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Stamina in Death of a Wish

Death of a Wish’s combat does not have a stamina resource, this has substantial implications for its tone and texture.

Death of a Wish is about anger, aggression, and liberation. The protagonist, Christian, is filled with a righteous fury that drives him forward with reckless abandon. We want these character traits to be systematized through combat design.

In our 2018 game, Lucah: Born of a Dream, there are two resource pools that are tied to combat actions, Stamina and Charge. Stamina is a limited resource consumed by using melee attacks, dodging, and sprinting. It regenerates when the player refrains from performing stamina-consuming actions and waiting for a few moments. During this recovery period, the player can still use ranged Familiar attacks, which consume the secondary resource pool, Charge. Charge is restored by striking the enemy with melee attacks. If the player attempts to perform an action without the proper resource for it, then it will fail, leaving the player vulnerable. The player can also level up stamina and charge restoration speed in order to tune their builds.

This feeds into a simple resource-management loop.



For example, if my stamina is insufficient to use a melee strike or evasive action, I should use a Charge-consuming Familiar attack while stamina regenerates. Once my Charge is depleted, I will switch to stamina-consuming melee strikes to top off my Charge pool. This loop is complicated by different enemy types and behaviors; enemies that attack from different ranges force scenarios where the player needs to be attentive to the two resource pools, which attacks they can use at any moment, and what risks enemy attack patterns present. This was suitable for Born of a Dream, but Death of a Wish aspires to different aesthetic and player-experience goals.

The “Stamina” resource pool is rooted systems-rich RPGs, the history of which falls outside the scope of this blog post. With that said, the most immediately comparable to how stamina works in Born of a Dream is Dark Souls.

The stamina resource in Dark Souls forces players to be deliberate and thoughtful about their decisions at the atomic-level. Every attack has a quantifiable stamina cost, which means that missing an attack will waste a precious resource and risk penalizing the player with failed actions in the exhausted state. Furthermore, defensive abilities like blocking and dodging also use stamina, which players should always budget for in order to avoid enemy counterattacks. This incentivizes players to abstain from attacking in certain circumstances, such as when an enemy is blocking or out of range. Every stamina-consuming action is thus a commitment of limited resources that cannot be wasted.



The resource-management and animation-management play is a fundamental part of these games core verbs. In Dark Souls there are two types of attacks, light and heavy. Light attacks have a low time commitment, and a low stamina cost. They can be strung together when there are small windows of opportunity in an enemy’s attack pattern to work in strikes. Heavy attacks cost a lot of stamina, and have a long anticipation and follow through, making them riskier to use.

Hold actions in Born of a Dream are powerful techniques that can be weaved into combos by holding down an attack button. Hold actions consume both stamina and charge, which makes them extremely likely to leave the player vulnerable should they miss. However, the immense damage that they do to stunned and broken enemies makes them efficient in a way that normal attacks cannot be.

In practice, forcing the player to perform resource management under the pressure of combat creates a sense of tense anxiety that forces deliberate decision-making. This suits the mournful tone of Lucah: Born of a Dream and Dark Souls because the fear of depleting these resource pools and being exposed to danger is omnipresent. The stress reinforces the tone set forth by each game’s representational elements. Successfully managing those resources and overcoming that tension leads to rewarding catharsis.

On a thematic level, the player’s experience of overcoming the stamina limitations with technical mastery and build customization suits Born of a Dream’s theme of “finding oneself”. As the player grows into their play style, the resource limitations become less of an issue as they learn how to play best with their build’s strengths and weaknesses. As the player progresses and develops their character, the initial Dark Souls-like pacing evolves into one reminiscent of stylish-action games like Bayonetta.



Speed and aggression are critical to Death of a Wish’s thematic and tonal goals. This is systematized through every aspect of the game’s design.

Death of a Wish aims prevent overly passive play centered around baiting and parrying enemy attacks. Removing stamina reduces the punishment for playing aggressively and prevents the player from having to wait to recover stamina. This dramatically increases the pace of the combat by making forward momentum less risky. Removing the need to repeatedly use Familiar Attacks during the stamina recovery phase also means that more options are available to the player at any given moment, which further expands the depth of combat. Charge Actions also return, but are less costly to use, making them easier for players to weave into their combos improvisationally.

Increasing the pace of combat and simplifying the resource systems risks undercutting the game’s challenge. To this extent, Death of a Wish features faster and more aggressive enemies. They counter passive defenses with relentless pursuit, gap closers, projectile attacks, and defensive tools of their own. Whittling down enemies with single, intermittent attacks is discouraged because maintaining constant combo pressure is far more effective. These new behaviors transform defensive play into a more active style matching this more assertive design.

These aspects of the combat ultimately tie back into Christian’s characterization; he’s angry because he was hurt by an oppressive culture that raised him on self-hatred and self-harm, and he seeks freedom through revenge. There are other action games that define their characters through their systems and fighting styles. Doom and Metal Gear Rising both conveyed the righteous fury of their protagonists by tying health restoration to fatality moves. With Death of a Wish, we want to convey Christian’s anger in a holistic manner by tying it into every aspect of the game’s combat, and this starts with reconsidering fundamental systems like stamina.

Death of a Wish on AQUALOUNGE this Sunday at 8pm est!

The developers of Death of a Wish will be providing commentary on this Sunday's edition of aqualounge.tv, the experimental art+music+games twitch stream!


The stream will also feature the first look at never-before-seen gameplay, so you won't want to miss it!

