Awesome! I loved messing around with stuff like this during development, and if I expand on this game in the future I want to build on this idea the most.
Lummie Thief
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Sorry for the late reply, I'll see if I can help you understand the magic system better.
Each symbol in the game roughly translates to a single english word, and a spell roughly translates to a sentence. For the first two spells in the game, one of them destroys fire, and one of them creates fire. They only differ by a single symbol, so that symbol must be the one that controls whether fire is created or destroyed by the spell. The second and third symbols are shared between the two spells, and both spells have something to do with fire, so one of those symbols must mean fire. You've probably realized that the third symbol is the one that casts the spell, so the second symbol must be the one that means "FIRE."
Therefore, your first scroll must mean "DESTROY FIRE (CAST)" and your second scroll must mean "CREATE FIRE (CAST)"
Also sorry its a bit confusing, but the eyes on the rock just indicate the direction it is facing, so your spell that is putting eyes on the rock is actually just rotating it. Don't worry about understanding exactly how that spell works yet, its basically just there to give you the symbol for rock so that you can cast "CREATE ROCK (CAST)" and "DESTROY ROCK (CAST)". You will eventually learn how the rotate rock spell works, but you will need more scrolls before it to makes sense.
This is the hardest puzzle by quite a bit--it requires you to use everything you know about the spellcasting system to create a contraption that will help you escape. You won't ever be able to walk down the hallway, so you'll have to find a way to warp yourself past the eyes. The scroll contained in the chest in that room gives you a hint about how that could be possible if you can decipher it. Also be aware that its easy to get softlocked here, so remember that you can press Delete to escape a softlock at any time.
If you want me to give you a less vague hint, let me know.
P.S. If you want to quickly get back to where you left off after exiting the game, you can hold down Shift to walk through walls :)
This was fantastic! I got softlocked on my first run by placing the throne room out of bounds, but I loved it so much I played it back again and got the good ending. I really like the monster rooms that are good when you place them, but bad to actually have on your tower. Skipping is also a cool mechanic, because there's no cost to it at first glance, but once you unlock the ability to build up infinitely, you'll want to have as many blocks as possible so you don't want to skip them away. Really fun game!
This was really fun! Its deceptively simple and there were a good number of cool discovery moments that only puzzle games can give you. I was able to get to level 7 but couldn't figure it out. I feel like some levels struggle a lot from being too open ended and requiring a lot of trial and error, but overall I had a really good time. One of my favorites from this jam!
The 4th scroll is where it starts to get more difficult, and requires a bit of a leap in logic. If you try casting that spell on the rock, you will notice it causes the rock to rotate 90 degrees, but that's not helpful at all. However, it does confirm that one of the symbols in that spell must mean "ROCK," and that knowledge is very helpful when combined with some of your previous knowledge *wink wink*
Yeah, sorry about the infinite dying loop. I designed that final puzzle at 5 AM after already working on the game for 16 hours straight on the final day of the jam, so its not surprising I somehow overlooked a very obvious softlock. I could lie and say its part of the theme, saying "you got the bad ending by getting stuck in a loop!" but no, its just an oversight be me.
Thanks for playing up until that point though, I hope you had fun!
Yeah, sorry about the softlocking. I somehow didn't catch that it was possible until it was too late. Its technically possible to escape by making another object next to your spawn point and programming that object to repeatedly create you, but I don't blame you for just quitting.
Thank you for the extensive feedback! In retrospect, I do tend to agree that the game would have been better with all the runes unlocked at the beginning. I didn't want players to be overwhelmed at the start by having so many runes so that's why I made them unlockable, but having access to all of the runes from the start would have allowed clever players to skip entire sections of the game, and would have opened the door for even more discovery and experimentation (which is what the game is all about).
Also you're spot on with the Tunic thing. This game was heavily inspired by Tunic and Chants of Senaar too.










