Lulu's Temple cover
Lulu's Temple screenshot
Genre: Adventure, Indie

Lulu's Temple

Final game update! - June 2024

Hey guys!
Since last post, after receiving more player feedback on the difficulty of the game, it became clear having 3 HP made the game too easy. When the game first came out, it made sense to have this amount, due to having way more unforgiving hidden traps spread around.
Overtime with new patches, balancing and iterations, the game eventually got too gentle where it became kinda boring.

Now with this new patch, you only have 1 HP to work with, which makes the game more intense, punishing and interesting.
From what I hear, the game seems to be nicely balanced now with just the right amount of difficulty and space between checkpoints, so I'm excited to hear what future players think of the current version!


There's also 3 new language options added:
Japanese, French and Spanish. :)


I think this will be the final update I do for this game, and to celebrate this wrap-up, I've updated the cover of the game with new art!

Made by my awesome colleague Christopher Eilertsen! You can find more of his stuff on his instagram:
https://www.instagram.com/artboychris


There is one more thing I'm excited to tell you about Lulu's Temple, but it's too soon to speak publicly about it. I'll make a new post when the time comes!


Now that I'm done with Lulu's Temple, after 2 years of post-updates here and there, It's time I shift my full attention to my current project Death In Abyss. It's by far my most ambitious project yet, which has been in the works for almost 2 years now also.

I'm really excited for this project. There will soon be a public demo available for you to play, which will go live 12th July this summer.

You may find more info on it here:
https://store.steampowered.com/app/2076520/Death_In_Abyss/

Thank you all for playing Lulu's Temple and providing your awesome feedback and support, until next time!


Cheers,
André

Join Discord: https://discord.gg/DEseUGr
Twitter: https://x.com/Agelvik
Support my work: https://www.patreon.com/agelvik

Next update discussion (Need feedback)

Hey guys,
I'm currently looking at the difficulty of the game, and I'm concerned it might be too easy atm.
I originally wanted it to be an intense experience, however with every new update I've done post release, I fear the game have strayed away from that concept.

How does the current version feel to play, do you feel like you're in danger, is it fun / interesting to play, thoughts in general?

On that note, I recently published a new beta build of the game. In this version, you only have one HP to work with, instead of three. So once you take damage, you're dead.

Would be awesome to have it tested, and see if it's an positive change or not.
The password to opt-in to beta branch is: whatthehellbeta

Cheers,
André

Minor Update - October 2023

Minor changes on level 1, mummies, key gates, teleport gates

Minor Update - July 2023

Hey peeps!
Been updating the game a little, here's a short list of what's been done:

  • Removed the swearing, didn't really fit the game.
  • Added a Fanart section in main menu.
  • Removed 3 achievements: The speed run - Find the capybara - Take no damage.
    The speed run and take-no-damage achievements were unnecessarily challenging, and finding the capybara necessitated potentially replaying the game multiple times due to the lack of a teleport option to previous stages.
  • Added 8 new achievements, one for each stage completion.
  • Enriched the experience by adding story elements between stage transitions, providing players with deeper insights into the secrets of the pyramid.


That's about it!
If you've got any fanart of the game, don't hesitate to join our Discord and share it. There's a high chance I'll feature it in-game. :)
https://discord.gg/DEseUGr

I've also recently launched a Patreon, in case any of you want to help make my projects more sustainable:
https://www.patreon.com/agelvik

Cheers, André

Heavy polishing update!

Hey all,
Lately I’ve been polishing the game and making some big changes. It’s been heavily revamped in order to create a more enjoyable experience and fun gun shooting experience.

Let’s start off with a new trailer!



So lol, what changed?!

Firstly, gameplay.
You can now shoot / throw torch in any direction. Before you could only throw it left or right, and shoot bullets in 5 fixed directions only. This is no longer the case.
The game also contained no sort of real upgrades in it. With this new update, I’ve added four new skills for you to obtain throughout your experience, presented in a cool skull chest.

Second, enemies.
They’ve all been re-adjusted and polished further. The most notable enemy receiving change is the hand enemy. People were confused on how it worked, where it failed to feel intuitive.
Since you couldn’t throw your torch upward, you needed to use the hand enemy to light up certain torches in order to make progress. Was a cool idea, but not good executed.
Now that you can shoot / throw in any direction, this mechanic is obsolete.

The hand enemy acts more like a tougher foe now where it chases you on sight. However, if you decide to throw your torch at it, it will grab it, play with it and ultimately become more vulnerable for your attacks.

With radial shooting in mind, this also meant the boss fight needed a re-work too for the better

Also, there’s two new enemies added! The game was lacking enemies that did projectile shooting, so there’s two new idiots that'll contribute to that now.

Thirdly, level design.
Those idiot falling spike things are gone, I believe they caused more harm than good. People seemed to get quite annoyed by them where it broke the flow of the game. Me among others got quite the Spelunky vibes from the release version, which wasn’t really intended. I don’t even like Spelunky, so idk how that even happened lol.


Other than that, I did some further polishing on all levels. Not sure how to exactly specify what I did, but in general, most / all levels have been adjusted to create a more fun experience.

Fourthly, artwork.
The art was quite bareboned on release, and has been heavily polished in this update. It’s been upgraded like crazy where you can find yourselves in three different biomes instead of one background stuff and cool eye-candy in general. There’s also some new badass gore splatter on walls when you kill enemies lol. The game should feel much more vibrant and alive now.

Fifth, performance.
It’s a pixel 2D game, but still, I did some goofy stuff where it got way more heavy than needed. I had to completely re-do my pixelart prcoessing approach cus it sucked that much on performance. I’ll have to do the same thing with Gun Devil when I get back to working on it, cus it uses the same system.
The enemies also needed some sort of activate/deactivate system when they were off-screen, many continued to do stuff even when the player was far away.

For existing players, if you decide to give the game another try, it might be a good idea to restore default settings for your keybindings. If I remember correctly, I had some weird issues with radial aim after overwriting my old save files. From the players that tested this update, I didn't hear anything of it, but just saying just in case.

That’s about it! There’s lots of minor details too, which would be too minor to mention, but yah lol. I’ll keep it simple by mentioning the big ones.
BTW, there’s a capybara in the temple now for some reason, what the?!

Thanks for reading, bye, enjoy!
-André