A downloadable game for Windows

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Born of chaos, you slither forth into a desolate world. By moving through the landscape you consume what is left, and by digesting it you change yourself.

In Laernia, you move through the world until your Vitriol fills up, and then you can spend resources to choose boons, mutations... curses? Choose wisely, because shedding your old body means having to fight it with your new form. Is there really a life without this chaos?

On the map, move using WASD, and view the resources of nearby tiles by pressing SPACE. Entering a tile consumes its resources and adds them to yours. Beware, once depleted, that tile will only drain you if you enter it again.


This display shows your resources, which change upon entering a tile. The first three are MIGHT, AGILITY, and WILL. Then comes DECAY, VENOM, and EMBER. Lastly, together at the bottom, are VITRIOL and ANIMA.

Red, blue, and purple are used to purchase evolutions, and also are where your combat attributes are primarily derived. Teal, green, and orange are what scale the evolutions of their respective trees. Lastly, white represents your health and violet vitriol fills up with most tiles you traverse. When it overflows, the evolution screen appears.

Here you can see your resources to the left and right. Each upgrade costs 9 of the colored orb above it. If an upgrade has a negative corresponding resource (the ones on the right), it may well end up hindering you in the combat to come. That is, as soon as you press Confirm.

Combat is automatic and based on your choices and the attributes that derive from them. If you win, you might find yourself in that new body of yours for a little while, until the chaos consumes you again.

EVOLUTIONS

~ DECAY

Nothing to Lose I: 15% damage reduction

Choke the Life I: Attacks deal 5% max life damage

Memories of Death I: 20% chance to revive on death (UNTESTED)

Oblivion I: Attacks drain resources by 2

Nothing to Lose II: 20% damage reduction

Deep Festering I: 250% current Decay is added to life

All Consuming I: 20% damage taken is dealt to the attacker (NOT IMPLEMENTED)

Memories of Death II: 30% chance to revive on death (UNTESTED)

Choke the Life II: Attacks deal 10% max life damage

Oblivion II: Attacks drain resources by 2

Deep Festering II: 250% current Decay is added to life

All Consuming II: 20% damage taken is dealt to the attacker (NOT IMPLEMENTED)


~ VENOM

Envenom I: Attacks deal 5 unblockable damage

Formless I: 10% chance to dodge (NOT IMPLEMENTED)

Daunting threat I: Enemy deals 5% less damage

Envenom II: Attacks deal 10 unblockable damage

Galvanic Ire I: 15% current Venom is added to speed

Corrosion I: Enemy takes 10% more damage

Toxicity I: 50% current Venom is added to damage

Formless II: 10% chance to dodge (NOT IMPLEMENTED)

Daunting threat II: Enemy deals 5% less damage

Envenom III: Attacks deal 15 unblockable damage

Galvanic Ire II: 15% current Venom is added to speed

Corrosion II: Enemy takes 15% more damage


~ EMBER

Incandescence I: 55% current Ember is added to damage

Lambent Mantle I: Enemy takes 12 unblockable damage when striking you

Rebuke I: Attacks have a 10% chance to stun (NOT IMPLEMENTED)

Incandescence II: 55% current Ember is added to damage

Ephemeral I: 10% current Ember is added to speed

Wrath's Abandon I: Each attack increases your damage by 5

Ruination I: 15% chance to double attack (NOT IMPLEMENTED)

Lambent Mantle II: Enemy takes 18 unblockable damage when striking you

Wrath's Abandon II: Each attack increases your damage by 5

Incandescence III: 55% current Ember is added to damage

Ruination II: 10% chance to double attack (NOT IMPLEMENTED)

Rebuke II: Attacks have a 10% chance to stun (NOT IMPLEMENTED)


CREDITS

Game by Eerywax

MinimalPixel Font by Mounir Tohami: https://mounirtohami.itch.io/minimalpixel-font

Sounds created with ChipTone by SFBGames: https://sfbgames.itch.io/chiptone

Made in Godot Game Engine

NOTES

This game was made for Roguelike jam 4 (https://itch.io/jam/roguelike-jam-4) but will continue development.

Plans include: 

> Implementing unimplemented mechanics.

> Unimplemented mechanics include stuns, dodges, reflected damage, egg-laying (on the map), vision scaling.

> Polish for the game: adding evolution animations, music, more appropriate sounds, an in-game tutorial, and a bit of unintrusive story/lore.

> Bug fixes: Restarting from the ending screens currently does not reset the map state properly.


Thank you for playing Laernia!

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Laernia_Win.7z 10 MB

Development log

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