At the heart of every gaming experience lies a concept and a spark of inspiration. For Game of Runes the journey began with a love of epic adventures and mythical realms, think Tolkien, but tempered with some Pratchett-like humour.
Yes, my game may fall short of their exalted standard but aiming for the stars is the only way to travel! (There’s also dragon back but I haven’t one to hand so a flight of rocket-filed ambition will have to suffice.)
I wanted to craft a world filled with mystery, peril, and violence.
The combat system was the first mechanic to be created first, and to that we added food, plague, and spells and drink.
Alcohol may make you brave and strong, but it also makes you clumsy and stupid. Then we littered our world with allies and enemies and those that could be either.
It’s hugely important that every choice you make has a consequence, even if, especially if those consequences aren’t immediately apparent!
We’ve been so pleased with the reception to Game of Runes, the sequel is on the way!
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