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Pajoonk

10
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2
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A member registered Jun 19, 2020

Recent community posts

Hey, Rubeki.

I'm excited to play Meganaut on itch.io.

I have one advice/request/idea.

I've noticed in your Embrio1 games, Danny's Song, and also in comments on Meganaut demo on Steam that you prefer very slow player movement.

It's a contrast to Lorne's Lure when player speed was just fine/acceptable.
I wonder if you could somehow increase the movement speed without sacrificing your ideas of how the game should feel, what pace it should have.
I understand it's not easy to balance player convenience with artistic goals. I just hope you'll somehow find the way.

I, myself, think that some boost mechanic would be a nice compromise. It gives an impression of limited, emergency use, even if in practice it could be as fast as simple sprint. 
 

Just finished the SANDBOX/BETA. In terms of mechanics it's the superior one.
I feel it's one step before Lorne's Lure in terms of basic game-play. Refined climbing, generous checkpoints. It's fascinating to retrace your steps toward excellence that is L'sL.

Can't wait to play more of your creations.
 

Wow, it's fascinating to see the comments that lead to honing of Lorne's Lure mechanics. 

More levels = Lorne's Lure - climbing/ descending gigastructures perfected.

Lorn's Lure is waiting for you then :-)

You had to destroy my mind-fiction about those pipes, huh?

Load bearing my ass.

;-)

After playing Embryo, and contemplating the way you changed and improved Lorn's Lure I want to especially emphasize one thing.

People are drawn to your games for many reasons. Some like the challenge some like the atmosphere or world you created. Or mix of those. 
Thank you for understanding this, listening to us, and making your games more accessible.

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I really appreciate you sharing your journey with us. 
Sadly I didn't have the grit to finish most of those prototypes.
But I played enough to understand the progress you've made.
That makes me admire the Lorn's Lure even more.
Thank you for ledge grabbing and generous checkpoint in that one. This, plus probably thousand mechanics and tweaks I didn't noticed or cant name, made you one of few developers...or only one...who made excellent first person platformer.
Not to mention impeccable atmosphere.

If there is any way you could implement quicksave/noclip/fly so less hardcore gamers could witness those iteration in full it would be excellent.
But like I've mentioned before I progressed enough to appreciate them and the way they paved to great full games.

PS. I very much like The Corridor graphics. I would like to elaborate why, but sadly I can't. I just feel they are good somehow :-)

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Thank you for this excellent game.
I loved getting lost in all those megastructures.
Sometimes I think I even went outside something that other games would considered boundaries of the level...but somehow you even modelled some crude geometry there ;-)

When I got stuck It was satisfying to figure out the way forward. More often than not by combining some new equipment/skills with old ones.

I very much appreciate bright and calm chapter after the dark and hectic one (I don't want to spoil, that's why I'm so vague). I love when games mix up tension and difficulty. Hardly any journey gets consistently harder and harder. It was excellent to have some respite "in game" as opposed to outside of it.

I must admit that last level broke me and I had to use Explore mode for it.
This version was challenging in its own way and helped me get to know last bit of gear better. Thanks to this knowledge I may try End in Normal mode sometime.
I know you are finished with this game, but if I may suggest some change it would be to introduce last piece of gear earlier. Then have some long exploration level to get fully acquainted with it. In a way you did that with Exploration version.

Thank you again. Now I'm eager to try your other games.

Beginning my second playthrough.

I can't stop thinking about atmosphere of the world you created. I also want to hear the music once more.