Death of a Lich by Managore

[raw]
made by Managore for LD33 (COMPO)
___________________________STORY___________________________


the grand lich is immortal and, many years after each death,
returns back to the world of the living, thanks to his crown phylactery.

knowing this, a massive tower was built to house his crown until his return,
so that each time he rises again he can be swiftly destroyed
before amassing too much power and wreaking havoc.

play as the grand lich and journey down the tower in search of escape.


_________________________CONTROLS_________________________


use SPACEBAR or ENTER (or A on a gamepad) to advance dialogue and prepare jump

use ARROW KEYS or WASD (or a gamepad LEFT STICK) to move and jump (after preparing jump)

use ESCAPE (or START on a gamepad) to return to the title screen

press M to toggle mute and press ALT and ENTER together to toggle full screen


___________________________HELP____________________________


PLEASE FIRST PLAY THE TUTORIAL WHICH UNLOCKS
THE FULL, PROCEDURALLY GENERATED TOWER.

you can also select HOW TO PLAY within the game

if you would like additional clarification, please read on!


. . . . . . . . . . . . . . . . . . . . . . . . . . . JUMPING . . . . . . . . . . . . . . . . . . . . . . . . .

you can press the jump button to prepare to jump.
this takes up on turn as normal.
you can then press a direction to jump in that direction.
you can jump over single tile gaps but you cannot jump over enemies.
Jumping into enemies attacks them.


. . . . . . . . . . . . . . . . . . . . . . . . . . . . STATS . . . . . . . . . . . . . . . . . . . . . . . . . .

you have three stats.

> health (begins at 3*)
> souls (begins at 0)
> attack damage (begins at 1)

when you die, the health for your NEXT attempt is given by half the
number of souls collected on THIS attempt (with a minimum of 3 health).
increase your health and attack damage by picking up collectibles (hearts and orbs)
and increase your souls by killing and consuming enemies.


. . . . . . . . . . . . . . . . . . . . . . . . . . . ENEMIES . . . . . . . . . . . . . . . . . . . . . . . . .

different enemies have different movement speed and health.

> red shirts move every turn and have one health
> green shirts move every second turn and have two health
> armored move every third turn and have four health
> helmeted move every third turn and have five health
> blue shirts move (or aim or fire) every turn and have one health

falling more than two floors hurts you, unless you land on an enemy.
all enemies can be instantly killed by landing on top of them from a previous floor.

melee enemies (all but the blue shirts) attack you by walking into you, when active.
active enemies are animated, inactive enemies are not animated but have a stunned symbol overhead.
melee enemies retaliate when attacked, even while inactive.
the only way to kill a melee enemy without taking any damage is to fall on it.

ranged enemies aim when they match you horizontally, and fire on the next turn.
unless you have moved up or down since a ranged enemy aimed at you, the arrow will hit you.


___________________________ABOUT___________________________


my sixth ludum dare and my first ever turn-based game!
the switch from 'live' games to 'turn based' games was
a real challenge but I'm pretty happy with my creation.

* fixed a bug that led to the player sometimes being unable to finish the game
* fixed a bug where the player-hurt sound wouldn't play for certain events

Ratings

Coolness 51% 3
Overall 4.45 3
Audio 3.52 121
Fun 4.13 17
Graphics 4.61 9
Humor 3.15 274
Innovation 4.27 12
Mood 4.15 18
Theme 4.13 55

Feedback

FerraWare
24. Aug 2015 · 01:54 UTC
Excellent game, just what i'd expect from you :P

Can already see it placing 1-3

Congrats, and keep it up!
Evergreen Games
24. Aug 2015 · 05:03 UTC
Awesome once again. its a bit too hard, but its still very fun. There should be a way to kill melee enemies in combat.
oxysoft
24. Aug 2015 · 05:09 UTC
insanely hard but this game is nothing short of perfection
🎤 Managore
24. Aug 2015 · 05:25 UTC
@FerraWare, @oxysoft: thank you!

