Runesmith by Baturinsky
An experiment at making an interesting mechanic for upgrading items.
Feature complete and playable, though the UI is a bit clunky and the balance is... as good as I could make it in last couple of hours.
How to play
- Give equipment to your heroes so they can defeat stronger enemies.
- Carve runes on the equipment to form the rune words, giving items new bonuses.
- Each carved rune skips one day, giving each hero a chance to get an item drop from their respective enemy.
- The only way to earn money is to sell items. Item price does not depend on runes, only on level.
The combat process is off-screen and completely deterministic (for example, "crit chance" gives a crit once in a certain number of turns, not randomly). On the Hero details page you can see how they would fight with the enemies of the maximum level they can handle and the enemy one level above (i.e., the weakest enemy that would defeat this hero).

Stats effect
Str, int, dex - do not have immediate effect but are required to equip items. When any of the stats are insufficient, item stats are scaled down proportionally.
Main stats.
Bonuses from any items are added to it
hp - hp
stamina, mana - used for each attack by weapons. Attack impossible when run out
manaShield - this amount of enemy damage can be absorbed in combat.
armor - substracted from each enemy attack. Does not protect the manaShield
evade - each evade/100 turns, hero evades all enemy damage completely
regen - this much hps are recovered each turn
Weapon stats
Only the respective weapon bonus is affecting it, so body slot attack-related bonuses are wasted. Hero can use two weapons, but only Rogue can do it to full effect.
damage - damage, in hp
staminaUse, manaUse - stamina and mana used per strike
critChance - each (10 + critChance)/100 turns, hero deals a crit strike
critMult - crit strike's damage is multiplied by (critMult+50)/100, compared to normal strike
speed - each speed/100 turns, this weapons strikes one more time
bleed - if weapons deal non-zero damage, enemy starts losing this much hp per turn. Stackable.
firstStrike - multiplier for the first turn strike
Enemy
Enemies are all the same, and their power scales linearly with their level.
Each enemy level gives the enemy 3 hp, 1 damage, 0.5 armor, and -1 to the hero's critChance, speed, and evade.
Heroes
Each hero gets, per level:
Knight - 2 str, 1.2 int, 1.2 dex, 6 hp, 7.5 stamina, 5 mana
Wizard - 1.2 str, 2 int, 1.2 dex, 5 hp, 5 stamina, 10 mana
Rogue - 1.2 str, 1.2 int, 2 dex, 5 hp, 5 stamina, 5 mana
Knight and Wizard have a 30% penalty to damage in the off-hand (i.e., second) slot; Rogue has none.
| Link | https://github.com/baturinsky/rune |
| Link | https://runesmith.netlify.app |
| Original URL | https://ldjam.com/events/ludum-dare/58/runesmith |
Ratings
| Overall | 739th | 2.75⭐ | 22🧑⚖️ |
| Fun | 771th | 2.289⭐ | 21🧑⚖️ |
| Innovation | 70th | 3.925⭐ | 22🧑⚖️ |
| Theme | 778th | 2.316⭐ | 21🧑⚖️ |
| Mood | 770th | 2⭐ | 20🧑⚖️ |
| Given | 26🗳️ | 20🗨️ |
As the other commenter noted, would be really nice to see this put on a game — as it is, feels like a game mechanic with a simulator for that game mechanic :). I would really like to see the result of that!
In the meantime, a walkthrough and/or a couple of examples would probably have been nice, to make this a little more approachable.
Thanks! I am goingto add a visual guide in the description and a more user-friendly post-compo version. Which part do you think was the most confusing? I assumed it's how you equip the item, and that you runes are carved in two steps (planning and the actual carving).
(not UI improvement) would be really cool to fight step-by-step instead of seeing the potential battle laid out for you. I think there's a lot of gameplay satisfaction to capitalize on here by making this process slow instead of "cutting to the chase" - perhaps even adding some decision making element like special spells which you can choose to use during a fight (you could even tie them to the rune upgrading logic - certain rune words = some spell). I could even see this as a cool board game.
Still, this feels like more of a sandbox than a game, and while I enjoyed it, I just really want something like this in a full adventure game.
- I think that it would have helped a lot of if the stats had a little spacing around them, it is really difficult to read right now
- While I think having the combat being off screen is a good idea, it felt like I really missed something to have an idea of what is happening, everything feels like one big black box. Maybe some small flavor text log like "The wizard killed an enemy" would already help a lot.
Kudos for managing to create this idea in the short amount of time!