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Sacred Reviews: Luke Daimont - Absolute Mayhem

Intro

"Luke Daimont: Absolute Mayhem" is an action/platformer game that was developed using RPG Maker MZ for the Trials of MZ event. An event that celebrated the release of RPG Maker MZ and tasked developers with creating a game over the course of a week using either RPG Maker MZ or it's trial version for those that didn't want to spend the big bucks on a new engine. And since this was meant to test the default aspects of the engine the developers were required to go old school in certain areas which means this game is going to feel a bit underwhelming in certain areas if you've played a bunch of freely available RPG Maker MZ games.

Story
Summary

You play as a Luke Daimont, a cheesy super soldier, whose corny one liners are the stuff of legend, but I suppose those lines are only fair. After all, this game's plot is based on classic B-movies. So it really doesn't come as a surprise that we've been tasked to hunt down a mad scientist named Dr. Pskyo's whose trying to take over the world using an army of robots, mutants, super soldiers, and creatures that sound like something you'd run across while playing "Impossible Creatures".



Strengths/Weaknesses

On the plus side this game has all the cheese you could ever want when it comes to a game like this.



On the other hand it means the character's are so trapped within the usual tropes that come with this type of movie that it's hard to get particularly interested in the main character. After all, he's got about as much depth as a shallow puddle after a day of sunshine.

Gameplay

Sadly it was this aspect of the game that would make me rage quit. While I've played objectively worse games over the years. At least those games didn't suffer from controls that made it feel like I was trying to stretch my thumb and pinky finger as far apart as humanely possible. In other words I find the control layout in this game physically uncomfortable. So much so that it just makes the janky nature of the platforming in this game utterly unbearable.

Graphics and Sound

Due to the nature of this event the developers were restricted to only using the RTP and edits made to the RTP. As such this game looks and sound like just about every other freely available game that was made with RPG Maker MZ.

Conclusion

On the plus side this game can be fun if you look past the controls. Unfortunately it's the controls in this game that get me upset since trying to play this game feels like I'm trying to stretch my pink finger and thumb as far away from each other as possible. Though seeing as how I didn't finish this game I'll pass on giving this game a review.

Posts

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Hello, thanks for playing the game and for your review!

Since we weren't allowed to use plugins in the event this game was made for, I had to make do with the default RPG Maker controls and what buttons the event commands allow you to map. Hence why the controls are as they are. The difficulties with the controls might possibly partly stem from your keyboard layout though? No one else so far mentioned the controls to be a huge problem and I never experienced it myself. Also, End of Winter which you reviewed previously used basically the same control scheme as this game, yet you didn't mention any problems with the controls there? Don't get me wrong, I do believe you that you had difficulties and that the control scheme isn't ideal (due to event restrictions), I just want to understand the problem so that I can possibly avoid it in the future.

That said, if you truly do find difficulties with the control scheme, you can turn Always Dash on and ignore Shift completely (it will reverse the normal controls, making holding shift shorten your jumps instead of lenghten them). Platforming likewise deliberately isn't hard at all, it's more like Contra than Mario (as much as it can be). In order to clear a gap, you just have to walk over to the edge and press Jump (sometimes while holding shift for a longer jump).

Did you end the game after reaching the Clown boss? Other than running away, the damage from the exploding orbs can be avoided by jumping in the air, you only lose HP if you are on the ground when it falls down. Also, you can't actually get a true game over in this game. So his HP actually stays the same even after you lose all HP and get back up with a one liner. You only lose score. It takes about 30 hits to defeat the Clown.

As for the game looking like every other RPG Maker MZ game... I don't quite agree on that part of the review. Yes, it uses only RTP with small edits due to the nature of the event it was made, but I think that it does visually stand out in a way despite that. Mainly due to the sidescrolling perspective. It works to its detriment sometimes, since the RTP wasn't really intended to be used that way, but still, I think it's enough to somewhat differentiate it from most of the other games using MZ RTP.

Anyway, thanks again for your feedback and I'll keep it in mind for future games I make!
I didn't complain about the controls in that game since I never bothered with using the shift key in that game beyond the tutorial section. As such, I didn't have my pinky finger positioned in a way that felt uncomfortable.
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