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(+1)

-First of all, thank you for playing "The Shadowed Rune" so soon! And above all, I appreciate this fantastic feedback, which will undoubtedly help me make the game a thousand times better in a "post-jam" version. The last hours before the submission were very stressful, and I couldn't solve all the problems I found or balance the game properly, but that's how jams go.

Regarding the Itch.io aspect ratio, I didn't have time to adjust it; the best option is to put the browser in fullscreen mode (Chrome F11).

The idea of being able to break pots by rolling through them seems amazing, thank you!

The issue of interacting with another button is something I have in mind. Perhaps switching between runes with the W and R keys and leaving the E key to interact.

The button to remove "runes" is necessary to delete runes and be able to change them all; otherwise, it would be impossible to make more complex combinations with more slots. Implementing the hold-down feature is something I didn't have time for, but I'm considering it.

Regarding the structure of the first level, I think you're right; I didn't have time to design it properly, and the scale is too large, with too many elements and many enemies. I think it would be better to work with small, more controlled phases with random elements.

I found the pot bug and pathfinding issue 10 minutes before the submission, and I didn't have time to fix them. Also, enemies were supposed to drop crystals to increase your rune slots...

The experience cap is intentional; I limited the Jam experience to 4 level-ups until I change the system to one that allows for up to 100 levels, for example...

Thank you again! I hope you'll play the Post-Jam version and I can provide you with a better experience.