Runesmith by Baturinsky

[raw]
made by Baturinsky for Ludum Dare 58 (JAM)

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

  1. Give equipment to your heroes so they can defeat stronger enemies.
  2. Carve runes on the equipment to form the rune words, giving items new bonuses.
  3. Each carved rune skips one day, giving each hero a chance to get an item drop from their respective enemy.
  4. 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).

Guide.png

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.

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🗨️

Feedback

Martynas Dargis
Oct 07th · 19:33 UTC
Hello. It took me way too long to figure out how to use the UI and how everything works. Once I did though, I think I can appreciate the visual way to upgrade items - it forces you to think deeply about the way to arrange runes to get the best outcome. I think the idea is solid, but it really needs to be put in a UI that is easier to use and understand. Would also be fun to be able to actually participate in fights, as opposed to them happening off-screen. Overall, this is a great scaffolding for a game
LDJam user 314423
Oct 07th · 21:54 UTC
I really like the underlying idea, but the UI is scary :D. I can easily see how this would take a whole weekend to put together, though — seems to be a really complex and developed mechanic.

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.
🎤 Baturinsky
Oct 08th · 00:06 UTC
@martynas-dargis @reivilibre

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).
Martynas Dargis
Oct 08th · 18:40 UTC
For me it was not immediately obvious that 1 carving = 1 day. Also not sure what numbers mean next to item (Helmet 12, Shield 10, etc.). Equipping items seemed not that difficult at least to me. The list of rune phrases could have a better visual layout and maybe sorting (by first, second, third rune or by skill) so you could easily filter them out based on what runes you already have or skills you need.

(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.
Pastry chef
Oct 11th · 18:28 UTC
Cool idea! But it took too long to figure out what is asctually happening in the game. More thought to UI and player onboarding would be useful. Would love to see a more polished version
xsangyhix
Oct 11th · 18:28 UTC
I like the idea of the game. I would immerse myself into it more if the UI was more inviting. I could not figure out how to earn money. I carved a couple of runes and ran out. Do I have a way of triggering combat? Do I have a way of purchase new items, or just sell them? Currently discovering new runes appears to be just a boring process of saving and loading. I would encourage either a full list available or other incentive to discover it via gameplay.
Jawdan
Oct 11th · 18:42 UTC
This is one of the coolest and most intricate games I've seen so far! It's a really good show of a cool mechanic thing,, However, ignoring the obviously jarring UI, the prices seem a bit harsh for a prototype and the underlying gameplay feels like it conflicts with how this wants to be played,, it feels like its waiting for you (which is kinda burdensome with this style of mechanic I think)! Something like an idle/incremental game with automatic repeating battle based on the items + runes earning you the funds so that you can focus your time on the rune-smithing aspect! Really cool nonetheless, good job!
Vasea123
Oct 11th · 20:01 UTC
Quite hard for a entry level, after spending a whole 30 minutes reading and trying again and again i started enjoying finding and carving runes. however restarting level everytime for this is quite harsh
good.enough
Oct 11th · 20:10 UTC
So, I don't really get the game part, but I love the idea of getting into the nitty gritty of rune carving! The idea of the enchanter class is compelling to me, and I like getting into it a bit.

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.
PatUwU
Oct 15th · 18:10 UTC
Very hard to understand but I tried my best. At the beginning I was an missed child but after some time I became an scientific
Shaggy
Oct 15th · 18:16 UTC
I really like it! Great job!
Alpharius_003
Oct 16th · 11:05 UTC
Really hard to start but still love it
Sagan Rayner
Oct 19th · 20:03 UTC
Neat idea, but the UI is really overwhelming. It's missing a way to easily explain the basics to the player
slay a stone
Oct 21st · 19:37 UTC
I like that this is completely different than all the other games. Few pieces of feedback:
- 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!
ophiene
Oct 23rd · 19:04 UTC
Amazing work! It’s super interesting and has a vert unique way to paraphrase the theme, good job! And welcome to give our game a try! :)
Semenchk
Oct 24th · 16:50 UTC
Oh no, how many letters, just not that!!!