It's focused on having fun levels, fast and precise movement and plenty of double jumping.
Meet a variety of challenges as you battle your way through 6 Seasons of the hit TV show, Super Lumi Live!
"Welcome to the beautiful world of Very Real TV where Lumi Live performs incredible feats for your viewing pleasure in our hit TV show, Super Lumi Live! With his Mid-Air Height Increasing Propulsion Jump ability (dubbed by a random employee as the rather boring Double Jump), Lumi exhibits top class showmanship as he competes against ever increasing odds designed by yours truly."
While Lumi may not have many great talents, he does what he does better than anyone else and that's Double Jumping. Use your mastery of this simple yet powerful ability to dodge hazards, reach hidden areas and navigate the otherwise dangerous Arenas. With time target medals and hidden secrets, there's a lot more to do than just getting to the end of each Arena.
With over 60 Arenas spread across 6 Seasons, there will be plenty of interesting and different gameplay mechanics for you to test your skills against, from simple energy balls and spikes to the Inverse Portals that send you to an alternate dimension and Blast Cannons which propel you high and far. The PC version of the game will ship with fully featured Season and Arena editors to make and share your own devilishly challenging scenes.
The première of Super Lumi Live will be on your screens early 2017. It will debut for Windows with other platforms to be determined.
As you can see from the logo, the game has had some radical changes. Two of these changes are a new title and story. You now play as Lumi Live, the stuntman who performs incredible jumps in dangerous arenas for his hit TV show, Super Lumi Live.
I've completely changed the theme to something that both streamlined the level creation process as well as to something that better suits my art skills and my personal tastes. I originally choose a purely comic theme because most of the time platformers are cartoony so they can get away with being unrealistic. I did want that kind of look but I've bitten the bullet and have made great head way into redesigning the entire game into a more original, yet still comic, theme. Here's a comparison from a section on the first level:
The new theme not only allows for a more abstract art style which ties everything together much better, it builds upon the gameplay too by removing noise and stripping the graphics down to the bare minimum. The previously unkempt parallax backgrounds have been replaced by simple shapes which fill the void around the active parts of the level in a more cohesive style.
As always, please drop a comment letting me know what you think and thanks for reading,
The old level clear screen was overdue for a redesign and I've added replays back into the game.
A preview demo is out now! It contains 7 levels, time targets, a fully working world map, 2 types of collectables, 2 bonus levels and whole host of other...
A fully featured preview build has been released for anyone to download and check out!
You can Double JUMP has had a child if you can count a child as being a map screen that is. The shot above shows the map of the first world named Grassy...
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