You Must Become A Lich
by Skylor Beck · Published by Ghost Script Games
Media
You Must Become A Lich blends coin-pusher mechanics with fantasy progression, tasking you with defeating bosses and building an undead army to siege territories. The game lets you customize your lich character using Steam cosmetics while earning currency through arcade-style coin pushing. It's designed for players seeking casual, incremental gameplay with a dark fantasy aesthetic.
About this game
Prepare for the ultimate Coin Pusher experience in 'You Must Become A Lich.' Conquer epic bosses, customize your lich with Steam items, build a monstrous army, and siege lands. Rise to Lichdom and unleash your power in this captivating and visually customizable adventure.
What players are saying
RANKING:
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AVOID | FLAWED | MAYBE | WORTHWHILE | COMPELLING | UNMISSABLE
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SYNOPSIS:
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[th]ASSESSMENT:[/th]
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You Must Become a Lich (YMBL) is a likeable, casual action game with an enticing coin-pushing element reminiscent of the cash-sink machines found in seaside resorts. Overall the concept works well and while there's fun to be had, it's execution has issues.
Coin-pushing is fun and Frankenstein-styled unit building an intriguing idea, both need to be explored further. Lich customisation would be better served by attaching abilities to items or suits rather than the hollow cosmetic personalisation it delivers. Realm maps are uninspired and army combat too basic. Boss fights only provide the briefest entertainment and need to offer more.
Looking past the asset-flip visuals the game lacks enough polish and too many features remain unrealised, tanking the experience to only a MAYBE rating if coin-pushing is enough of a motivation.
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[td]STATUS:[/td]
[td]Fully released but will not receive planned DLC content as the dev has decided to move on. Reported bugs were being fixed at the time of review
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[td]APPEAL:[/td]
[td]For fans of coin-pusher games that can see past the obvious use of assets and don't expect too much
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[td]VALUE:[/td]
[td]Full price is a little on the high side. Look for at least a small sale
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More info below....
https://steamcommunity.com/sharedfiles/filedetails/?id=3114784431
OBSERVATIONS:
► Embraces a simple PREMISE incorporating coin-pushing levels to earn gold, then use it to build an "army" or customise the character. The army is used to battle across overland maps versus enemy armies and strongholds, then eventually defeat 6x realm bosses to become The Lich.
► A solitary CAMPAIGN is made up of 6x somewhat distinct coin-pushing tables set within their own realm. Each has its own design and theme. Overall its a little on the short side and could have done with double the number of realms and coin tables that it currently has.
► COIN PUSHING is fun and the main source of gold, diamonds and unit parts. They are a basic approximation of machines found in resorts. These vary from realm to realm, some allow easier accumulation gold over others. They have semi-realistic physics though coins can become stuck upright or bounce around too much. Pushing slabs are consistent, but a little too short in length on some causing coins to take too long to drop. A progress meter with milestones REWARDS provides incentive to keep playing what is a very repetitive feature.
► Realm MAPS are basic, filled with piles of gold, the Lich's army must march through these lands and fight off enemy armies and strongholds to reach exit points to the next coin-pushing machine. Combat is rudimentary at best. Pathing and quick travel points do not all work as they should, causing some unnecessary step retracing.
► Basketball style HOOPS that increase the value of thrown coins that go through them, are present in most coin-pushers. These additions breaks up the repetitiveness of coin tossing and their usage demands some skilful aiming as it isn't as intuitive as it could be.
► Gold, body parts and diamond REWARDS are earned from chests in coin-pushing machines or on maps. The STEAM INVENTORY items that drop several times a day while playing, can be used for Lich customisation, crafted into better items or sold on the market. Items include outfits, head, weapons, shields and packs such as quivers.
► Frankenstein styled ARMY CONSTRUCTION is quite fun though too basic. Done from a simple melding of two BODY PARTS, these provide strength and hit point stats that are tallied together when added to the army. They are either earned as rewards or purchased with coins. While its understandable that units are built from only two parts, a few more would add valuable depth and increase the enjoyment of using this feature.
► LICH CUSTOMISATION is a vanity exercise. For those that enjoy such things there are 5x types to play with. Its nice to play dress-up, this feature could have been more meaningful if items provided certain bonuses/penalties or abilities. Combining two of the same quality items produces better ones to make the Lich look more snazzy.
► ENEMIES come in two forms and neither have any substantial characteristics to make them stand apart. There is nothing to differentiate the realm BOSSES who are fought indirectly. On the other hand abstracted armies/strongholds on the overland maps, are fought using just two stats.
► COMBAT with armies is a primitive affair using an auto-battler which number crunches and removes individual units when sufficient hit-points are depleted. BOSS COMBAT occurs on coin-pushers and requiring hitting bullseye targets that appear when bosses do before a timer runs out.
► AUDIOVISUALS are very basic, but not out of place. Its difficult to see past the asset look, though they are quite suitable. The midi style tune is apt, while the sound-effects are remindful of those play-inducing sounds heard in arcades.
► The GUI is functional, but crude and looks cobbled together. CONTROLS lack any mouse functionality, though its playable with keyboard or controller.
https://steamcommunity.com/sharedfiles/filedetails/?id=3114794954
COMPLEXITY:
🔶 ACCESSIBILITY - Nothing is really explained but most of the features in YMBL are so simple and basic, its enough to explore and try out some of the activities to easily pick-up what to do.
🔶 DIFFICULTY - The game is as casual as they come. With only one standard difficulty, most of the challenge comes from trying to attain as much coin and rewards as possible. If anything boss fights offer the only challenge.
🔶 BALANCE - Coins and other rewards are gained frequently enough, though some tables push out coins at a slower pace. Moreover, Steam Inventory drops are very reasonable. The final coin-pushing level seems a catch-all for an endgame that will never come, seeing as Collectables only become available here and coins are dropped at the fastest rate.
STAYING POWER:
🟨 REPLAY VALUE - No dynamic elements mean that there is no reason to replay the game once it's achievements has been completed. Though there is one caveat.
🟨 LONGEVITY - The free Steam Inventory items that drop daily is about as much of a reason to play beyond completion as they come. At least until every type of item has been collected.
PRODUCTION:
🟣 QUALITY - One medium severity bug encountered and fixed quickly. Others may be floating about. QoL is lacking and has an unpolished look in some of its segments, esp. the realm maps. These may or may not be addressed depending on dev support.
🟣 STABILITY - Nothing critical was encountered.
🟣 STEAM - Achievements. Cloud saving. Screenshot capture. Unknown controller support, but is usable. Marketable inventory items.
🟣 OPTIMISATION - FPS of 15-30 in menus. 22-28 in coin pusher levels. 33-40 in realm maps.
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Full Review
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https://steamcommunity.com/sharedfiles/filedetails/?id=3114828338
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[td]REVIEWED
WITH:[/td]
[td]Build v Review date
INTEL i5 6600 3.3GHz, 8GB RAM, GTX970 @ 1GB 1920x1080 fullscreen, EVO850 SSD, Speedlink XEOX Pro Analog Gamepad
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