deactivate the checkpoints for now that lead you astray until each path is in a finished state. This saddens me but should have been done from the start. A blunder on my part, but alas that is the way it is.

3) This is a tough one to talk about... When I finished building each section of the intended gameplay path one at a time, I tested the platforming to make sure it was even possible. In the places where I have received the same complaint from everyone, I completed the platforming on the first try. I also did a full run through before uploading to the workshop and once again, did the very tight platforming first try. From initial testing via a friend I was told of these problem sections but brushed it off as I had easily completed those sections. It seems - I was wrong, however... I cant bear it in my heart to make these parts easier. In this moment, I think back to the first time I played 'Getting Over It'. If you have played that game, you may know the speech all to well from Bennett Foddy. I can't bring myself to make these sections easier. I have faith in you all to conquer these jumps.

Thank you all!

Update: 5 Feb @ 10:19am

Hotfix Impossible Path - 0.0.2

- fixed multiple cube blocks being at a 87 degree angle instead of a 90 degree angle, making them unclimbable
- made the New Game+ crystal look less bootleg
- added more checkpoints for an ascending part of the map
- made some of the barbed wire more visible
- thickend a platform that required a drop-down and pickaxe grab in the scaffolding bridge section, this is still known to be janky and will be looked at on how to make more consistent for desired platforming

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Thoughts - After watching people's initial playthroughs I noted some immediate fixes that I had to tackle. The first main thing was to add more checkpoints to the climb up to the exit of the level and fix the unclimbable walls. This should not affect the overall feel of the climb, if it does I will re-evaluate. I also wanted to make it more clear that the NG+ crystal gives you the grapple so i added some effects to it and made it disappear when grabbing it. This will still not be final but its what I can do for now while I work on other parts of the map for more extra side paths.

Update: 4 Feb @ 9:07am

Hotfix Grapple Addition - 0.0.1

- Added a temporary New Game+ crystal to return the default movement, dash, and more powerful grapple
(this will be made pretty once I do an art pass on the whole level)

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Thoughts - I worry that I have cooked too hard and made this level far too difficult, so I've added a temporary NG+ crystal for people to grab if they choose to do so. Let it be know I have tested and beat my level without it in about ~20 minutes. My estimate for a first time player of the level should be around 3 hours. If my mark is off then I may nerf the troubled sections.

Update: 3 Feb @ 9:53pm

Release Version - 0.0.0

- Not every path is completed, but the main intended route to the map exit is finalised.
- Will be updating eventually.

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Thoughts - I've created this map to truly test a persons skill with stamina optimization and mastery of my favourite ability in Lorn's Lure. The Tic-Tac! In the future I want to add easter eggs to the side paths and some extra bits of lore for people to find.