Wow wow wow. This game is good. Good job.
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Wheel of Runes's itch.io pageGame's Take on the Theme
Spinning the wheel to change your active rune / spell
Did your team make the majority of the art and music during the jam?
All the visuals have been produced by us. All the audio is free resource found online
If not, please link to any asset packs or resources used here.
pixabay.com / freesound.org
Comments
I love this game! I kept going back and playing more and needed the extra runes to beat the game and it was so satisfying! Very well made! LASERS! Feel free to try our game if you like!
Well polished and well made, very fun roguelite experience with a bit of an addictive gameplay :D
I liked how you incorporated the "spin" requirement
The combat felt quite unique and fun with the rune switching mechanic, well done! I was also surprised by the amount of runes you implemented, there is a lot to see here. The art was also really cool and the game felt polished and fun to play. I think the bosses could have been made a little harder, requiring you to unlock more powerful runes before being able to defeat them. But it is a jam game, so it is better to have it easier than harder imo anyways :D
The idea of switching runes mid-battle was implemented very well. The bosses are also incredible.
I really like the rune system. If the wheel could be turned instantly (maybe not visually but mechanically) that would have been awesome. I found myself regretting having more than 2 runes on my wheel because I'd have to spin past one I didn't need at the moment. Besides that it was a very enjoyable game and the bosses are cool!
Why is Malenia, Blade of Miquella, the third boss here?
This was a really interesting game. At some point, I realized I was just sitting there like a gambling addict, trying to roll powerful gems in the shop. Visually, it’s not the best I’ve ever seen, but it’s definitely one of the most engaging. The mechanics and gem abilities are awesome, and the boss movesets are fantastic. I really liked how the difficulty ramps up over time, forcing you to stay on your toes.
Nice game bro, I love the Art Style, and the difficulty is just perfect.
I really liked the freedom that the spell system gave me, it was fun to try and mix and match all of the different spells and they were relatively cheap so I was able to try most of them.
The boss design was also pretty varied. I liked that they had environments that matched the art of the boss. Although the player character almost felt as if the style of player was different than the rest of the game. Very Realm of the Mad God-esque which is charming.
I liked the attack patterns of all the bosses quite a bit. The projectile attack patterns of the first boss were especially fun to dodge. I ran into a few issues with the kraken boss, mostly due to the fact that the tentacle arm movement collider stayed on the map even after the arm disappears when the squid submerges. But it was really satisfying to trivialize the crabs with the continuous laser.
Charming little game, if it had a little bit more polish, I could see myself playing this for hours.
A great entry! The bosses are really well designed, but what I enjoy the most is deciding which runes to take and how to chain them for powerful combos. This aspect is very well done, especially since there are so many runes, with different, creative effects. I just wish I could go to the shop and my wheel between fights, but I understand the design. Overall, a really fun time!
Thank you for playing!
Regarding mouse wheel, it has been on the table but I thought maybe some players doesn't own a mouse wheel. Maybe a bad judgement but that's why we didn't go for that. We thought also about Q & E but we wanted the player to remember the less controls as possible, to maximize accessibility. Again, thank you for testing our game and for the feedbacks!
Nice game, perhaps a bit too easy, beat it 2nd try with 2 different fireballs and basic attack. Also I think "deflect" is bad word for "Repulse" because it actually don't reflect projectiles, but just destroys them from what I've experienced.
Aside from a handful of quality of life changes like the wheel automatically spinning to the next rune if it runs out, the ability to spin the wheel backwards, the projectile deflecting attack deflecting non boss objects like the crabs in fight two, and the blue shot being a lot faster, among other things, I really like what you've got here. I love runes in general so this setup really spoke to me, the capacity synchronicity in this system was really fun to play with as I did run after run, and due to the progression system, a lost run never feels like a waste of time which I really appreciated! I also found the bosses to be really cool in terms of animation and dynamism, fantastic work getting those done
Pretty good! I feel like player character and customization options to my attacks were great but they made look bosses look kinda simple in comparison. Progresion of difficulty and complexity was ok, just needed one or 2 more bosses I think.
Other thing I could suggest is to maybe make automatic switch to next spell if it goes on cooldown after being used. This might add more dynamic to the fight.
I like the customization feature. What I loved the most was the boss's sfx and effects. The octopus was quite challenging
cool ideal, customization is nice and the base combat is simple but intuitive. Great job
I love the idea of customizing what spells you're able to use at a given time! You've made a very unique way to interface with your game, well done!
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