The event starts this Sunday, July 30, at 8pm est/5pm pst on twitch.tv/aqualounge_tv. Come by, ask questions in chat, and tell your friends! We hope to see you there.

Death of a Wish - Q&A

We announced Death of a Wish with a teaser trailer on June 1st, and it is now open for wishlisting on Steam and itch.io. There are a number of questions that we would like to address for new and returning players interested in the game.



What is Death of a Wish? Death of a Wish is a linear action-RPG structured like a musical album. The game is divided into levels called “Tracks”. In each track, players explore hostile worlds while fighting numerous enemies using varied combinations of melee and ranged attacks, encountering story events, set-pieces, and bosses along the way. Players can develop their character by mixing up numerous weapon types, passive modifiers, and items to form a truly individualized style.

Death of a Wish marks the return of the “Corruption” mechanic. This is a meter that rises whenever the player dies or takes damage. When Corruption maxes out, something will happen that will affect the rest of the playthrough. Corruption can be reduced by getting high ranks in combat encounters by fighting gracefully.

Death of a Wish is developed by melessthanthree, the creative moniker of Colin Horgan, an independent game designer who explores themes of Catholic guilt, queerness, and religious trauma. They have built out a large range of experimental and personal games primarily on itch.io, ranging from autobiographical text adventures to fringe horror experiences.

Joining them on Death of a Wish are a range of collaborators whose work includes contributions to games like Butterfly Soup, Manifold Garden, and Digimon Survive.

How long will the game be?
We expect that the full game should take 5-7 hours to complete. Death of a Wish is designed to be highly replayable though; there will be a wide range of challenge modes and unique ways to approach encounters, as well as a high skill ceiling that rewards mastery and player expression. It is a five hour game that you can play for over a hundred hours.



Where did Death of a Wish come from?
We included a commitment to include an additional character as a stretch goal for Lucah: Born of a Dream’s Kickstarter. Born of a Dream was influenced by action games like Devil May Cry 3 and Bayonetta, which include bonus characters like Vergil and Jeanne who bring different abilities and play styles to the games.

Christian was initially intended to be included as an alternate character in Born of a Dream in this style. Plans for this alternate character changed throughout development, and this alternate play mode evolved into a DLC campaign, and eventually into its own game, Death of a Wish.

Do I need to play Lucah: Born of a Dream to enjoy Death of a Wish? Death of a Wish is intended to be friendly to newcomers, and it assumes no familiarity with Lucah: Born of a Dream. While Death of a Wish is loosely connected to Born of a Dream, players can enjoy the game’s story as a standalone work without missing anything.

With that said, people who appreciated Born of a Dream may notice themes, motifs, and character arcs that are enriched with greater context. We would recommend that lore-heads replay the Sacraments from Born of a Dream and ponder them thoughtfully.



How difficult will the game be?
Death of a Wish is tough but fair. It is demanding, punishing, and players will need to pay attention to systems in order to survive. This applies on both a skill-based, reflexive level, as well as the knowledge-based, systems mastery level. We hope that this creates an extremely satisfying play experience filled with moments of challenge and catharsis.

With that said, there will be a wide range of difficulty options. You can also build your character towards less-reflexive play styles using tools like burst damage and damage-over-time. A number of physical accessibility options are included, such as reducing enemy damage, simplifying combo inputs, and reducing enemy health. There will also be more robust gamepad control mapping and accessibility options.

Why does the game look like that? Death of a Wish uses a pixel art style that started with 2015’s Comforting Sounds, when Colin wanted to start making their own art after collaborating with other artists on previous projects. Death of a Wish expands upon that same style to facilitate the game’s combat, world, and atmosphere.

Action games are highly contingent on character animation and movement. Having the same person design both the combat systems and character animations allows us to tune the combat to an extremely intricate degree. Game feel is fundamentally important to the combat, and this art style in motion facilitates an extremely satisfying sense of impact and momentum.

It’s a game that’s striking and beautiful on its own surreal terms. Death a Wish cannot be compared to anything else visually, and we’re dedicated to exploring this style deeply and intentionally.

What platforms can I play the game on

We can confirm Windows PC for now. We are also investigating other platforms. We can share more information on this later.

What are the biggest new additions to the game?
There are a number of exciting changes and additions to the game that we will be unveiling over the coming months. One significant difference is that stamina has been removed from the game. This totally changes the pace of play, and results in an aggressive pace of combat where you cannot hesitate at the risk of losing enemy pressure.

Death of a Wish is coming soon. You can wishlist and follow it now to get the latest news and announcements.

Death of a Wish COMING SOON

Death of a Wish is coming soon.

It has been nearly five years since Lucah: Born of a Dream released, and we are incredibly grateful for your enthusiasm and appreciation over these years. Whether you picked up the game at launch, discovered it through a bundle, or came across it through word-of-mouth, your kind words and support are heard.

This was a life-changing project for us. Telling a personal story of trauma, guilt, and self-acceptance through action and poetics remains an achievement we are proud of. We are glad that it resonated.

We’ve got something new to share in appreciation. Please check out Death of a Wish.

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Death of a Wish is the successor to Lucah: Born of a Dream. This is an action-packed RPG with a vicious new combat system; it is filled with tense encounters, surreal characters, and dark secrets.

Death of a Wish follows Christian, who sets off on a quest for revenge against the Sanctum. By taking down the four Sanctum Faiths: Father, Sister, Cardinal, and Priest, he will upend the order of the world.

https://store.steampowered.com/app/2302080

You can now wishlist Death of a Wish on Steam to get the latest updates. There will be much to discover over the next few months.