Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Rune GuyView game page

Spells evoked by drawing runes keep you alive in this deadly dungeon.
Submitted by groovacious_claims, Rimbozendi — 1 hour, 50 minutes before the deadline
Add to collection

Play game

Rune Guy's itch.io page

Results

CriteriaRankScore*Raw Score
Originality - Does the game innovate or try something new?#263.2363.889
Audio - Does the game have nice sfx and music?#502.7743.333
Technical - Is there a technical achievement​ behind the making of this game?#502.4963.000
Overall#522.6263.156
Graphics - Is the game aesthetically pleasing?#612.6813.222
Gameplay - How fun is it to play?#701.9412.333

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

Interesting idea with spellcasting (reminds me of Arx Fatalis), but the game is too clunky and buggy at this point. That, and having to sit through a huge infodump and a tutorial video didn't feel good at all.

Developer

thank you for the input! I have fixed most of the playability bugs and added a lengthy interactive tutorial; check back after the voting ends for the latest version :)

Submitted

It looked like there was promise with the input system of drawing runes but I didn't manage to get there as the movement is just too slow - it could just be my machine, but every time you move forward there is like a second or two delay before you can move again and that just makes it way too slow to be playable.

Developer

Thank you for the input! Yes, the slow movement is caused by the way it cycles through each enemy each time you move, and they each move. So when you walk on to a map with 6 enemies you cant see, it just appears like you are moving slowly. I will have movement happen in unison after the jam is done rating :)

Submitted

i did not care for the alert box method of dumping information on me.

it also a little weird how i had to get it running.

i think this could be something, but isn't quite there yet.

Developer

thanks Grumpy! Yeah, I have since added an in game interactive tutorial and cleaned up the memory handling. No more invisible objects or chunky movement, and I added mouse look. Check back after the jam for improvements :) Thank you for giving our rushed idea a try and supplying some feedback!

Submitted

The basis of the spell system does work, even if I can't find how to target myself with healing spells.


The game is clunky as is, past the mentioned sound glitch I feel like I always end up not being able to walk on a seemingly empty tile (not impossible that I'm missing something), but anyway I'll follow the game if it's meant to go any further.

Developer (2 edits)

There is definitely  a glitch that stops you from walking on empty tiles! It’s due to how entities and objects are stored separately and the collision system in this version checks for the entity position rather than the object (doh!!). Thus when I have a function that doesn’t delete the entity when it does the object, you have an invisible item you can’t walk through -_-

Thanks for the input and follow, and can’t wait to release the updated version!

[edit] And currently no way to target self, you just target another entity with the healing spell and it heals yourself. Pretty cheesy, and ineffective much of the time due to shoddy select recognition, but this is another factor hampered by time that I plan to change :) [/edit]

Submitted

Really interesting combat system which actually seemed to work quite well as far as gesture recognition goes.
I would have liked it if the game was more linear so that it was more easy to see what you have made, as it is it is quite obscure.

The graphical style is interesting. I liked it, but some people might not. The effects are cool. Tutorials should be in the game rather than in popups, but I'm sure you did that for a reason ;).

I liked the menu with that old-school introduction cinematic, very nostalgic.

Developer (1 edit) (+1)

Thank you for the feedback and for trying it out! I agree completely that this game needs a much more involved tutorial with a higher degree of interactivity. I totally pulled an all-nighter to squeeze it out before my shift on Wednesday (hence that horrible audio glitch and the objective not telling you how many hourglasses you have :P), so the tutorial popups were a desperate final attempt at giving the player SOME direction. Thanks again Lambduck!