Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Syntax Garden Studio

9
Posts
14
Following
A member registered Aug 08, 2020 · View creator page →

Creator of

Recent community posts

Oh man, "Moonbase Alpha provides a realistic simulation of life on a natural satellite" is an absolutely classic YouTube video. I was SURE you'd named it that in this game as a reference.

John Madden John Madden John Madden uuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh

Playing this game after the Lorn's Lure demo (and before full game release) is a trip because I can see, very very clearly, where the devs have improved in building this kind of game.

In regards to Due, the mouse sensitivity is absolutely wretched and cannot be changed at all, it's not clear what you can and cannot climb on, falling deaths come from hitting killzones but the zones are placed in weird places where they shouldn't if you could just climb everything so sometimes you just die from hitting nothing, or you wait a full 15 seconds to hit the ground below, and it's over way too quickly.

I can't recommend playing this game now that Lorn's Lure has a demo, but if the jump in quality between LL's demo and full release is like the jump in quality from Due to LL's demo, then the full release will be absolutely mind blowing.

I cannot tell you how brutally excited I am for Lorn's Lure.

LOVED the atmosphere for the game. I would love to see a bigger game set in a similar setting from the dev team. Maybe an action or stealth game with more of the same pillar making mechanics.

BTW, where'd you get the music? Was it from a royality free library or was it composed for the game? Because either way I really want to listen to it outside of the game.

(1 edit)

The music is an absolute bop, the artstyle is really cool, and it's pretty fun to shoot stuff and watch my turret grow. I just found myself getting a bit bored and annoyed as the game continued for a few reasons:

  • The distinction between friendly objects and damaging objects isn't very clear because they're usually just circles of similar colour. I'd personally make the enemy projectiles spiky.
  • The game's difficulty growth is sooooooo slow. Wave 7 felt basically the same as wave 17. I think it should get harder faster.
  • I think the different weapons you pick up and store should be able to be mixed. Like a rocket that then takes on a piercing quality or something. What Im describing is probably a huge balancing issue, but I really feel like stored items should affect the item being used.
  • There needs to be more types of enemies with types of behaviours. Obviously you guys are probably working on that, but I would like to do more things for wave after wave and to have more variation between them.

Despite those complaints, the game is good fun as is, and I see great potential for the future as well. Keep up the good work.

It's one of the cutting edge features of the game that makes it truly unique.

(1 edit)

The mouse sensitivity is so slow with no way of improving it why is there no sensitivity slider anywhere. Seriously why is it so low, my aiming is intolerably slow.

The combat I foudn consisted for walking up to an enemy and slashing them and then walking backwards to avoid them, which is weirdly stiff.

Also, my hitbox for collecting items is small that it's super eay to just miss collecting them and I'm not sure why the character was coded this way.

I can see the effort here. The knife mechanics are really cool, the music is a pure bop, and the art is like PS1 minecraft and I like it. But it felt horrendous to control and I didn't see much enjoyment in the core gameplay (despite how fun it was to spiderman across the ceiling), so I DNF'd. Sorry devs

But seriously, huge potential here.

(3 edits)

Yay, I saved the human race.

The mechanics of how the ship moves are definitly hard to get used to but once you understand it you're met with the other challenge of actually executing the docking. So damn hard and yet, quite satisfying when you actually begin pulling it off. It feels great not only when you dock but also when you think you're about to crash but your mastery of video games saves you and the ship.

Of course I had to pay for this. I must see more games built with similarly unique gameplay mechanics. Or at the very least more 8-bit variations on amazing pieces of music. Pretty please?