
A pixel-art sci-fi adventure set in the midst of a rebellion against a totalitarian regime, LUNARK is a modern take on the 2D cinematic platformer genre of the '90s. Run, jump, hang, climb, roll, and shoot your way through gorgeous and mysterious locations!
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain
Engagement
Hours played at review time, across 43 reviews with recorded playtime.
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
TLDR: Fantastic game everywhere except for one thing. Unfortunately, that one thing is a big thing: check/save points. I actually played the original games Out of this World (Another World) and Flashback. I think I only completed the first one but those games were different than anything out at the time. Fast forward to now, we have LUNARK. A clear homage to those classics, unfortunately in more ways than it should have been. When those original games came out, the gaming market was not like it is today, There weren't 1000 new games per month. At that time, people wanted more for their money but systems were limited in what they could do. So to allow players to feel like they were getting their money's worth, games were made hard so players would keep trying, and trying (looking at you Shadow of the Beast). In today's gaming, that gimmick doesn't work everywhere. Sure, there are Souls-Like games where fighting a boss it a challenge. However, imaging after losing to a boss, you have to start back 30 minutes ago of gaming just to try again? That is LUNARK. LUNARK has two different check/save points. There are ones where you start when you open the game. These are are very distant and typically there are only two: Beginning of the level and then the Middle of the level. In between those, there are some "in-game" checkpoints. If you die can retry inside the game, you go to one of these in between the the larger checkpoints. This isn't too bad, but it will requires a lot of travel to get back again to where your character died. Feelin frustrated and want to take a break? Well, you risk starting the level all over again if you exit the game. This is so unnecessary in today's gaming. In it's current state, I just cannot recommend it. If the developers at some point decide to update the checkpoint system with something more modern or at least give the option to the players for a "classic" or "modern" experience, this would then be an easy recommendation. Currently, I can only say pass this one over has disappointed as I'm in doing so.
At first glance, LUNARK appeared promising as a modern cinematic platformer. However, as I progressed through each stage, the experience increasingly felt like a derivative work heavily modeled on classics such as Another World and Flashback. The game borrows extensively from those titles, including character animations, enemy designs, environmental interactions (such as the foot scanner for opening doors), ally movements through vents, prison escape sequences, and vehicle sections. These elements are presented with minimal innovation, creating an impression of direct imitation rather than inspired homage. While the game is offered at a discounted price of $4.99, I cannot recommend it and refunded it myself. The lack of originality undermines its value, and I will not support titles that (in my opinion) directly imitates established classic works of art.
Early level 3: "Hey, you can't make some long jumps, try climbing down and back up!" Player: "Thanks I've learned that now." Late level 3: "F-you buddy, you were tricked by actually following what I taught you? Now the only way to get all those shiny items I taunted you with is to REPLAY THE ENTIRE LEVEL!" Also: "Oh and if you didn't have a chance to explore, we aren't letting you go back unless you make a whole new save file. Sucks to be you!' Thanks game. Thanks. For proving that you deserve a downvote and for me to uninstall immediately so I don't have to put up with disrespecting the player.
Lunark is nothing more or less than the perfect resurrection of the cinematic platformer; it is Flashback for the 21st century. Short and oh-so-very sweet.
best tutorial I've seen in my life. very strong vibes of prince persia in movement and flashback in visuals. looks amazing, plays amazing, quite complex gameplay even if slow-ish but for some stupid reason you can't save mid level.
A singular gem. It's inspired by flashback and those games but - I think it plays better, feels more coherent, and has more tight controls. The soundtrack is truly great and the setting and characters are nicely fleshed out. The fact that it's largely a 1-man team effort is remarkable and shows that the self-imposed very pixellated look was a great move to make it manageable.
플래시백 느낌 좋군요. 다만 도트가 튀어도 너무 튀는군요. 16비트 게임기 정도는 되었으면 좋았을텐데. 여튼 재미는 있네요^^ 그래서 한글 패치를 제작해 보았습니다. https://blog.naver.com/mirahusb/224236626665
If you enjoyed Another World you should like this one also.
Reasonably fun, short game, would recommend at a low price. As other reviewers say, it's a bit like Another World / Flashback, or perhaps actually more like the original Prince of Persia (1989), but in all cases more attuned to modern sensibilities, i.e. it's relatively easy. Story is fine. One weird thing that I could see people being critical of is, when you die you go back a couple of screens to a waypoint, but when you exit, it says all progress since the start of the level will be lost - levels are significantly further apart than waypoints. I don't know if it's true, because I always just exited after reaching a new level, but if it *is* true then that seems like an ugly decision, and if it's not true, it would be nice if it wasn't misleading about this. Also on the topic of level thresholds, it's a bit unpleasant that going between levels is a one-way operation and there's no indication that an exit is one of those transitions - sometimes you have a choice of two ways to go, one of which presumably leads to a collectible, the other to the end of level, and if you get unlucky you just lost all chance of getting that collectible short of starting again. Maybe I'm wrong about that and I missed collectibles earlier and they're not near level-exits at all, but still, I probably could have gone back and fully explored if I was warned about level transitions. Overall though this didn't detract from the experience - I got enough collectibles to have plenty of health and almost exclusively died to falling too far.
Механика игры напоминает Flashback 1993
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