@Evergreen Games: you can, it just takes a few attacks, depending on your attack damage. sometimes it's definitely worth it!
Franklin's Ghost
24. Aug 2015 · 07:47 UTC
Another Ludum Dare down and another great entry. Found myself playing for longer then I'd care to admit. Great entry, liked the way you could see where you would drop below and the build up of attack and energy kept me playing just to see if next time I could go that little bit further.
Modoc73
24. Aug 2015 · 08:28 UTC
Beautiful. The only thing, Only thing, I would like would be a cool theme tune. Nice game. I think you should continue to work on this! It would be great to release on Android or ios. Well Done!
Crowbeak
24. Aug 2015 · 08:30 UTC
This reminds me of 3D chess from Star Trek, though in that one squares on top of each other are shared spaces.
tuben999
24. Aug 2015 · 08:35 UTC
Great game as always! :)
Devark
24. Aug 2015 · 09:32 UTC
Beautifully presented game with an interesting idea. The game is a bit too hard or maybe i'm just really bad at it, but the controls are presented in a way which i'm not having a great time learning to use them well. I like the mechanics though, and you are definitely rewarded for being dextrous. The text at the bottom wasn't immediately noticeable given the size compared to the large game window but everything looked so polished and clean. Your games never fail to impress :D
mortus
24. Aug 2015 · 13:52 UTC
Beautiful graphics and a very fun idea! Replayability is quite decent, can't stop playing it.
chromebookbob
24. Aug 2015 · 14:53 UTC
I was following this on twitter, amazing work for 48 hours, genuinely surprising how polished this game is given everything is from scratch
hexagore
24. Aug 2015 · 15:11 UTC
This is a really great twist on the classic turn-based rogue-like game. Beautifully polished, too. Wonderful.
sprawl
24. Aug 2015 · 18:29 UTC
Once again a fantastic entry from you !

