Posted on 05/05/2011 13:07
LumeDeveloper: State of Play
Release Date: 2 May 2011
With a set built entirely out of paper and cardboard, all filmed in glorious high definition, Lume is a game with a style unlike any other.
Power to your grandad’s house has failed. What’s more, he’s nowhere to be seen. Immerse yourself in Lume’s photoreal world, solve perplexing paper puzzles to help restore the power, and uncover a deeper mystery behind the blackout.
Buy now for Mac or PC
Direct 2 Drive 4.95GBP (8.13USD)
Steam - coming soon
Take a look at our Developer Blog here (more images, info and concept art)Additional information for those unfamiliar with Flash games and/or some Adventure games:
1. press the Esc key to switch to Windowed mode.
2. press Ctrl + F to return to Full Screen mode.
3. press Ctrl + Q to quit the game.
4. move your cursor to the top of the screen to reveal inventory items and the Save and Quit (exit to the Main Menu) buttons
5. be sure to Save before quitting the game or you'll lose all your progress and have to begin again, from your last Save Point. HOGs are the one's that do auto-saves, not most adventure games.
6. if you want your inventory box to stay open all the time, press the Esc key, click on View and then click on Show All. Press Ctrl + F to return to Full Screen. If you change your mind, repeat these instructions, except click on 100%.
The game is completely Flash based, so there's no installer, aside from whatever GamersGate or D2D (Steam, too, has some kind of game manager) require. And, it only takes up 25mb of space. Quick to download and very little room taken up on your hard drive.
This game is a mind blower (not for the faint of puzzle solving skills). The graphics are incredible, awesome music, wonderful gameplay with tons of fiendishly difficult puzzles to solve.
This is NOT a kid's game; it's anything, but...regardless how "cute" it may look. Your brain will get a HUGE workout playing this one. From figuring out what to do next, to figuring out what you need to find, what to do with it once you find it, how to solve deceivingly simple-looking puzzles (they ain't), to even finding the clues - they're all over the place, but figuring out that they ARE clues, and what you're supposed to do with them is part of the awesome challenge - this game will give your brain a real workout (like 2 mental marathons, back to back).
I think it's even better than Tiny Bang Story, which was kind of on the easy side, IMO. And, NO, it has no Hint, Skip or Help buttons. You and your brain are on your own (that's what I used to figure out the game controls and navigation keys, LOL). I think I've died and gone to heaven!
This game is absolutely awesome!
Posted on 04/29/2011 23:53
Since all original threads in this forum, dated prior to 27 April are locked, I've created a new one for this game for those that would like this information.
There is now a full walkthrough for the game at Gamezebo, along with some additional help in the User Tips section.
The Tiny Bang Story Walkthrough
The Tiny Bang Story User Tips and Cheats
Posted on 04/29/2011 23:45
Why are all game threads, dated prior to 27 April, locked?
Posted on 04/11/2011 07:42
Reply to b00kworm (04/11/2011 02:59)Well, I guess I should feel pretty stupid, just about now. Too bad the link wasn't in the the first post in this thread, since I never saw the other. No worries; I'll just delete it and find some other use for it so it's not a complete waste of time. Thanks for the heads up.
Just for clarification: The Virtual Cake Contest thread is connected to this thread in our Challenge section.
Even though it's a Virtual Cake Contest (meaning the judges don't get to actually taste the cakes), it is supposed to be a contest for real cakes baked by the pub members.
As great as your completely virtual cakes look, this is not how the contest is supposed to be going.
Posted on 04/10/2011 21:56
I think this is about title number 18 or 20 (lost track) and I wouldn't even play the demo, on a bet. Where the heck is the ASPCG (American Society for the Prevention of Cruelty to Gameplayers)? ROTFL
Anuman? They sucked the life out of Microids and did they purchase this dreck, or are they the creators? If they bought this lemon of a "developer," all I can do is laugh my keister off. If they're the actual perpetrator, then I have only one question (for myself): how fast do you think you can load that Smith and Wesson?
Posted on 04/10/2011 20:17
Reply to Purplerabbit (04/07/2011 03:13)I thought it was a shame it wasn't a real maze (more intricate) and the "go slow" mechanic over-used. However, that was before I "got it." I still think it could have been done better, but it made much more sense after I finished the game...as far as the reason they used that mechanic, throughout the game. I still didn't like it, but it wasn't a "deal breaker."
Well, I did get my e-mail feedback and files in on time because they sent me the code. So I look forward to playing through (after I finish Green Hills!).
I haven't given away the story as I don't know it yet!
Cake, what did you think of the maze?
Posted on 04/06/2011 13:53
I already sent my first impressions/observations/corrections on the initial game screens and dialogs, a few days ago. Then, I sent my second set of suggestions, after a single play through in Advanced mode, a little while ago.
I'm playing through a second time and will send my final grammar/spelling/image corrections in a day or two.
Hopefully they're not so far along that they can't implement our suggestions for better gameplay. It's still a good game, IMO, once they correct all the grammar/spelling errors, but the gameplay suggestions would go a long way toward making it a great game.
The graphics are outstanding, the music soundtrack fits with the theme, it has a very creative and well written (outside of simple grammar and spelling errors) story and well thought out hidden object scenes and puzzles that offer a decent challenge, for the most part.
Some of my suggestions included an interactive map, making most items inactive until needed, changing the sound effect in hidden object scenes, limiting the "shaking" penalty to only one or two minigames, etc. I made many more, detailed suggestions for various gameplay elements, but these were the most important, IMO.
I do want to offer a kudos to each and every one of you who've beta tested the full game, for NOT revealing the complete story. Only brief mentions of the title at BFG and Gamezebo, so no one's posting real info in those places (I certainly don't intend to). Revealing the full story will absolutely ruin it for everyone else, IMHO, so I want to say "atta boy," for not doing it.
I've worked with Maximize Games before and they are committed to making whatever changes people suggest, if they possibly can. Some may be too late to make, if the game is very close to publication (any that involve re-coding large chunks of the game).
But, you can be assured they'll take any and all suggestions to heart, especially for future games. They're awesome people and I enjoy working with them.
Overall, I really did like the game, even though it needs a lot of polishing and tweaks in the gameplay. Since it's still in beta, I don't think it's fair to heavily critique the game until after it's released. Many of the things we've found, that need to be fixed, will be, and a heavy critique wouldn't really be fair to the developer, at this point.