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!
Great game. Beat it once I figured how to deal with spikes. Was a fun challenge. About the right length, it was beginning to feel a bit tedious, but then I beat it.
I love the feel and theme in this game. I like how it all fits together. Just moving around is satisfying in this game. Music is cool dungeon funk and the graphics really fit with the adventurer not being a over-used knight in armor, but just an explorer who starts out with a leather pack and a stick. Reminds me of Bram Stoker's Dracula on NES for some reason.
I remember this "turns matter" mechanic from demos and Lazy Devs Porklike game. The way it works here is that it turns combat and approaching monsters into a kind of mini-puzzle. It's fun as it is, but because the monsters are usually packed into a room the strategy is usually to back off to deal with them one by one. One thing I noticed though is one time a zombie attacked one of its pals when they were lined up and trying to get to me.
Probably pretty hard in a pico-8 roguelike to get the whole "systems interacting roguelike-thing" going.
I think the general game design problem here is that it's hard to make it non-grindy. What I did was that I always left everything untouched until I needed it in a fight. It's optimal, but grindy and boring. Maybe with a time limit it would be more interesting... Anyway, it's good enough for a small game like this.
It's funny though, imagining this brave explorer running to a bookcase to time his strikes against a rat.
Another small thing was that I'm not sure what the different weapon types and enchantments did. I guess blight causes lingering poison damage, leech heals the player and confusion confuses monsters when hit. But it didn't seem to work on all monsters. Never so basilisk weapon do anything except regular damage. So I ended up using a holy long sword of leech.
The eye thing was the most interesting of the monsters. One of the best surprises was when that thing zapped me through a line of monsters. Could have ended badly, haha.
There is of course only so much that can be packed into a pico cart and in many ways the game felt larger than that. Some of the later levels were expansive. Really got that lair feel. Lots of cool features like blessing weapons. 5/5, didn't just like, but admired. Something to play and then study.
Finally beat it. Yes.
Okay, I discovered that I can compare the effect of different weapons and enchantments my looking at my attack stat, which is updated in real time. Good to know. But what I was surprised to discover that, in my limited testing, enchanted a weapon gave it a -1 to ATK. In a game where one hit can mean the difference between taking 3 points of troll damage to the face or not, why would I care that my Simitar now does a little bit of persistant damage as well? That hardly seems worth keeping a slot of my inventory filled with that cursed bread just in case. I'd say remove the -1 to ATK stat of enchanted weapons.
I was surprised to discover that potions and vials should always be drunk, even when cursed. At worst you're going to be frozen in place for a few turns, so do it when you're not being actively attacked. But even cursed vials sometimes have overall positive effects, just less positive than a uncursed or holy one. I'm glad I decided to try the experiment. Cursed food stuff always seems to be bad, and since I don't see the reason to enchant, there's no reason to keep it around once identified as cursed.
Amazing game. Made me very happy and obsessed for a weekend.
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