Explore a world where light is sparse and darkness consumes the poor souls who are trapped within it. Scavenge the surface for lootblocks and fight with monsters... or stay inside a little bunker messing with the stock market and the government.
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The goal of this project is to create a game with a small file size but a good amount of features.
Implemented 🔗
Controls 🔗
AUX1 is reserved for offhanding, you can only offhand lanterns.
Spells 🔗
LMB to shoot the spell
RMB to cast the spell on yourself
Basics 🔗
Dying will cost you $500 and take one of your lives away. When you die without any lives left, your items will be put into a gravestone where you died.
The darkness will hurt you if you stay in it for too long.
Basic Magic 🔗
Runes 🔗
These runes can be used to make spells:
- (Support) Health instantly heals the subject
- (Support) Regeneration gives the subject the regenerating status effect
- (Movement) Teleportation teleports the user
- (Movement) Launching launches the subject into the air
- (Movement) Levitation gives the subject the levitating status effect
- (Attack) Fireball deals damage to the subject and gives them the burning status effect
- (Attack) Poison gives the subject the poisoned status effect
- (Attack) Vampirism takes health from the subject and gives health to the user
These runes are used for enchanting clothing/weapons
- (Support) Defense defense bonus when worn. cannot be used on weapons
- (Support) Iridescence stealth bonus at the cost of defense when worn. cannot be used on weapons
- (Offense) Darkness weapons enchanted with this will do more damage in the dark
- (Offense) Light weapons enchanted with this will do more damage and heal the user. defense bonus when worn, stealth debuff when worn, makes wearer weaker to the darkness
- (Offense) Blood weapons enchanted with this will do a lot of damage but also damage the user. does not work if user is not wearing any clothing with this enchantment. defense debuff when worn
- (Special) Moon weapons enchanted with this will do a lot of damage but also damage the user. defense debuff when worn, also protects against the darkness when worn
- (Special) Sun weapons enchanted with this will do more damage. defense bonus when worn, stealth debuff when worn, also protects against the darkness when worn
Totems/Rings/Cloaks 🔗
Rings can be made using 3 super ore and 1 magic crystal, they can then be enchanted with any given rune to give the following improvements when worn:
- Health increases the health gained
- Regeneration increases the duration of regeneration
- Teleportation increases the range of portals
- Launching !!! no effect !!!
- Levitation increases the duration of levitation
- Fireball increases the damage dealt
- Poison increases the duration of poisoning
- Vampirism increases the amount of health gained/damage dealt
Cloaks can be found in lootblocks or bought through the tradeinator, they give a small defense bonus and 1 rune level in comparison to rings which give no defense bonus and give 2 levels. Totems can be found in dungeons and can be enchanted with a rune to give 1 level to every player.
Shrines 🔗
Shrines go up/down according to player action, some require you to goto the shrines menu in the inventory to repent.
- Lust having too many pets
- Gluttony having too many lives/healing items
- Greed having too much money
- Sloth having too many portals
- Wrath killing too many monsters
- Envy killing too many npcs, having too many eggs
- Pride building the tower
Monsters & Animals 🔗
A list of monsters will not be included because it's funny to see people's first reaction to some of them.
Animals 🔗
Currently, the following animals are implemented:
- 'Gull tameable, weak and slow, does not attack
- Magic 'Gull tameable, indestructable, does not attack, right click to get a magic shard
- Raging 'Gull tameable, kills any monster whether or not the monster is tamed
Spawning 🔗
- Surface (above y0): weaker monsters, only place to find Regular 'Gulls
- Caves (y0): monsters are still rather weak but are more abundant, Raging 'Gulls likely
- Deep Caves (y-100): stronger monsters, weaker monsters less likely, Raging 'Gulls and Magic 'Gulls likey
- Deeper Caves (y-200): very strong monsters likely, Raging 'Gulls and Magic 'Gulls very likely
To Do 🔗
Finished 🔗
Features that are no longer on the todo list because they have been implemented.
- Crafting guide and/or custom crafting system
- Balancing
- Make darkness more forgiving
- Weapons are no longer spammable
- More sophisticated magic system
- Applying runes to weapons
- Cloaks, special stat bonuses
- Diversify gameplay to allow more viable play styles
- Runes which can change the dynamics of combat
- Functioning economy
Planned Features 🔗
Features you can expect to see in upcoming updates.
- More dialogue for NPCs
- More triggerable events
- More tower related features
- Shrines or "sub-towers" which can change the dynamics of gameplay
- More monsters that only show up after certain tower milestones are reached
- Possibly unique events that can only be triggered once
Maybe Features 🔗
Features that I want to implement but might be scrapped depending on the direction this project takes.
- Bossfight(s)
- Give some kind of use to souls
- Optimize economy simulation
- Make economy menues more responsive
Hopes & Dreams 🔗
Features I'd love to see in Unlit, but are probably never gonna happen cuz I'm lazy.
- Gigantic bosses
- Omniscient trolling algorithm that adapts to the way the players play the game
- Custom mapgen
Clever retro-themed fun
It's like you stepped inside an old ZX Spectrum game; It's weird, it's clever, it's highly original. I like the eye monsters, it's fun to have a tame one following you around.
I did have trouble with darkness damaging me now and then when I was holding a lamp in a cave, there should probably be a delay before darkness damages you so flickering caused by standing close to cave walls doesn't injure you. ( Edit: This was actually caused a mob stuck inside a wall I would pass by on occasion) I also missed some way to store objects in the world, I tried stuffing various things into the crafting grid (boy do I hate the crafting grid) but nothing useful popped out. A way to trash things you don't want would be nice, too, but the common inventory pane helped. (Edit: I discovered the storage box later, and now there's a crafting guide so it's obvious now)
All in all, a fun project, and one to watch!