It's very addictive and I'd love to see a complete game out of this. Great visuals and design. The tutorial and transitions are very smooth.
HolyBlackCat
24. Aug 2015 · 19:05 UTC
Great game, it was really interesting to play! I made it to the end.
It lacks only one tiny thing: digital soul counter or any other way to quckly count them. :D
qkerguelen
24. Aug 2015 · 19:06 UTC
Finally I managed to bring the 20 souls to Death! Very good game, simple but very tight mechanics and the pixelart is beautiful! I loved it!
Meursault
24. Aug 2015 · 20:25 UTC
Its hard but brilliant. Love the art style and the polish. Also the core mechanics are excellent.
boardtobits
25. Aug 2015 · 05:47 UTC
Tutorial, procedural tower, AND turned-based play? Simply terrific.
mike.cullingham
25. Aug 2015 · 05:55 UTC
I didn't expect to like a turn based game this much. This is hard and lots of fun.
Yakka
25. Aug 2015 · 08:26 UTC
Great work! It's a bit frustrating to loose life when you attack enemies, but the concept is great and the execution amazing!
Vaida
25. Aug 2015 · 11:00 UTC
Amazing! Lots of depth, great graphics and audio; you always set the bar high! If I had to find a negative, I would say that it is a bit too challenging at the beginning, as the jumping feels a bit confusing. Apart from that, great work, as usual.
commodoreKid
25. Aug 2015 · 11:35 UTC
Well done mate, you did a very good job. Everything works together, I'm sure you're going to win some medals :)
kikaz
25. Aug 2015 · 14:10 UTC
Very smart mechanics ! Nice graphics, just too hard and it lacks a good music... but very fun and I can't stop trying to finish it ^^
foreverisbetter
25. Aug 2015 · 15:13 UTC
I can't even comprehend how someone can do something so brilliant within such a short amount of time. This is nothing short of absolutely amazing. I would pay money for that
DragonXVI
25. Aug 2015 · 17:10 UTC
Excellent as always! Has a nice Necrodancer quality to it. Pretty tricky though. but never feels unfair :p
Pierrec
25. Aug 2015 · 17:23 UTC
This is my favorite games of yours! It's gonna stay on my desktop for a long time
A Flat Miner Studios
25. Aug 2015 · 17:35 UTC
Fantastic. At first I tried to go really fast, but found that sometimes it's best to slow down and think about it. Love the tall tower with lots of white (well, navy blue) space. Great visual effect.
Miltage
25. Aug 2015 · 18:05 UTC
Fuck. Yes. I'm determined to beat this.
uheartbeast
25. Aug 2015 · 18:35 UTC
Excellent game!
WubAlliance
25. Aug 2015 · 19:28 UTC
Fun game! Incredible aesthetic, smooth feel. A little complicated at first, but it works out after a while. Another flawless entry!
Unept
25. Aug 2015 · 21:25 UTC
Great job on this. Amazing, unique game mechanics, especially the collection of souls and how it ties to # of lives when resurrecting. Man I love the pixel art. I hope you're looking for a nice soundtrack to this baby.
Bocodillo
25. Aug 2015 · 22:19 UTC
I can see myself going back to this again and again. Fantastic game, with a great idea behind it.
GeorgeBroussard
25. Aug 2015 · 22:56 UTC
Great game as usual. Very full featured and fun.
BtheDestroyer
26. Aug 2015 · 00:00 UTC
I've been looking forward to this ever since the first screenshot! Sadly, it doesn't load on my computer... I'll try again tomorrow!
BtheDestroyer
26. Aug 2015 · 00:21 UTC
Wait I was wrong! That was another game. This one works just fine :D
SaintHeiser
26. Aug 2015 · 03:16 UTC
Very good entry as usual, man! Too hard for me, yeah =) Only tactic which I saw is to fall-fall-fall down, trying to pickup upgrades abd killing archers...
Shaw
26. Aug 2015 · 03:41 UTC
Great procedural generation, the game looks fantastic. Plays very well and has complex mechanics that require time and thought. Excellent entry. Well done.
Solifuge
26. Aug 2015 · 04:12 UTC
You really ran with this theme, building a game around the experience of being an immortal soul-stealing monster, biding your time and growing stronger with each resurrection. The game mechanics perfectly support the narrative too, even down to the tactical feel of planning your next attack. It's simple to play, but has real strategic depth, which makes it fun to play. The lack of a timer, and the indicators over the character's heads let me plan where to move, so failures aren't as frustrating (though the markers could be a little brighter).

This is a really fun, excellently made game in any context, but to do it in 48 hours? I'm just amazed. You've earned my genuine admiration.
Mathieu Muller
26. Aug 2015 · 06:41 UTC
Awesome game. The audio is a bit behind the overall quality, though (but still very nice).
Kerdelos
26. Aug 2015 · 07:55 UTC
Wow this is neat. The only thing I regret is not being able to attack ennemies without being hit back.
TijmenTio
26. Aug 2015 · 13:55 UTC
The puzzle mechanics are great, especially the long jump adds quite a lot! I figured out using long jumps when jumpin down a level to reach certain enemies on the head way late haha.
blay09
26. Aug 2015 · 18:53 UTC
This game is super fun and addictive. Great concept!
Koneke
26. Aug 2015 · 19:44 UTC
Nice idea overall, reminds me of Hoplite. Might be a bit on the hard side though, and it it's a bit depressing dying at 4-5 souls and getting nothing for it (atleast when there's a mechanic in place like the one there is, like, since it's there I automatically expected I'd get something).

You get a bit unfairly goofed by the rng at times it feels like, but overall I enjoyed it, good work.
Realize2D
26. Aug 2015 · 23:25 UTC
your games are greatly polished! I don't know how you manage to get so much done in so little time.
cbear_wallis
27. Aug 2015 · 01:21 UTC
Not exactly my kind of game, but I think the mechanics were well realized and the visuals and audio were all tied together nicely.
Otrora Games
27. Aug 2015 · 02:27 UTC
Praising this will be redundant. Very good as always
01010111
27. Aug 2015 · 05:06 UTC
wooooow this might be my favorite from you! The puzzle/action gameplay feels perfect, the art is rad, the drone bgm fits perfectly. My one gripe is that you could tighten up the sound effects.

