Compare Lichtspeer: Double Speer Edition prices across 50+ stores and find the best deal. Developed by Lichthund. Published by Crunching Koalas. Released on 8/15/2019. Available on PC, Mac, Linux. Genres: Action, Adventure, Casual, Indie.

Arcade spear-chucking with a psychedelic Germanic fever-dream aesthetic. Satisfying in short bursts with a friend, frustrating solo past the midpoint.

My patience for gimmick-launchers is thin, but Lichtspeer dragged me in anyway, mostly because it commits so hard to its own absurdity that you almost respect it. You stand still. You throw a glowing spear. Hipster ice giants, wurst zombies, penguin vikings, and skater walruses come for you from the right side of the screen. Miss three shots in a row and a god shouts "Nein!" and stuns you. That is genuinely the whole loop, and somehow it holds up for a while. The core mechanic is trajectory-based aiming: hold the button to ready the throw, tilt the analog stick to set your arc, release to fire. Headshots are instant kills and feed your score multiplier, which converts into LSD (Licht Standard Denomination, and yes the developers noticed the acronym). Spend that currency at the shop between levels to unlock and upgrade Lichtpowers: a lichthammer that detonates on impact, a shield, a licht-column screen-clear, split-spear throws that fan out into three or five projectiles. Three abilities slot onto face buttons with cooldowns, so there is a thin layer of loadout thinking on top of the aiming. It is not deep, but it is exactly deep enough to keep the first eight or nine levels interesting. The problems stack up in the back half. Boss fights spike the difficulty in ways that feel less designed and more arbitrary: some require you to land spears on tiny exposed weak points during five-to-ten-minute fights, and some will one-shot you for a single miss after all that time. The regular levels also start throwing enemy volumes at you that feel more like padding than escalation. Solo, the repetition starts grinding before the credits roll. The local co-op mode, where a second player takes control of a flying armored dachshund with its own spear and a full-screen-clearing laser ability, genuinely rescues the experience. The drop-in system is frictionless, cooldowns on Lichtpowers are shared between players which forces actual communication, and the boss phases where colored targets split between players create the kind of frantic co-op chaos that makes a room loud. That is where this game lives. Presentation is the one area with no asterisks. The angular neon art shifts across arctic ice fields, desert pyramids, and space-drenched backdrops, and the synth-electro soundtrack from Marcin Sonnenberg is genuinely good, the kind of thing you leave running after you quit. On PC the controller feel is clean, input response is immediate, and the 2D plane means there are no netcode concerns to worry about since co-op is local only. Mac users should know the Steam page flags Catalina and above as unsupported, so check your OS before buying. The two difficulty modes, standard and the aptly named Rage Quit, plus a New Game Plus, add replay mileage if the headshot-chasing grabs you, but the well does run dry for most players before those modes become compelling. Fred, Scout Team

Lichtspeer: Double Speer Edition
ActionAdventureCasualIndie

Lichtspeer: Double Speer Edition

Aug 15, 2019LichthundCrunching Koalas
GamerScout Says

Arcade spear-chucking with a psychedelic Germanic fever-dream aesthetic. Satisfying in short bursts with a friend, frustrating solo past the midpoint.

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About Lichtspeer: Double Speer Edition

My patience for gimmick-launchers is thin, but Lichtspeer dragged me in anyway, mostly because it commits so hard to its own absurdity that you almost respect it. You stand still. You throw a glowing spear. Hipster ice giants, wurst zombies, penguin vikings, and skater walruses come for you from the right side of the screen. Miss three shots in a row and a god shouts "Nein!" and stuns you. That is genuinely the whole loop, and somehow it holds up for a while. The core mechanic is trajectory-based aiming: hold the button to ready the throw, tilt the analog stick to set your arc, release to fire. Headshots are instant kills and feed your score multiplier, which converts into LSD (Licht Standard Denomination, and yes the developers noticed the acronym). Spend that currency at the shop between levels to unlock and upgrade Lichtpowers: a lichthammer that detonates on impact, a shield, a licht-column screen-clear, split-spear throws that fan out into three or five projectiles. Three abilities slot onto face buttons with cooldowns, so there is a thin layer of loadout thinking on top of the aiming. It is not deep, but it is exactly deep enough to keep the first eight or nine levels interesting. The problems stack up in the back half. Boss fights spike the difficulty in ways that feel less designed and more arbitrary: some require you to land spears on tiny exposed weak points during five-to-ten-minute fights, and some will one-shot you for a single miss after all that time. The regular levels also start throwing enemy volumes at you that feel more like padding than escalation. Solo, the repetition starts grinding before the credits roll. The local co-op mode, where a second player takes control of a flying armored dachshund with its own spear and a full-screen-clearing laser ability, genuinely rescues the experience. The drop-in system is frictionless, cooldowns on Lichtpowers are shared between players which forces actual communication, and the boss phases where colored targets split between players create the kind of frantic co-op chaos that makes a room loud. That is where this game lives. Presentation is the one area with no asterisks. The angular neon art shifts across arctic ice fields, desert pyramids, and space-drenched backdrops, and the synth-electro soundtrack from Marcin Sonnenberg is genuinely good, the kind of thing you leave running after you quit. On PC the controller feel is clean, input response is immediate, and the 2D plane means there are no netcode concerns to worry about since co-op is local only. Mac users should know the Steam page flags Catalina and above as unsupported, so check your OS before buying. The two difficulty modes, standard and the aptly named Rage Quit, plus a New Game Plus, add replay mileage if the headshot-chasing grabs you, but the well does run dry for most players before those modes become compelling. Fred, Scout Team

Tags

singleplayermultiplayerpvplocal-multiplayercoopachievementscontroller-supportcloud-savestier:sub-5Arcade PrecisionLocal Co-opWave SurvivalRage Quit ModeScore AttackTrajectory AimingNew Game Plus

System Requirements

Minimum

OS
Windows XP 32 bit
Memory
2 GB RAM
DirectX
Version 9.0
Storage
500 MB available space
Graphics
DirectX 9+ Compatible
Processor
Intel Core™ 2 Duo 2.0+ GHz

Reviews & Ratings

No ratings available

Game Info

Developer
Lichthund
Publisher
Crunching Koalas
Release Date
Aug 15, 2019

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