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Loving the game concept, not loving that it constantly runs on 100% CPU/GPU utilisation and dropping frames. I'd love to see you take the idea further but preferably with some performance fixes. ;-)

Yeah, i know that in Chrome the game seems quite unoptimized. In Firefox it seems it runs way better. Also on my macbook air it struggle a lot while on my gameing pc [from 4/5 years ago] runs way better.

I'll keep it in mind if and when i'm going to turn it in a finished game [i'd like to also re-implement the spellcrafting way better because there are a lot of other runes i didn't have time to add and some i could not add]. Let's say that this version has been made in 7 days so i'm not worrying too much about optimization, but you're definitly right!

Thanks for the feedback!

Very cool! I like the idea of combining using different runes to make spells. Also the layout the forest/jungle/desert gave a true sense of danger, I think. Just one suggestion: try using different fonts for the tiles vs. the text. Trying to read the square text was a bit difficult.

Thanks, i'm glad you liked it!

I'll try to pay more attention to the text for my next entries, but i can't modify the engine for this.

This game is fantastic. I love the spell creation mechanic. Unfortunately, my awesome run was cut short when I accidentally targeted myself with an Earth/Hit/Hit/Hit/Hit...

Some suggestions for future improvements:

  • I can't seem to play it on the main itch.io display without the up and down arrow keys scrolling the web page - are you perhaps missing a preventDefault() in there or something? (Opening the game's frame in its own window fixes this issue, thankfully.)
  • Also, the Escape key breaks you out of fullscreen mode, so it would be nice to have a consistent key for closing the menus other than escape so the game could be played fullscreen.
  • Seems like most "choose an option" windows have an "X to inspect" aspect to them.  It would save some going-in-and-out to be able to select from the list and just always have the info displayed on the right.
  • If you target yourself, maybe an "are you sure?" window should pop up.
  • The minotaur level feels a little tedious. The cramped spaces are an interesting change of pace, but maybe make the total labyrinth size a little smaller...?
  • I got a rune of proliferation, but it didn't seem like I could incorporate it into a spell. If that's by design, and we need to do something in order to use it, like be a cerain level or combine it with a particular rune, it's not clear; currently, it just looks like a bug.
  • Spell hotkeys would be nice!
  • It would be fun to be able to combine the base runes, like making a spell that does both fire and ice!

Overall, a great little game. I hope you develop it further.

Thanks for review! As per your points they seems all quick and quite easy to implement so i think i'll publish a new version soon.

The Rune of Proliferation proliferate an elemental ailment, the only base runes that apply an ailment are fire [ignite enemies] and ice [freeze eneies], i'll add it in the rune description. All other runes have different special effect that cant be proliferated [like ealing, recouping mana, teleport, ...]

The only point i can not implement is the last one, combining base rune, because ... that's part of the game [NO SPOILER]. That could be a nice addition for a full game where the main quest is different.

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I loved picking a “starting rune” in the first room. (Reminiscent of picking a starting pokémon back in the day…)

I like the game! The spirit of a traditional roguelike and beautiful ASCII art. In-game help is very informative, so it's easy to find out how to play. Simple, but very interesting game.