Really amazing work dude! Great job!
Mike Mezhenin
27. Aug 2015 · 07:00 UTC
Nice to see a not-platformer from you. Make more games like this one please – it's always interesting to see what people come up with when they experiment with genres.

Good game, as always; I'm still working on the 20 souls task, though.
01101101
27. Aug 2015 · 12:16 UTC
Really great game, super polished, original and fun!
It's pretty hard but engaging.
Congratulations, one more awesome game to your credit :)
CrownCity
27. Aug 2015 · 12:25 UTC
Although I really sucked at this game, I think this one is the best I've played so far. The story sticked out the most for me, the tactical part after that. Really nice entry!
Draknek
27. Aug 2015 · 12:51 UTC
Feels awkward that if I kill an enemy, they'll still hit back that turn.

The sound effects weren't that clear: sometimes I'd hear a sound and know that something happened, but I wouldn't be sure if I'd been hit or not.

I didn't get very good: melee enemies feel very punishing when I only start with three health initially.
🎤 Managore
27. Aug 2015 · 14:30 UTC
I've added a link to a gameplay video! If you're having trouble with strategy it shows off a relatively close attempt, starting with three health. You can find the video here: https://www.youtube.com/watch?v=RA62z6ljSkA

@Franklin's Ghost, tuben999, mortus, chromebookbob, hexagore, sprawl, qkerguelen, meursault, boardtobits, mike.cullingham, commodoreKid, Pierrec, A Flat Miner Studios, Miltage, uheartbeast, WubAlliance, Bocodillo, GeorgeBroussard, Shaw, TijmenTio, blay09, Koneke, Realize2D, cbear_wallis, Otrora Games, 01101101, CrownCity: Thank you all so much for your supportive comments! It's so wonderful to hear so many kind words!! :)

@Modoc73, kikaz: Thanks. I wish I had had time to add better sound and music! That's always the way when you only have 48 hours, though.

@Crowbeak: All those sci-fi chess variants you see in shows and movies always confuse me, haha. I think I can see the similarities, though!

@Devark, Vaida: I hope the tutorial and the explanation on this page helped a bit with the controls, but I definitely agree that the controls are not super intuitive. Please do let me know if you think there's a way the controls could be handled better, for any future version I might make!

@HolyBlackCat: Yeah I think I should have added that in, it is a bit of a pain counting up to twenty dots! I made the skull icon go white once you hit twenty but I think you often want to know how far away from twenty you are, rather than whether or not you've reached twenty yet, and the icon going white doesn't help with that.

@Yakka, Kerdelos: I knew that would bother some people but I really thought it improved how the player approaches combat, and makes it so that, unless you're really, really careful, your health is slowly trickling down as you make your way down the tower. I liked how that feels, thematically, even while it can be grating to be losing health. Thank you for the comment! :D

@foreverisbetter: Thanks! Of the 48 hours I must have spent nearly 40 hours working on this. I was ridiculously ambitious and I only barely, barely finished it all in time.

@DragonXVI: Yeah I tried not to accidentally copy Necrodancer, which I adore. The green shirts definitely have a Skeleton vibe to them though.

@Unept, Mathieu Muller: If I work on it any more the first thing I'll do is throw all the sound effects in a dumpster!

@BtheDestroyer: Glad to hear it was a false alarm!

@SaintHeiser: Once again I made the game way harder than intended! Stomping on enemies and killing archers is pretty much my go-to plan, which is almost the same as your own.

@Solifuge: Thank you very much for the detailed comment! :)

@01010111: Yeah I wish I had better sound effect skills, and that I could have dedicated more time to them. I definitely recognize them as a big weak spot!

