
Make your way through an abandoned city powered solely by the combustion of lobsters. Bring the dead machinery one last breath of life before their steel forms lay cold forever. As you do, see the memories of the last man in the city, & how familiar that might feel, however foreign the setting.
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About
Lobsterpunk is a puzzle-walking simulator where you make your way through an abandoned city powered solely by the combustion of lobsters. Bring the dead machinery one last breath of life before their steel forms lay cold forever. As you do, see the memories of the last man in the city, the ones he loved, the ones he lost, & the mistakes he made to get to where he is.
Complete lockpicking puzzles to traverse this dead city, explore any house you desire, find the story of those who once lived here through what they left behind & how familiar that might feel, however foreign the setting.
Lockpicking Systems:
Lockpicking uses W,A,S,D to turn parts of a specialized lockpicking tool to find the sweet spot in a lock!
Volt Wave uses W,A,S,D toto turn parts of a specialized lockpicking tool to find a moving sweet spot on a panel!
Gearbox uses W,A,S,D to turn parts of a specialized lockpicking tool to find the sweet spot in a set of 3 layered gears!
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Reviews
Short for the price, but I also think the price reflects the love and effort poured into it. A sweet, sad story set at the end of the world in a strange, dreamlike place.
This is a VERY short game, and i liked it. Don't skip the credits, I think they're pretty funny. (Please release a soundtrack for this game)
Lober
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Amazing game for how short it is and with the fact that is was made by one guy. If you like emotional story based games then this is for you! It's interesting, weird, emotional, and makes me want to know so much more about this universe. Congratulations to the dev for such a good first game!
An amazing analogy for grief. A game about a man in a dying world, haunted by the actions of his past. Well i'd say our world is dying. And i know im haunted by many things ive done. LobsterPunk is a unique gem amongst the "INDIE GAME IS AN ALLAGORY FOR SOMETHING WAY BIGGER WOAHHH" wave we've seen in recent years. And all biases aside (i know the dev, and the publisher, and the rest of said publishers devs lol) LobsterPunk connected to me in a time where i feel more alone than i have in quiet awhile. Dont read books by their cover. Its best to sit down for the hour, and take this story and world in, cover to cover, on your own. Build a connection with the games you play. Now this game really truly shines in its atmosphere, Its unnerving and makes you feel small. (Very simmilar vibes to Babbdi great game too!) Its unnerving and uncomfortable. With a soundtrack that keeps you there in the world. (Genuinley what a ♥♥♥♥♥♥♥ soundtrack im actually amazed!) Now i need a beer.
How the freaking freakerton do i do the pipe puzzle. Theres no tutorials and its really dark
8/10 -"well made but can use more Sause when it comes to dialogue" I do agree with others the games a little short for the price, but knowing that it was the first game that the creator developed with very little knowledge of how to make a game in the first place and from my knowledge the same can be said with the storytelling and building of the game, He did make something very interesting to play and world building to look into. - The Art style was Amazing and very pleasing to they eyes and the colors were also very nice to look at if not a little muddy at some places where it could be helped if another color was introduced (Purple/Blue or Green as they already show up a bit on are friends) to help brake things up a bit, or even more values of red could have helped. - The Story was very somber and was easy enough to to understand on a first playthrough with more clarity coming from the second playthrough. The characters where fine enough with the bits of the personality that we did see through the players eyes. The Main character was well written enough to It was fun to dissect their mind and think about how they ended up like this - The Game Play was quite fun as I am not the best when it comes to puzzle games and often need my hand held through a lot of them, but the ones that we got through where not hard for me to understand. The puzzles where nice that it still made me think but not wanting me to blow my brains out. - The Music of the game was phenomenal as I always took a second to just listen to the soundtrack for a bit before moving on to the next area/puzzle and the music definitely fit the vibe of each location and over all was good all throughout the game. Over all The game is quite good 40ish minute game if you to play normal through point A to point B. On ways for the creator to improve would be storytelling when it comes to events and dialogue as they can come off a little stiff and more like a second draft at time then the finished one they could be. I would recommend that they look into media they like with a notebook or pad and write dialogue that they like to dissect it and see what makes them work as his actual story telling good and just needs to work on putting the ideas in his head onto the actual paper better.
♥♥♥♥ yes, I'm a day 1. Anyway, very cool, short little game. I wish it was a little longer, but considering its a first time dev that did a lot of the work himself, that's understandable. Either way, I also like the idea of lobsters being used as fuel. Its silly, and the way its presented visually is very interesting. Nice little 40-ish minute game :)
It's probably a 45 minute experience if you figure out the puzzles quickly and don't try to explore places you can't get into. That's a bit high on the price scale for what we get, but I'm not upset about the price. The game is a walking simulator with a melancholic, depressive setting. The music is somehow a mixture of being both upbeat and depressing. Like the music is depressed but trying to come off as happy. The story is kind of vague, and while I typically don't like it when the story ends without explaining itself... I didn't mind it too much here. I think there's probably no right way to interpret the ending. While the experiences will probably be the same for everyone, how it makes you feel will probably differ. The level design is linear with puzzles. The puzzles are mostly how to twist and turn a key the proper way, yet that is easily the coolest mechanic in the game. It's probably the thing that impressed me the most. Other puzzles are pipe fitting, and lining things up. Simple stuff that isn't hard to figure out. The linearity of the world does mean you won't necessarily find answers to everything. Or any, perhaps. While there are some places you can visit to get a very small tidbit of information about the world, they do not really tie it into a full picture. There are some tough subjects that come up, though their acknowledgement feels disconnected. Understandable, and at least the game doesn't make light of the situation. Of note, the store page says "enter any house you desire," and in my experience this was not true at all. Not a huge deal, but important all the same.
I don't think I can give an honest opinion on this game due to the fact I have pretty much known most of this story since this game's conception, but what I can say is that this game is made with an immeasurable amount of love, and the person who made it is super cool and not 12 apricots possessed by demons trying to kill the president of Venezuela
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