Alchemical heist
WASD or arrow keys to move, space to interact, and left/right click to control your alchemical abilities (should you discover them)
It's time for a heist! Delve into a generic occult dungeon to pilfer legendary artifacts, and then combine them to create powerful abilities to assist you in further, more difficult levels!
HEADS UP (TUTORIAL): instead of properly spriting ground elements, some items are colored squares. Blue squares are hiding spaces, which allow you to avoid detection (although you can still be caught if an enemy stops on top of you), purple squares are windows- you can see through them, but you can't walk through them (they give enemies a slight bit of trouble, oops!~), orange squares are GATES, you need a key to open a gate, you can't walk through gates but enemies CAN!
Abilities:
1 & 2: Astral Bomb: conjure a proximity-triggered explosive at the mouse with a left click. 5-second cooldown.
1 & 3: Gun: it's a gun. 5-second cooldown.
1 & 4: Obfuscation: conjure a cloud of smoke centered around the mouse with a left click. Lasts roughly 5 seconds, 5-second cooldown.
1 & 5: Talisman: fail state grace-period frames tripled, basically you can walk past enemies much more reliably.
2 & 3: Blink Step: teleport instantly to the mouse with a left click. 5-second cooldown.
2 & 4: Shadow Veil: use any tile like a hiding space tile with a left click. 2-second cooldown after stopping hiding.
2 & 5: Ghost Step: ignore collision entirely for 2 seconds with a left click. Active for 2 seconds. 5-second cooldown.
3 & 4: Return: select a home space with a right click. Teleport instantly to that space with a left click, 5-second cooldown.
3 & 5: Chronomancy: KONO DIO DA! (halt the progression of time for 5 seconds, with a 1-second warmup and a 5-second cooldown after time resumes)
4 & 5: All-Seeing Eye: you are not affected by line-of-sight, and can see further.
Here is my Game Design Document! [opens in new tab]
Comments
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Clever way of hiding the layout (no spoilers) of each map, and pretty fun to play through. Pathfinding of the guards is a little patchy but besides that a really good game incorporating the elements of the jam. Congrats!
I played through half a dozen levels, and generally I enjoyed it :)
I really like the limited vision mechanic! It was a bit confusing because the mechanics weren't explained to me in game, like the blocks you use to hide in, or how to combine the artifacts. And the explosive artifact seems OP haha.
I also liked the level select map where you open up the routes.
god, that's right, the friggin hiding spots, they aren't explaaaaaaained
that'd be tough to no-text communicate, other than actually drawing the dang sprites I was supposed to