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A Game about Luke Daimont
aquatorrent- 07/14/2023 01:49 PM
- 309 views
This is a review of the file which is downloaded on July 14, 2023.
My playtime: 00:19:04 (last save before the final boss)
Intro
Luke Daimont: Absolute Mayhem is a mix of action and turn-based game. Set in a world where an evil genius is trying to wreak havoc with his mutant army, it's time for the great Luke Daimont to save the world.
Graphics
The game mostly uses default RTP assets. I like that each character has their own portrait - it makes all characters look important, even the small fry. However, some areas like the inn and the city look empty, which I believe looked that way due to the sidescroller view.
Story
As expected of a game that lasts for less than 30 minutes, there isn't much to the story. It focuses more on the gameplay while still giving some plot in between. Surprisingly, the dialogue is great - I liked the humor that was put in it, and the plot itself doesn't feel too confusing to read.
The Game
Gameplay
The gameplay in Luke Daimont: Absolute Mayhem is divided into two sections: story and combat. While the story section is more straightforward, the combat is more complex. It is played in a sidescroller view where you need to reach the goal within the time limit while taking care of the enemies on the map. You are not required to beat all of them, although they might prove to be a hassle since touching them will initiate the turn-based mode.
All enemies die in one hit in the turn-based mode, but they hit fast and hard. You have two types of attacks: snipe and full-auto. Snipe targets one enemy with high accuracy, while full-auto targets multiple times and has lower accuracy. The damage that you take will rely on luck, and if you are unlucky, you will die. Luckily, the game is very forgiving in this regard. You will spawn right from where you left off at the cost of 500 points - the in-game currency that will be obtained after you either defeat the enemy in the turn-based mode or clear the levels.
What I like about the gameplay is how you can choose to kill the enemy. You are armed with a gun that can shoot the enemy, eliminating the need to battle them in the turn-based mode. However, it takes time to beat them all this way - there are a lot of enemies, and targeting them, especially the flying ones, can be hard to do. I missed several times when I did that from a safe distance. That being said, it still doesn't stop me from killing all enemies this way. It's way too hard to resist.
The instructions need some work, though. It took me a while to figure out how to jump between the platforms correctly, even after reading the instructions. Note that you need to do a lot of jumping to reach the goal at every level, so it can be problematic if you couldn't figure it out. The motorcycle riding minigame also wasn't clear enough for me. Since it lasts for minutes, I thought that I had to kill all enemies within the time limit before I could continue, especially since some of the obstacles look repeated. Also, the game seems to not running smoothly when this minigame happens.
Length and Difficulty
I finished the game in less than 30 minutes. The game isn't difficult to beat - there are 5 levels in total and 2 bosses. Although you'll die several times, you can pick up from where you left off and keep on trying whenever you die. The only issue I got was when I had to beat the first boss. That one was harder than the final boss and take too long to finish.
Pros:
- Jokes
- Simple gameplay
Cons:
- It can take a while to learn how to play
Final Rating: 4/5
I enjoyed the jokes and the music that is played in each level makes me pumped up. It's the perfect choice for that segment. The first boss fight and the motorcycle minigame need some work, though. Those two are the least of my favorites.
My playtime: 00:19:04 (last save before the final boss)
Intro
Luke Daimont: Absolute Mayhem is a mix of action and turn-based game. Set in a world where an evil genius is trying to wreak havoc with his mutant army, it's time for the great Luke Daimont to save the world.
Graphics
The game mostly uses default RTP assets. I like that each character has their own portrait - it makes all characters look important, even the small fry. However, some areas like the inn and the city look empty, which I believe looked that way due to the sidescroller view.
Story
As expected of a game that lasts for less than 30 minutes, there isn't much to the story. It focuses more on the gameplay while still giving some plot in between. Surprisingly, the dialogue is great - I liked the humor that was put in it, and the plot itself doesn't feel too confusing to read.
The Game
Gameplay
The gameplay in Luke Daimont: Absolute Mayhem is divided into two sections: story and combat. While the story section is more straightforward, the combat is more complex. It is played in a sidescroller view where you need to reach the goal within the time limit while taking care of the enemies on the map. You are not required to beat all of them, although they might prove to be a hassle since touching them will initiate the turn-based mode.
All enemies die in one hit in the turn-based mode, but they hit fast and hard. You have two types of attacks: snipe and full-auto. Snipe targets one enemy with high accuracy, while full-auto targets multiple times and has lower accuracy. The damage that you take will rely on luck, and if you are unlucky, you will die. Luckily, the game is very forgiving in this regard. You will spawn right from where you left off at the cost of 500 points - the in-game currency that will be obtained after you either defeat the enemy in the turn-based mode or clear the levels.