@Mike Mezhenin: It was nice to have an idea for something other than a platformer this time, it's always more fun trying something new.

@Draknek: I mention earlier in this comment that I figured the fighting would feel off, but it ended up seeming necessary for balancing purposes. I think I will work more on the game, and I'll try playing around with the player's health, enemy health and enemy attack damage and see if there's a way to make it work so that if you kill (or perhaps overkill) an enemy you don't suffer any retaliatory damage, but in the timeframe I had no other way to balance the game. As for the sound effects, I agree that they're vague and pretty average overall but my hope was that the visuals would convey enough of what was happening. Thank you for mentioning both of those points though, it definitely reaffirms for me that if I work on the game any more those should be two of the things I look into first.
kerotan24
27. Aug 2015 · 15:52 UTC
Awesome game like always.
SecondDimension
27. Aug 2015 · 19:17 UTC
This was very well thought out game, and it felt like it had a lot going on in terms of rules and stats. The graphics and overall mood were also excellent. I liked the gameplay, but I just felt like it was a little too unforgiving early on and I struggled to get very far (although maybe it's just because I'm bad?). Overall though great work, very well done
GFM
28. Aug 2015 · 01:28 UTC
Awesome game! It's got some crazy polish!
Congrats on the awesome work!! =D
I really enjoyed playing it!

When I finally figured how the game works, attack was the most useless stat. I avoided combat at all cost and tried to always fall on an enemy. I also tried to always clean floors of archers, since they gave "free souls", instead of having to lose life battling...
Until I read how stats works, I was expecting that after getting enough attack I'd be able to kill enemies without suffering damage (which, kinda explains my strategy of avoiding battles).

The only thing I wish were different was jumping. Other than being able to jump over pits, I wish could jump over arrows and/or stomp enemies... Maybe for dealing extra damage or being able to damage 'em without being hit... (at least, if you killed the enemy)...
dunin
28. Aug 2015 · 15:25 UTC
Cool game! Take me a while to finish it!
Even I like procedural levels, may be on this game non-procedural would be great. It would be a cool puzzle game...
superfluous
28. Aug 2015 · 16:12 UTC
This is very fun and very challenging. Creating something this well-crafted in only 48 hours is amazing.
rnlf
28. Aug 2015 · 18:37 UTC
Again an incredible game! Played it for two hours but didn't manage to get the right number of souls yet (in fact I only made it to the bottom once).

