
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.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 43 reviews with recorded playtime.
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
그냥 코인푸싱만 하면 안되나? 코인 미는건 재밌긴 한데. 그외는 굳이싶음. 몬스터 뽑기는 뭔가 좀 꼽고 맵으로 나가도 별로. 몬스터 조합도 생각보다 재미없음. 그냥 상자에서 완제품 몹 나오고 레어면 폭탄 같은거 나오고 코인 터지고 그런거나 줬으면. 그리고 스토리도 판 안에서 다 했으면 좋겠음. 이런 얘기 많이 들었을듯. 그래서 다음작은 그렇게 만드는거 같음.
fun, a little too short to be worth the price, but. Im not gunna refund.
Coin pusher game. My first thought was repetition (boring). I was wrong. This game is quite fun.
when i open the game i cant full screen it and it has only the part where you throw the coins, nothing els. as i saw in other videos and trailer, there is more this game suppose to offer
Pretty fun game! There were some things I didn't understand at first. I kind of had to mess around and find out. A little tip for after you finish the first level on the map and defeat the boss: press TAB to move on to the next part. I couldn't figure that out for a while. Anyways, it's cute and I am a fan
I streamed this game for this review. The link will be below. Overall, I think this game is a fun little experience to pass some time and leave you satisfied, but it's not without a few flaws. You Must Become A Lich blends an addicting coin-pusher arcade game with some pretty middling RPG/RTS (not really?) mechanics. The game is definitely most exciting doing the coin pushing stuff; waiting for that big load when you cause an avalanche of coins to fall into the receptacle is a gratifying experience. For sure, this is the funnest part of the game. However, the purpose of the coin pusher stuff serves an RPG and “army management” system. Players will use their coins to feed a chest that will reward the player with a random monster part which can be used to build your undead army. Unfortunately combat is just a number check. You will stand next to the enemy and wait for one of the pools to drain. If your pool is bigger than theirs, you win. There is no thought. This is fine, honestly. It might be nice if your Lich could assist by maybe casting buffs or flinging a few spells to give the player more agency in combat, but I don't see it as necessary for this game as it is a pretty casual and easy going game. What would benefit the game, however, would be speeding up this combat, as there is nearly a second of wait time between each attack. These 2 parts of the game often feel disconnected from each other. The coin pusher feeds into the combat mechanic, but the combat mechanic rarely feeds back into the coin pusher in any meaningful way. There are even coin pusher boss battles but you don't use your army to fight the boss! What a waste. What might help this is if each monster part had some sort of minor passive buff that affects the coin-pusher stage, and bringing your monster army into a coin-pusher stage would impart their benefits on the stage. Speaking of, The monster parts aren't exactly exciting rewards. With monsters being expendable and guaranteed to die, getting a rare monster part just doesn't seem worthwhile as a reward. Perhaps if there was a way to heal monsters or if there was more skill involved to reduce the overall damage monsters take it wouldn't feel so worthless. Regardless, I think more permanent rewards are most exciting (or resources which can be put towards permanent rewards). The game is fairly simple, so while it might not seem necessary to include explicit information, I really think it would benefit the game a lot. A lot of the game systems are never explained or only explained in brief. The game has no story, and I don't think it really needs something deep, but at least it would motivate the player to keep pushing forward instead of feeling like you are doing things cause “why not?” Some things do get a description, but often the text only appears on screen for a very brief moment and is often in the corner with nothing drawing your eyes to it, so it's very easy to miss information like the aforementioned town buildings increasing army size. If you'd like to watch my experience with the game, I've linked the archive below. You can click the timestamps to jump to when I start playing. https://www.youtube.com/live/K3iW1k9tX2Y?si=cFYn-DP3UUp1TCat
It was a fun, short, simple and easy game. There is not a ton of content here but it is worth a few bucks to pass the time.
This game was fun for the bit I played. I'm here because I watched Oboeshoes play and I know there's more. But for the life of me after defeating the first boss I can't find any way to progress the game. There seems to be no way to get to the exploration map or next coin pusher map. If I was able to play though the entire game and access all the maps currently locked for me I would recommend it. The war table only leads back to the first exploration map and there is no other door that leads to exploration maps. Edit: Not sure if it's an update or I was missing it but I was now able to figure out how to advance to the next stage: Holding tab while on the boss stage (after the boss is defeated of course).
The game is fun enough if you're a fan of coin pushers. Theres very little depth though, so basically all actions you take just affect the rate at which you inevitably win. If there were more coin pusher games out there this wouldn't be worth talking about, but as it is its one of the only games in this style at all so it has to get a pass if you like them.
Somehow the most addicting game I've played in a while. Although I wish you had desire to continue the project I understand leaving it as is and I respect that. 10/10
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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