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A jam submission

RUNICView game page

A platformer where you figure out the controls yourself
Submitted by alzhu1 — 13 hours, 45 minutes before the deadline
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RUNIC's itch.io page

Results

CriteriaRankScore*Raw Score
Best Use of Theme#14.0004.000
Best Music and SFX#13.8003.800
Best Graphics or Art#14.2004.200
Overall#14.0004.000

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

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Comments

Submitted(+1)

This was really fun to play. The minimalistic graphics and black & white aesthetic was pretty cool too. 

Submitted(+1)

I liked the shrink mechanic (similar to your Growth Spurt Dungeoneer which I played after we chatted the other week), though sort of wish the physics changed instead of seemingly only the collision boxes.

Assets are great (can't go wrong with Kenney the champ!) and I liked the music selection.   Overall a fun entry!

(+1)

This is a really cute game with finding your abilities throughout the level. some jumps and dashes were a little hard toward the end, but overall fun game and would love to see more like this!

(1 edit) (+1)

Wow, I think the mechanics here are really well polished. Aesthetics are on point. The level design and pacing as you introduce each mechanic is really great as well. I think my only critique is it feels a bit loosely tied to the theme. I don't find myself wondering what any of the buttons do, I just have to collect the runes to unlock "standard" 2d platformer controls that are self-evident by the rune icons. 

The game feels like it could have fit in with GMTK's 2020 Game Jam. In his recap video, Mark Brown even talks about a theme in some submissions where the controls are represented as in game entities @ ~3:49, 

Developer(+1)

Thanks for playing! I agree with your critique, in hindsight I think the only times you would ask "what does this button do"  is right after collecting the rune; then you know, so there's not much more to it than that. Maybe an interesting spin could've been having separate levels where the rune maps to a completely different action in each level (i.e. the left rune now makes you jump in another level), so you have to keep guessing.

Great point about the GMTK game jam correlation, I didn't think about it at the time but this game definitely borrows that idea about controls being part of the game world. I thought that was a cool application of the theme in that game jam, so I'd love to explore this idea more when I get the chance!

(+1)

I LOOOOOVE the art and level design, it reminds me of what playing indie games used to feel like, and the flow progression of getting more abilities almost felt a bit metroidvania. I think the difficulty is just right and the sense that the level design is teaching you how to play is great!