Looks really smooth, especially the smoke effects. Great background story as well.
uvwar
29. Aug 2015 · 21:52 UTC
Really awesome, but also really hard!
OadT
30. Aug 2015 · 08:43 UTC
Took a moment to get the right strategy, but after that it was quite fun. The gameplay works very well. I like that the number of souls determine the health of the next round. Maybe some kind of highscore system would be cool
As always awesome work, can't wait to see your next game ;)
OnionBlaze
30. Aug 2015 · 12:05 UTC
Love the mechanics and the pixel art! Another amazing entry.
Tselmek
30. Aug 2015 · 13:01 UTC
Awesome game, the mechanics work very well, the graphics are out-standing, the atmosphere is well done and the dialogues are great. It's very hard to understand which enemy does which damage etc at the beginning. Great job with the generation and the AI.
Aske
30. Aug 2015 · 13:33 UTC
Holy shit. Your game truly amazing. I though it was a jam and then it's a COMPO? holy fuck. REALLY great work !!
camlang
30. Aug 2015 · 17:27 UTC
This is simpy amazing! The presentation, the graphics, the controls - everything is just perfect. The game is super hard for me, I guess I'll be returning to it often.
Shaun LeBron
31. Aug 2015 · 04:06 UTC
i think you accomplished a really nice atmosphere. graphics and audio are great, especially like the floor dropping transitions. wish I could see the rest of the game on video. (don't have windows here)
freaknarf
31. Aug 2015 · 09:39 UTC
Finally ! I played this for hours before i could reach the 20 souls, that's hard, clever and very addictive ! That's very good looking too, even if I needed some time to feel good about where i'll drop... The only thing that feels a bit missing is a soundtrack, but the baground frequency makes it opressing yet not annoying at all (in other words it fits.)
Very close to perfection ! Good job !!
Literal Games
31. Aug 2015 · 22:20 UTC
Nice, quite tricky though. Loved the graphics, and the archers were the best bit, since they could often be killed without being damaged
Lucho9
01. Sep 2015 · 16:16 UTC
this is an extraordinary game, one of the bests i had played this time
Sergi Montaner
02. Sep 2015 · 21:23 UTC
This s**t is better than lots of the games I have on steam!
Super polished & perfectly scoped and with enough content to be enjoyed for quite a long time.
Kudos!
Arche-san
02. Sep 2015 · 21:36 UTC
Great concept pretty well executed and polished.
A little bit hard. Fortunately there's a tutorial.
And as usual, impressive for a 48h game! :D
ButtonMasherBros
07. Sep 2015 · 16:19 UTC
https://www.youtube.com/watch?v=Jjh6577UYAc
NickMakesGames
07. Sep 2015 · 16:30 UTC
Wow. I checked this out on itch.io about a week ago without realizing it was an LD entry. It honestly seemed like the sort of game that had been developed with months of effort and care. I'm truly, truly impressed by this entry.
Drauthius
08. Sep 2015 · 18:36 UTC
Wow... Very nice game with a lot of polish and just a lot of awesomeness.
Miziziziz
10. Sep 2015 · 18:59 UTC
Fantastic game. Only thing I would suggest is making it easier to get stronger, maybe orbs last through each life. Because as it is, I don't think I ever made it to the point where I had enough souls to have more than 3 health
madmaw
12. Sep 2015 · 12:31 UTC
A clean sweep. I can't rate this highly enough
NidzaKornjaca
12. Sep 2015 · 20:58 UTC
Great game, has a bit of that Crypt of the Necrodancer feel. The aesthethic is great, the sfx are satisfying. The generation is good. Great game overall.
Patomkin
13. Sep 2015 · 09:50 UTC
Absolutely perfect. The art, the jumping mechanics, the different floors, the procedurally generated levels, the different enemy types, the headstomp, the risk-reward mechanics - everything's absolutely perfect.
dcolgan
13. Sep 2015 · 16:28 UTC
Pretty good game, difficult, strategic, easy to understand, broody, droning, atmospheric sound. Pretty swell.
JackDegree
13. Sep 2015 · 19:34 UTC
Your graphics are amazing, as usual!
DDRKirby(ISQ)
14. Sep 2015 · 03:47 UTC
=)
xvw
14. Sep 2015 · 04:43 UTC
Excellent and very beautiful ! Thanks for the lesson !
Erkberg
14. Sep 2015 · 10:31 UTC
A really great game, as usual from you. :)
Graphics are top notch and the gameplay is one of the best I've seen this LD. The mechanics are just very clever and make you think about your next moves.
I could easily imagine this being build upon and released as a full game someday.
pirate_shell
14. Sep 2015 · 11:15 UTC
This game is a looker! I loved the art style and just the general polish of everything! I was particularly impressed with the fire particles. Spectacular! The game had a great atmosphere to it, too, despite the lack of music. The mechanics were very unique but I feel a way to attack without getting hurt would have been cool. Then again, the theme is that you want to end your suffering via death so I guess it's fitting.
Ludipe
14. Sep 2015 · 17:16 UTC
Fantastic work, as always. I liked how simple the concept is and how fun and deep can be. The art was also really cute.Best game I've played on this LD.
BoyWithStick
14. Sep 2015 · 23:44 UTC
Played this excellent game for a while. Pretty tough, but fun. One of the best from this LDJAM IMO. Would like to hear some music over the ambient drone. Would be nice to see this developed further!