Lyca
Not enough ratings
A glossary and Tutorial
By NovaWyrm
How to play the game, and what upgrades actually do. This game is cute, relaxing, and quite fun but explains nothing and uses vauge terms. WIP and open to corrections <3
   
Award
Favorite
Favorited
Unfavorite
The very basics (AKA: What do I do, and how do I do it?)
The very basics is that you create grass, then walk through the grass you just made for money. You drain energy constantly, and every time you make grass you drain an additional burst of energy. Upgrades make you break more, faster, cheaper, and faster while going for longer periods of time.
A more Detailed Explanation and general strategy guide (HEAVILY WIP)
Disclaimer
Everything here is what I can see happening, and there are many mechanics that go unexplained and I simply have to guess at. Please understand this section may contain factual errors, but should provide a good enough grasp to not feel lost when playing.

Starting Strategy
Every 2 seconds you "stomp" and attack the ground beneath you. If your attack is successful you will create grass beneath you, otherwise you will need to keep attacking. You have a constant energy drain as well as a burst of energy required to make attacks. (You'll notice if you stand still in grass, you don't lose energy in bursts, but if you move onto new land you will lose approximately 3 energy PER TILE PER ACTIVATION to start.)

I recommend to start only investing a single point into influence and strength, and the rest of your currency on energy related perks. With a single influence you can stand on one of the corners of the grid (represented by the black "+") and hit 4 tiles at once easily. The extra bit of strength lets you break tiles slightly longer into a run.

Because energy drain and tile health are both worsened by the progress meter, and movement being the driving factor behind progress optimizing movement in the early game is the path to lots of points per run. I recommend carefully moving from corner to corner breaking 4 tiles at a time until you are at 1/2 energy. THEN going back and picking everything up. Optimizing movement in this way lets you break a very large number of tiles for very little energy, and only have your energy costs majorly ramp up once you are already in the collection phase of a run. Using this early build and tactics with 1 influence and 1 strength I can usually break around a hundred tiles per run.

Overall Strategy
The logic behind the tactics remains true as time goes on, just gets larger and faster. Your #1 objective is to minimize movement. This means breaking as many tiles as you can in as consistent coverage as you can, and picking up grass as efficiently as possible. As your range and strength increases I suggest breaking tiles till the point they can't be one shot, then turning back and collecting your grass. As you unlock flowers they also produce their currency over time, can be collected repeatedly, and can store multiple flowers at once. This storing mechanism means its even more advantageous to pick up grass last as you will inevitably wait long enough that flowers have many pickups ready for you as you as you collect the grass around to them.

The actual Glossary (Stats and their meanings HEAVILY WIP)
As Lyca you have a few stats that matter most, though admittedly I'm unclear on how EXACTLY some of these stats work.


Activation
Activation is when you make grass or break ground. Represented by the white bar over Lyca and has default 2 second timer between activations and by default only activates one tile at a time.

Energy
Energy is represented by your heart meter. Energy drains constantly which can be mitigated by energy regeneration, energy decay reduction, or simply increasing maximum energy. Additionally you consume energy for every tile you activate. This additional cost per activation can be reduced with energy armor which comes in a flat reduction and a percentile reduction.

Energy costs ramp up as your progress meter increases within a run, an activation might require 3 energy to start, and 20 part way through a run. As far as I can tell passive energy cost is also increased as the progress meter increases. However because it seems to be tied to progress and NOT time spent if you are careful with your movements and minimize movement you can optimize your energy usage

Experience
You gain experience with each activation or pass through grass. When you level you gain a green currency that you can spend as an upgrade tool. As far as I can tell you don't gain any other benefits from leveling directly, only a currency.

Tiles/Grid/Grass
This game is broken up into a grid, with each corner of the grid represented with a black mark. This forms a series of pluses marking each intersection. Ground tiles have a set health that is not directly visible and requires strength/damage to break through. Breaking a tile creates grass which allows you to create money by walking through it.

Influence
Influence is the amount of tiles you can affect per activation. This is represented by a small circle beneath you that grows as you add points to it. Standing on the intersection of tiles will allow you to hit more tiles more easily. Influence and pick-up range is not 1-1, with your pick up range being slightly smaller with the first influence upgrade maxed out and no more. Unclear if this increases with influence or is a static pickup range.

Strength
Strength is the amount of damage you deal to terrain per activation. To start it will not require any strength to one-shot the ground, but just like energy costs the health of tiles increases as the progress bar increases. Minimizing and optimizing movement can allow for you to break significantly more tiles at lower upgrade tiers

Additionally, Strength and Damage are used interchangeably and mean the same thing. However strength usually refers to universal damage, where damage usually refers to specific terrain types (Ground, rock, ect.)