Embark on a quest to become a complete lich, using alchemy to transmute different spells all while switching between realms in this roguelike.

There is currently 1 level with 2 enemies and a boss,

Most of the art has been done by my best friend, who you should definitely check out:

https://www.instagram.com/hamz_aksas?igsh=YTc3MXI0bzN6bWYw

Sorry, there are no sounds. Use your imagination

Updated 29 days ago
StatusReleased
PlatformsHTML5
Rating
Rated 5.0 out of 5 stars
(2 total ratings)
AuthorTapardy
GenreAdventure, Action, Platformer, Role Playing
Made withGodot
Tags2D, Godot, Magic, Pixel Art, Roguelike, Shadows, Singleplayer

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Concept art
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Hamza Instagram
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Lore
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Comments

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Nice work! I don't really have much to add that hasn't already been said. The art is really nice and the idea has tons of potential. I too am in the camp of people who accidentally deleted skills before realizing how to actually equip them. It might be worth adding an "are you sure you want to delete" window that pops up or something. Otherwise, I really like the direction you are taking this

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Well made, gorgeous art and good mechanics overall, well thought out! I had some trouble equipping spells, I think I accidently deleted the first two spells and it was very easy to die in the beginning. I really like the realms mechanics and the enemies

Well done! You should be proud, looking forward to when you add sound effects and music! 

Fun game here! I really like the concept, maybe becoming a lich has a detrimental effect as you progress through the game maybe? Like as you become more undead the game gets harder a bit even as you become more powerful, I like the exploration, I don't love the delay on the attack, maybe that's to discourage you from using it? My biggest issue was the mushroom surprising you, you can't tell it's an enemy until you run into it and get damaged, I think it should always be puffing so you know to avoid it. Good work!

Ohh I really lke the suggestion of the mushrooms.
They are actually the snails
It is indeed super hard to know where they are, as the only indication is that the ones which spew poison, are slightly higher than the ones that do not.
The idea of them always puffing, without producing the poison, sounds really good!

The idea of the game becoming harder the more you become a lich could maybe be expanded upon when this game is picked up again and turned into a metroidvania.

May I ask what delay on the attack you are talking about?
Is it the spells? If so, the spells had an issue where you could cast it twice with the second cast being completely free, even though on line 45 was the casting, and 33 was the one that SHOULD stop such a thing from happening, hence a short cooldown.

Hi, the melee attack has a few frames of delay, it may just be the animation, you do have to get a little too close for comfort, that might just be the trade off though, so that's fair.

Just double checked the attack and you're kinda right

The attack stops at  0.58, but the animation is a bit different.
It goes back to idle stance after an attack, and this part of the animation happens around 0.52-0.55. The cooldown being 0.59
This indeed leads to a couple frames where it feels like the attack has a cooldown. This was an oversight.

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Your game take inspiration from hollow knight, blasphemous and I suppose bloodborne for his aesthetics. It is good pixel art, even thought there isn't much finished asset I can see the work on the drawings.

Now the game also introduce combat and platforming:

- I don't know why I get so bad performances of this game, let's say I play on a old pc and optimization is not a priority for a game jam, I understand

- I really need my imagination to see how combat could feel good, but in this build the hitbox of my sword appear first frame when I hit the button, so it don't match the animation. Also enemies don't really have indication for their pattern, resulting in weird combat when no sprites touch each others with their weapon but still damage themselves.

- punishing platforming with barely visible mushroom hidden everywhere.

All of the above can be fixed, it's not inherently there because of design flaws. 

Except for the dash and your healing system that feels complete and working, I felt you wanted to put too much into the game, resulting in a lot of barely functional mechanics scrapped together.

Still, I like your art, your ideas, there is potential there

Performance wise, most of it is negated with hardware acceleration, according to the playtesters.
Then again, they didn't have a bad pc, nor do I have one that I can test the game on. I should probably invest in a cheap laptop for that.


There are still some things which will unfortunately freeze the game for a little bit, but I was unable to fix this without putting focus on gameplay itself.

I get what you mean about the attack. The issue is the opposite. It tracks the animation perfectly, which causes it to appear before the big flash, making it seem like its frame 1.
Good feedback, in the future I will make it more apparent by starting hitboxes and such later.

This is the first complaint about sprites not touching, but still damaging.
Is this purely on the boss fight, or in enemies as well?
The boss is 10-15 pixels too high, which is a known issue, but no one warned me about issues with enemies yet.
The skeletons do have contact damage, so that could be the culprit.


Yeah the snail enemies are nasty. They are SLIGHTLY higher than the inactive counterpart, but I agree, there could have been better ways to handle these.


Overall, thank you for playing the game and for the extensive feedback!

Hello, I played your game. The art looks great and I like the realm switching mechanic. The first time I started I immediately deleted my spell thinking that's how you equip it, at first it was not clear to me that slop is supposed to delete spells. I like the loading screens. I feel like pressing h while moving should stop the player's movement and start the healing animation.

Haha, yeah I admit, the trash slot doesn't explain itself very well. Good suggestion on the healing. I never really thought about making the player actually stop in their tracks. Maybe this is what felt off during testing.

Okay as a pixel artist I have to say... this game is absolutely goregous. I could learn a thing or 20 from this artist.

It felt like if Blasphemous and Hollow Knight had a baby it would be Lichborn. The game is obviously very unfinished and has no music and is missing a ton of animations and assets but damn I can basically picture the finished game in my mind and it...is...beautiful.

I hope this game progresses and develops more because it is 100% my vibes and I would love to see more from it.

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Thank you! I am really glad you liked the game and art. We will probably continue it at some point, but a large redesign of core systems is needed for this, and I would rather do this when I have some more experience under my belt.

buttery smooth platforming mechanics, BEAUTIFUL art, the realm switching mechanic is amazing, and the combat is superb. though it did also feel a lot of the time like i was just dying for no apparent reason. an indicator for when the player gets hurt would be nice

overall, well done!