RelicBound
Description
RelicBound is a roguelike shoot 'em up game. You play as a Relic Wraith who has found their way into a Lich's fortress. You're hungry for relics and you're sure the Lich has some. You arrive atop one of the towers to a garden teeming with the Lich's monsters. Trapped you must fight your way through waves of monsters, collecting as many relics as you can. How long will you last before the Lich's monsters claim another victim?How to Play
Use W A S D to move. Mouse is required for menu navigation.Screenshots
Changelog
1.0.1
* Fixed an issue wherein the quit button would cease to function if the pause menu had been opened.* Fixed an issue wherein the pause menu would fail to open.
1.0.2
* Major performance improvements throughout gameplay.* Spawning of enemies has been improved drastically.
* Fixed Smite ability not ever being given to the player.


Comments18
As for the game, it's a solid take on a "vampire survior"-like
As far as the gameplay goes I kinda....didn't really see the point to killing things or picking up relics? It seemed to just heal you for a tiny amount and give you no sorts of upgrades? I just ran around the arena avoiding enemies for the first 4 rounds. The hitbox of the short sword swing felt really bad to use and disengaging felt like a better use of time. The hitbox of the player body also felt off? At round 5 it felt reasonable but still not really...profitable to kill enemies? I guess I get that getting relics is the "point" but seeing how many waves I could survive and collecting relics seemed like opposed goals. The crazy lag/slow down at round six kind of made me not try to make it to the next round so I died around the end of that round.
the slime animation was cool
the music fit
good game :)
I like the graphics, they remind me of oldschool RPGs!
@abcdef65g Game is currently a little harder than it probably should be, initially it was super easy and there was no challenge, adjusted it last minute to provide *some* challenge, only to provide probably too much. Relics indeed were meant to give additional effects, like increasing maximum HP and regening. Thank you for playing and your feedback!
@ferellia I'm glad you like the sprites! This was my first time really working with pixel art so I'm happy to hear it - though @isaac handled animations. Unfortunately the game is pretty much the foundation or core of what we wanted, so the purpose of killing, gaining relics, is slightly missing and only tangentially there because of the stats. Thank you for playing and your feedback!
I agree with points other people have made about the combat system. The range of your attack relative to your hit box makes it an unbalanced advantage to attack vertically from above, which I'm guessing wasn't intentional. Part of me thinks you should just lean into it, and change the sword into a broom. Turn it into a wraith sweeping game! Because it does have a pretty satisfying sweeping feel right now. :laughing:
My biggest suggestion would be that I think you should amplify the feedback in your game. Adding some more visual feedback on the attack hit would help beef up that interaction and make it more satisfying. Feedback on when the enemies are going to attack would let players play more aggressively, and would make dodging attacks more skill based instead of predictive. Add more feedback to picking up the relics, and ramp up the feedback so that when the player picks up the rare relic, it has the biggest, hypest feedback that gets them excited about getting the best relic!
The game looks really polished. This is a solid game. With some more time to inject a little more game feel into the game and flesh out the relic system that you've outlined in your replies, this could be awesome. Great work!