EGX 2015 Impressions: Lumo

EGX-2015-lumo

Whilst at EGX 2015 I played a brand new game called Lumo. From developer Triple Eh?, Lumo was built by one man, Gareth Noyce, who has worked on many AAA games including Crackdown 2, Fable 2, Project Gotham Racing 3 and many more. ‘But what is Lumo?’ I hear you ask; well, it’s an isometric arcade adventure game that brings back so many childhood gaming memories.

I’m reminded of many 8-Bit classics from the ’80s and ’90s and yet Lumo looks delightfully new and current. With my hands-on time I played a large section of the game and quickly noticed it doesn’t give you help and guidance, no hand holding, just instinctual level design that teaches you its gameplay mechanics slowly.

You are a little wizard with a pointy hat, without a story or explanation you begin in a torch lit dungeon room, the flame flickers and dances on the stone wall. You find and learn new abilities as you go from room to room. Solving clever little puzzles and finding secret rooms with cassette tapes. For those of you unsure what that is I suggest looking it up.

In the second room I noticed a cute little yellow rubber duck floating in a suspicious looking liquid, I had to save it and so jumped in. My little wizard missed the duck and was instantly killed in the purple solution but I couldn’t give up and tried again. A couple attempts later and I realized there was a half second pause when the little wizard lands on the duck and had one more go; Just as the wizard touched the duck I jumped back to the stone floor, I did it, I saved that stupid little plastic duck.

Many rooms later my wizard gained the ability to jump higher and further than before, something which would have helped in the ‘Great Duck Rescue’ earlier but I couldn’t have just left the little yellow waterfowl behind, I’m not an animal for Pete’s sake. As I ventured further into the dungeon labyrinth I encountered many more puzzles and a few more abilities.

Lumo looks fantastic and blurs the perception of what many would consider to be ‘indie.’ Its isometric level design is something that adds to this title’s charm and is so very rare to see nowadays. Lumo not only evokes many wonderful gaming memories but also feels fresh and new, maybe that’s because games like this just don’t exist anymore.

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Second opinion – Raj:

Lumo was perhaps the most intriguing game on show at EGX. Whilst not showcasing any ground-breaking or unique game mechanics, there was a charm to the game which made it stick in the mind. There is no explanation behind Lumo, which ends up being the game’s core selling point. You simply have to explore with an element of trial and error; behind the simple veneer is a great deal of mystery. The puzzles are challenging, though the controls will need tightening slightly to prevent that characteristic of difficulty from veering into frustration.

Lumo is one that I’ll be keeping a very close eye on and eagerly await its release.

The official soundtrack for Lumo, produced by the ever chill Dopedemand, is now available for purchase on Bandcamp.

P.S. Watching Raj attempt a one particular pitfall over and over was very funny experience and a highlight of the show for me.

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