RuneLight by Arden

Theme
Evil has broken out in the town of Runelight! Using the Rune Magic, you must destroy the threat by discovering and casting the powerful Moon Spell.
Banish the evil spirits to absorb their power. But be careful! become too corrupt, and you will succumb into darkness forever.

Controls
- W A S D - move
- Shift (hold) - rune magic
Left Click - attack
F4 - Toggle fullscreen (windowed mode requires 1920x1080 resolution or higher.)
| Windows | https://dijastudios.itch.io/runelight |
| Original URL | https://ldjam.com/events/ludum-dare/40/runelight |
Ratings
| Overall | 46th | 4.087⭐ | 25🧑⚖️ |
| Fun | 115th | 3.891⭐ | 25🧑⚖️ |
| Innovation | 115th | 3.826⭐ | 25🧑⚖️ |
| Theme | 810th | 3.109⭐ | 25🧑⚖️ |
| Graphics | 164th | 4.208⭐ | 26🧑⚖️ |
| Audio | 125th | 3.848⭐ | 25🧑⚖️ |
| Humor | 833th | 2.333⭐ | 17🧑⚖️ |
| Mood | 162th | 3.826⭐ | 25🧑⚖️ |
| Given | 29🗳️ | 20🗨️ |
(PS: you don't actually get to know your ratings until the end. The number you see is actually the total number of votes)
I kind of like the "here you are, figure it out" kind of feeling, although I wouldn't have complained if the mechanics could have been explained (or just demonstrated). But for a 48 hour compo, that's a minor issue, well done.
Honestly I don't know how you two managed to put so many unique ideas into a single entry (like the enemies entering objects), but on top of that, the progression of the game kept it interesting, and of course great job with the art and music. It really set the mood (kind of reminded me of Threeside?) Nice job!
EDIT: Oh and a side note: I managed to succumb to darkness and beat the game (?) at the same time, I think? Not sure if that was intended?
Graphics are very polished consistent and I loved the animation at the end, really solid way to finish a LD game. The monster/ghosts hiding in the environment was really cool. I didn't quite get the theme, I assume when the bar on the left filled up I'd lose the game, but I feel this could've made the game harder by increasing the amount of enemies or something similar.
Great job! Thoroughly enjoyed playing it :grinning:
I really like how polished the game feels.
- The graphics are really nice.
- The audio is fits the game very well.
- The mood is....dark? :D
- I see how theme you included the theme with the darkness mechanic but the effect was quite weak and unnotcable at first. You could maybe add some more negative effects.
- the gameplay is really fun and creative.
The audiovisuals are good too. Lighting effects and particles would push the graphics into the great category.
One UI issue I can raise is the spell casting menu itself. Why is it in the bottom left corner? Placing it above the mage would reduce the amount of mouse movements radically. Hotkeys (e.g 1-4) would be a nice addition too.
The theme doesn't seem to fit really, but who cares about that! Good work in all.
Overall: *Good (4.0)*
Fun: *Good (4.0)*
Innovation: *Good (4.0)*
Theme: *Bad (2.0)*
Graphics: *Good (4.0)*
Audio: *Good (4.0)*
Mood: *Good (4.0)*
I played twice on two different streams but I managed to create the moon spell at the end :yum:
I loved the way you can kill enemies to build spells - and the ever growing insanity meter that goes up if you try and collect said spells.
The spell variations were great too!
Something I would make the game abit more sinister would be the visual maddening of the character when he becomes more and more corrupt - Shaking, laughing, being downright insane when he peeks at higher levels - In inclusion to the already excellent darkening of the screen.
If you continue this post-jam, it would be great seeing some areas like the graveyard in threed and maybe an underground cavern area that's accessed using a certain rune on a gravestone :yum:
Regardless, it was hard coming up with helpful feedback! You've done an excellent game!
Some of the biggest areas that need tweaking that I've noticed (with mentions to people who mentioned something similar in the comments):
* Learning how to create and cast spells is confusing for most players. People tend to figure it out, but only after running around confusedly for a while. A longer introduction path before the level opens up and tweaks to the UI would probably help that.
* UI placement in the spell menu isn't as obvious as I had hoped. Tweaking that and adding hotkeys (some exist, but I didn't add in 1-4 like I planned), and making queued spells more obvious would likely help. I do like that casting spells takes time and requires focus, but it should probably feel more like an action combo than it does. Rehashing the UI wouldn't hurt! (@huvaakoodia, @conk)
* When the road ends at the circle near the end of the level, most don't realize there's more to the level at first. Dirt paths or some other visual cue would probably solve that
* The red/orange shield spell is expensive and ultimately not worth its cost. It also doesn't continue the intended concept of needing to work your way up the "chain" of baddies, since you don't need the spell to kill the yellow spirits. All spells and the spell system itself could use tweaking. I created the spell shield because I didn't just want another more powerful attack for the yellow baddies, but the concept needs tweaking.(@piscythe)
* Ghost re-spawns of some sort would probably be useful. Perhaps a portal that opens up occasionally a few spirits pour out of, adding pressure to cast the moon spell before the spirits are too overwhelming... (@logicon211)
* I ran out of time needed to make the corruption meter have more meaning. I was hoping to have time to have an "intermediate" (about 50%) state where the character seemed more insane, instead of only adding darkness near the end of the meter. With the corruption meter being as subtle as it is, it's easy to lose the "More is Worse" theme in this entry. (@huvaakoodia, @willisika)
### Thoughts On Continued Dev
* I'm fairly happy with the rune system. Expanding it to do more, and adding more complex spells would be fun. If this were a longer game, then I'd need to reconsider the cost and/or worth of spells. One rune per baddie is quite expensive for a spell that lasts about 4 seconds.
* I love the "haunting" concept. That wasn't part of the original design, and was an idea I kind of "fell into" when programming enemy AI. It'd be great to give spirits abilities based on whatever object they're haunting. Perhaps trash cans can hop around, and trees can spit out fruit, etc.
* Designing new areas that fit the general feel of this game would be quite a bit of fun. I'd enjoy the process of adding graveyards, haunted forests, towns with more thought (instead of 4 basic houses), and of course, many more spirits and spells, and even bosses.
* I think this world also begs for more storyline and lore to be discovered.
* I'm not sure I'll put effort into continued development on this game, but I think the systems are interesting enough to give a lot of promise beyond a 10 minute experience. Knowing that alone is pretty rewarding!
Thanks again for playing and commenting!