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A jam submission

Rune SmithView game page

Master the power of runes in this tactile rogue-like!
Submitted by Sacha Veenstra — 19 minutes, 21 seconds before the deadline
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Rune Smith's itch.io page

Results

CriteriaRankScore*Raw Score
Artwork#7454.0834.250
Creativity#9784.0034.167
Narrative#13033.1223.250
Audio#17493.2833.417
Enjoyment#24013.2833.417

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
The goal of the game is to create a loop that takes the most advantage of the tempering system. Besides that the game has been styled after a big loop, and as a rogue-like by definition is about iteration.

(Optional) Please credit all assets you've used
SFX:
Cash Register Fake.wav by CapsLok -- https://freesound.org/s/184438/ -- License: Creative Commons 0

Anvil by MrAuralization -- https://freesound.org/s/274846/ -- License: Attribution 4.0

FIREPLACE by leosalom -- https://freesound.org/s/234288/ -- License: Attribution 3.0

Opening the sarcophagus by Breviceps -- https://freesound.org/s/457529/ -- License: Creative Commons 0

(Optional) What would you like to be called if GMTK features your game?
Sacha Veenstra

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Comments

Submitted(+1)

Took me a while to understand how the game works, but once i got it i was hooked. Finding different rune combos to get higher and higher scores is very fun and addicting. The artwork is gorgeous i like the colour palette used here i think it adds a lot to the overall vibe of the game. My only complaint is that the UI is kinda confusing and awkward at times. I have no idea what the symbols on the top left mean which caused me to accidentally restart the game and lose all my progress.

This game definitely needs more attention its definitely one of the better games i played in this jam. Well done!

Developer(+1)

I'm glad you enjoyed my game! I completely agree on the UI, and I already have an update lined up that makes everything a lot smoother :P. Thank you so much for the feedback! 

Submitted(+1)

I managed 895 on my best loop by getting rich af and using the runes that gives score based on your gold + the runes that double tempers. Very impressive game with highly intricate mechanics, even outside a game jam tbh. This is one of my favorites so far out of all the games I've tested. I have little to criticize except minor things: the buttons could have hover feed and be pressable everywhere, not just the small circle. I am also not quite sure what exactly crumbling is, my crumbled runes seem to have worked just fine? 

Anyways, there's big potential here with all kinds of insane synergies between runes.

Developer

Thank you for the nice comment! I completely agree on the buttons, that was an oversight on my part. Crumbling happens to all runes that retemper/retrigger, basically preventing them from doing it again such that you cannot make infinite loops. the description is a little vague due to the Onyx modifier also working just once, but leaving the rune itself fully functional. I'm glad you enjoyed my game! :)

Submitted(+1)

Super fun, I am surprised you managed to make all this in the time! The buttons were a little strange and took me a small while to figure out what to click haha. I was also unsure what tempering actually was. The game seems polished and well balanced, and the additional bonus effects on runes are awesome. Very good game you made here!

Developer

Thank you so much! I'm happy you enjoyed my game! Both the tempering and the button design were this way for flavor reasons, but ended up being more inconvenient to the player. Tempering was a rewording of (re)trigger, which I thought might've been a bit dry.

Submitted(+1)

Actually insane game.  Very satisfying to play. The only thing that was weird is that sometimes while dragging an object over another (without dropping it) the objects would swap positions.

You actually could make a "whole" game out of it. 

Developer(+1)

Thank you so much! I'm glad you enjoyed my game! The swapping of the runes was a solution that I thought was fun, but ended up being inconvenient. If I had had more time would've changed it for sure, but in the Game Jam I couldn't afford to reprogram the system.

I am definitely considering turning this into a "whole" game! :)

Submitted(+1)

A whole game would be really cool. It also seems like you have a really solid foundation. Well the drag and drop itself is intuitive. Maybe you could just make the colliders of the sockets a bit bigger. What really was "confusing" was the swapping stuff just by hovering, i.e. dragging without dropping. But it was also not that bad. But there is sort of a semantic gap between what you expect from the controlls and what then actually happens. 

Developer(+1)

Yeah 100%. Funny story about the hitbox sizes: they used to all be bigger. It was then I encountered some gamebreaking errors if a rune was hovering over 2 distinct surfaces it could occupy, so the small hitbox is more of a ducttape fix :P. An intended mechanic of the swapping is that you can change the relative position of the runes on the ring by dragging it across to where you want it instead, instead of having to manually move every rune by one spot. I think a better alternative would have been to add a button that shifts all runes by a spot, but that was a programming challenge I did not have time to add to the pile at the time.

Submitted(+1)

Well, even if you would plan on making more slots accessible over time you could just use a linked list (or ring buffer) and then shifting everything by one is actually quiet intuitive. But you would have to be a bit careful with the first and last element. 

Cool interaction idea though. I was just playing the game on an chill/asmr level, so I did not really care about min maxing everything. But I could image that if the game gets trickier, that this is really a useful tool to have. 

Submitted(+1)

Isa + Hagalagz was a pretty awesome combo. I keep buying the cheap runes for 2, immediately selling and doing a reroll to get more cheap runes. That was able to power up my Hags to insane levels pretty quickly and then Isa just combos in insane ways.

I wasn’t ever able to go beyond just two runes in my forge circle though. I’m not quite sure what I was doing wrong there? Any tip you may have had on what I missed would be appreciated.

One point of feedback, the button’s small circle was just too small and i didn’t even realize that was the actual button into I accidentally clicked on it. It would be a lot easier for people to make the whole block, including the text, clickable.

Loved the artwork and the thoughts put into the different runes. Really cool concept!

Developer(+1)

I'm glad you enjoyed my game! I am confused as to what you mean with not being able to go beyond two runes, maybe I could help if you can elaborate? The button design was definitely an oversight. I thought more about where the button would be in the artwork rather than what could be convenient for the player. Thanks for the feedback! :)

Submitted(+1)

I was only able to make a rune in the bottom and the top slots of the circle. I just tried again now and seems like it is working for me in all slots of the circle now. Maybe there was something that was wrong with my setup when I first played. Sorry about that.

Developer

Hey no worries! I could definitely see something funky happening with the hitboxes were something to go wrong with the loading of the game :P

Submitted(+1)

Positive: Cool game, made me take a deep breath to take a moment to think. I liked the roguelike, and there were definitely builds you could make. Very nice work with the design.

Negative: At first, I didn’t understand where the buttons were, and the UI didn’t feel very fluid. The runs kept changing places when I didn’t want them to. The audio was a bit repetitive.

Developer

Thank you! I had a lot of fun with the design, and it came together surprisingly quickly. Composing and UX are not my strong suit, I would definitely improve them were I to make this into a full game. I appreciate the feedback! :)

Submitted(+1)

Nice game! I've had the idea of a rune-circle type game before, but not known how it could work, and I think it was pretty genius making it balatro-like. I like the art direction too, and it feels like you studied mythology to get the runes right. If I had a nitpick it would be that it wasn't immediatly clear 'tempering' reffered to the hammer. Maybe the loop could light up as energy went through it and activated the runes or something? I felt like there were more runes that relied on being tempered than runes that tempered, although the runes still have good synergy. I think this was a well executed cool idea for a game, good luck in the jam!

Developer

Thank you so much! Yeah originally tempering was "triggering", which I renamed for flavour reasons, in hindsight it might have made it less clear :P. The loop animation was definitely something I planned to do if I had the time for it, it was just lower on my priority list for the Jam. I'm glad you enjoyed it!