that was a crazy experience. the world chat at the beginning was great. I wish there was something to do in the game while the chat was happening though. I thought tying the scaling theme to time was interesting, but it didn't really interact with the gameplay. One of the things I remember about MMOs is that the number of abilities, grew a lot over time and rotations changed. I would have liked to see that come into play (even if not that seriously).
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Crystals of Runewood's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #785 | 3.864 | 3.864 |
Overall | #1800 | 3.384 | 3.384 |
Style | #1801 | 3.500 | 3.500 |
Enjoyment | #3258 | 2.788 | 2.788 |
Ranked from 66 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?
MMORPGs are built to scale; our game's narrative is about when the size of the player base doesn't match. It is itself a small snapshot of a much larger world.
Development Time
96 hours
(Optional) Please credit all assets you've used
Additional assets used:
- fantasy spell icons - liosan, from OpenGameArt
- fantasy ui panel - StumpyStrust, from OpenGameArt
- wind sound effect - Luke.RUSTLT, from OpenGameArt
- Pixel Art Platformer tileset - https://cainos.itch.io
- fantasy ui construction kit - Lamoot, from OpenGameArt (edited)
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