What I like about the gameplay is how you can choose to kill the enemy. You are armed with a gun that can shoot the enemy, eliminating the need to battle them in the turn-based mode. However, it takes time to beat them all this way - there are a lot of enemies, and targeting them, especially the flying ones, can be hard to do. I missed several times when I did that from a safe distance. That being said, it still doesn't stop me from killing all enemies this way. It's way too hard to resist.
The instructions need some work, though. It took me a while to figure out how to jump between the platforms correctly, even after reading the instructions. Note that you need to do a lot of jumping to reach the goal at every level, so it can be problematic if you couldn't figure it out. The motorcycle riding minigame also wasn't clear enough for me. Since it lasts for minutes, I thought that I had to kill all enemies within the time limit before I could continue, especially since some of the obstacles look repeated. Also, the game seems to not running smoothly when this minigame happens.

Length and Difficulty
I finished the game in less than 30 minutes. The game isn't difficult to beat - there are 5 levels in total and 2 bosses. Although you'll die several times, you can pick up from where you left off and keep on trying whenever you die. The only issue I got was when I had to beat the first boss. That one was harder than the final boss and take too long to finish.
Pros:
- Jokes
- Simple gameplay
Cons:
- It can take a while to learn how to play
Final Rating: 4/5
I enjoyed the jokes and the music that is played in each level makes me pumped up. It's the perfect choice for that segment. The first boss fight and the motorcycle minigame need some work, though. Those two are the least of my favorites.

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Hello, thanks for reviewing the game!
I know that I should have probably removed the variable jump length. It was an early feature that ended up being obsolete. I just play this game either by holding Shift all the time or just turning Always Dash on.
Still, I did add the signpost at the very start of the tutorial level the player can read that tells you about the jumping mechanics as well as the cliff right after it where you need a long jump. This was so that the player learns about this feature early and it doesn't cause problems later in the game where running jumps are required. I realize that it's not an ideal solution.
Shooting enemies on the map with Luke's gun instead of defeating them in turn-based battles also gives score, 100 in fact. Ideally, you avoid turn-based battles entirely. Opening the supply crates gives 100 Score and recovers 10 HP.
The motorcycle minigame wasn't implemented very well, I agree.
The clown boss takes 30 hits from the gun in the first phase or maybe more, I don't remember.
One thing that might not be particularly clear during that boss fight is that the explosions only damage Luke if he's in their blast radius and on the ground. You are supposed to jump in the air before the plasma orbs hit the ground and explode or just move out of the way if you can.
The boss's HP also doesn't reset in the first phase, so even if you lose all HP you just continue where you left off.
Yeah, that one RTP music track along with the RTP Sci-fi Enemies was what inspired me to make this game in the first place. It does definitely fit the vibe I was going for, glad you've enjoyed the story and dialogue as well! And thanks for the review!
I know that I should have probably removed the variable jump length. It was an early feature that ended up being obsolete. I just play this game either by holding Shift all the time or just turning Always Dash on.
Still, I did add the signpost at the very start of the tutorial level the player can read that tells you about the jumping mechanics as well as the cliff right after it where you need a long jump. This was so that the player learns about this feature early and it doesn't cause problems later in the game where running jumps are required. I realize that it's not an ideal solution.
Shooting enemies on the map with Luke's gun instead of defeating them in turn-based battles also gives score, 100 in fact. Ideally, you avoid turn-based battles entirely. Opening the supply crates gives 100 Score and recovers 10 HP.
The motorcycle minigame wasn't implemented very well, I agree.
The clown boss takes 30 hits from the gun in the first phase or maybe more, I don't remember.
One thing that might not be particularly clear during that boss fight is that the explosions only damage Luke if he's in their blast radius and on the ground. You are supposed to jump in the air before the plasma orbs hit the ground and explode or just move out of the way if you can.
The boss's HP also doesn't reset in the first phase, so even if you lose all HP you just continue where you left off.
Yeah, that one RTP music track along with the RTP Sci-fi Enemies was what inspired me to make this game in the first place. It does definitely fit the vibe I was going for, glad you've enjoyed the story and dialogue as well! And thanks for the review!
hello!
i think i played the game with always dash on. i always look for that feature the first time whenever i played rpg maker games.
actually, i read the signpost, but i was still confused. i think you need to make the first few jumps more like tutorial so that players can learn by doing.
ah, i see. i didn't notice the importance of the score except for respawning (and probably buying items), and you'll have more points than you need for respawning purposes so i don't really notice it.
well, 30 hits for the clown boss seems too much, even if the boss' hp doesn't reset. you can only do 1-2 hits after they are doing their attack after all. also, yeah, the explosions wasn't that clear enough. i don't think i jumped at all - i either run to the safe direction or just "tank" the damage.
also, you're welcome! thanks for making the game too.
i think i played the game with always dash on. i always look for that feature the first time whenever i played rpg maker games.
actually, i read the signpost, but i was still confused. i think you need to make the first few jumps more like tutorial so that players can learn by doing.
ah, i see. i didn't notice the importance of the score except for respawning (and probably buying items), and you'll have more points than you need for respawning purposes so i don't really notice it.
well, 30 hits for the clown boss seems too much, even if the boss' hp doesn't reset. you can only do 1-2 hits after they are doing their attack after all. also, yeah, the explosions wasn't that clear enough. i don't think i jumped at all - i either run to the safe direction or just "tank" the damage.
also, you're welcome! thanks for making the game too.
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