Curse of the Lich King
The evil Lich King, Raq'zul, has cast a life draining spell on the world - in hopes to become immortal. Many heroes try to find him deep in his lair, but all have fallen to his army of monsters and devious traps. Now it is your turn!
Curse of the Lich King gives you tactical grid based combat in a roguelike dungeon crawling setting. A cast of monsters will try to stop you, all in their own way as you descend towards the Lich King's crypt. Loot everything you see to make sure you find food and weapons to help you on your journey. But beware, not everything is what it seems...
Are you ready to solve the tricky battles and master the Lich King's lair? Can you save the world? Good luck!
Use the arrow keys to move and navigate menus.
X opens your backpack and select items.
C closes the current window.
As it is not possible to skip turns, make sure you use the environment to get monsters near so you get the first strike! Spend a turn by hitting pots/shelves/doors or other interactive things, and monsters will move while you stand still.
There is a lot of stuff to discover, have fun!
Special thanks to the good people at my discord for testing the game!
Why not join? https://discord.gg/pF76upS
Very nicely done! The position-based strategy component works very well and gives interesting importance to the act of opening a door or searching a interactable or even eating food. Enemies being able to see you diagonally through doors is a fun touch, too. I also quite like the requirement of using cursed food to upgrade weapons, as it makes even risky items useful to carry. And of course, the visuals and audio are also quite nice and fit very well.
My result (after about 6ish attempts):
My one bit of constructive criticism would be to put a cap on the number of turns of dizziness you can get (or lower the current one if it exists). Eyeball spam seems like it can leave you wandering aimlessly for like 10+ turns if the RNG hits right. Dizziness might also be less annoying if you could force it to take a step (instead of waiting for the timer) by hitting a button.
Oh, and if you have the tokens/space, 2 feature requests:
- Being able to throw weapons as an action would be awesome and fit with the inventory management and timing mechanics (also would be very handy against ranged foes). Throw direction could just be the previous one you stepped in.
- Some type of floor tile that makes everything stunned for a turn when they step on it could be neat strategically.
Thanks for the kind words all!
@Jusiv - congrats on completing it! And good feedback, capping confusion is a really good idea. Sometimes you just bounce around forever. Still want it to be annoying though. Gotta learn to hate it. :)
And I'm out of tokens for anything more - sorry! :D
@inphanta - thanks for spreading the work. It's a huge learning experience watching others play your games.
just dropping in to say i finally checked this out and am thoroughly impressed. Its one of the best light roguelikes i've ever had the pleasure of playing. (am not a hardcore roguelike player to be fair)It's incredible what you managed to squeeze in here.
I havent made it past floor 3 yet (damn spike pits get me every time) but Ive only played it four times so far. I'll be spending the rest of the evening with it for sure!
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