it was a fun game :) found a "rune of safe passage" on end game. the boss was quite easy with 100% poison resistance and like 4 poison bounce. the Idea of the game it self is incredible.
this makes me really happy to read :D, I still really like Runelite and would like to come back to it eventually hopefully (Rune of Safe Passage in Vanguard Monsters is from this too as a little easter egg)
my build: corrosion and quick cast. Max out magic damage and max out ice damage from ice wizard. bonus: leap rune to escape. result: the wizard is able to quickly cripple enemy's defenses. escapes danger quickly and cant be caught easily.
Fun game but I noticed the browser edition didn't save the classes I unlocked. I refreshed without even closing out and i could only be the red wizard. Also if an item spawns on the stiars it becomes impossible to pick up. Otherwise fun game
Occasionally stairs will spawn where the wall overlaps the floor which can make them hard to see. I'll make sure stairs have more stringent spawning rules next update so theyre always present and obvious
nevermind, for the armor it's just a case of confusing mechanics- it seems like they give you health, and heal you up to that health, but then take away an equal amount to what you gained.
oh yea, thats a quirk of the way the HP bars update. The armors increase you max life, but not your current, so the hp bar automatically shifts down cause the new % is technically less despite being the same hp. That will def addressed in a future update. Sometimes very rarely the stairs can spawn behind a place where the top of the wall overlaps the walkable area so its hard to see (which is still a problem), I will try to look into if there is a case where they could fail to spawn though.
Stairs can spawn in a place where they "block off" another part of the level
UI
No tooltips for currently evoked runes, meaning you can't see what the rune evoked by Chaos Accretion does
There is no loading screen, so starting a game or going downstairs, the game appears to freeze for a while
Tiles above walls are greatly obscured
A way to see perks taken would be nice, perhaps a tooltip for the player, or a menu
The shop dummy gets the alerted icon
The tooltips for enemies only display resistances, not other modifiers, such as attack (i.e. archum, medusa), movement (i.e. winged snake), on death, or other (i.e. scobo)
Cheat death perk should specify that it only blocks hp loss below one, and does not act as a heal
Gameplay
Static discharge makes it far to easy to kite melee enemies
Leap + Recoil direction is inconsistent
Cheat death is rather weak, perhaps a heal up to 50% max hp upon otherwise fatal damage
Ice rune + quick evocation means stunlocking single enemies
I don't see why double of one type of rune gets bonus range, especially since the splash already gives it more effective range
Blue Wizard doesn't need the bonus health over red, it is already very strong
Not a fan of the Lightning just be Fire with a wider damage range. Perhaps slightly weaker but has +1 range?
Thank you, and thanks for such detailed feedback that is extremely helpful! For evoked rune tooltips the plan was going to be to have a single tooltip that shows the complete effect the spell would have with those runes, but I hadn't considered the fact there are ways to evoke runes you dont currently have, so maybe I'll need both types of tooltips. How do you feel about enemy stats (HP, dmg, abilities, etc) being revealed in their tooltips as you kill more of them? Would you rather have everything up front or learn about them as you play? With Static, did the downsides (randomly hitting undesirable targets like chests and torches) not feel like they off set the kiteability it provides? Lightning actually doesn't scale in AoE with more lightning evokes! So it might be even worse than previously thought lol. There will be some more interaction that havent been implemented yet that should help differentiate them more, but I am definitely going to test lightning specifically more for feel. Thanks again, making alot of notes :D
Thanks man! I was considering different severities of shake on the enemies based on damage, but didn't know how to scale that at the time. I think giving feedback for damage is the toughest thing, cause I'd really like to avoid floating numbers. Maybe a dmg/power indicator on the spell itself and then some way to examine monsters or a compendium... hm. Maybe one day :D
Spellcrafting is always fun but I don't fully understand it in this case.
It doesn't feel very rewarding to experiment with spells.
I can't see my damage, nor enemy health, and only way to make any estimates is to use spells on enemies.
Because it's very easy to die, and dying means restarting, it would be too risky to experiment later on.
So the only reasonable way to play, to me at least, is to experiment in the very beginning and then sticking to what works.
Also most combinations seem to be aoe and knockback, aoe seems near worthless because 2 half health enemies are always more dangerous than 1 full health enemy and most knockback spells are too random/weak to actually get any distance in.
So I ended up playing with only preloaded triple lightnings, as they oneshots any enemy except skull head snakes, from a good distance. Other spells seem pretty pointless in comparison, and if there is use for them in lategame, I wouldn't know it because experimenting = risking having to replay the previous levels.
Thanks for playing and taking the time to reply! I agree there isn't much incentive to diversify your play style currently. I had planned resistances on enemies to force that abit but didn't have time. Also a tooltip on each rune to say how it affects the outcome (for instance force, the white rune only adds aoe & knockback but no dmg, where as stacking multiples of one of the elements deals more damage.)
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cursword kinda sounds like curse word
O: it's a double edged pun
it was a fun game :) found a "rune of safe passage" on end game.
the boss was quite easy with 100% poison resistance and like 4 poison bounce.
the Idea of the game it self is incredible.
this makes me really happy to read :D, I still really like Runelite and would like to come back to it eventually hopefully (Rune of Safe Passage in Vanguard Monsters is from this too as a little easter egg)
this game is somewhat dead, so i have an idea for a new character:
assassin, poison rune, starts with dagger, poisoned weapon, inflict mild poison damage on those you attack
I would like to come back to it, an attacking wizard would be a fun character
my build: corrosion and quick cast. Max out magic damage and max out ice damage from ice wizard. bonus: leap rune to escape. result: the wizard is able to quickly cripple enemy's defenses. escapes danger quickly and cant be caught easily.
oo, quickcast leap is fun. it may take longer to kill some of the later enemies but its super safe
This is pretty cool!
The mechanics have inspired me to create a similar system in my game! :D
thank you! theres lots of fun ways to experiment with the mechanics :D
Fun game but I noticed the browser edition didn't save the classes I unlocked. I refreshed without even closing out and i could only be the red wizard. Also if an item spawns on the stiars it becomes impossible to pick up. Otherwise fun game
Im glad you enjoyed it, despite the jankyness :D I would like to eventually return to this someday
oh, this floor 2 has no stairs! darn.
Occasionally stairs will spawn where the wall overlaps the floor which can make them hard to see. I'll make sure stairs have more stringent spawning rules next update so theyre always present and obvious
also, when i am casting and click a spot I cant cast at, it casts it at me and I usually die.
just encountered a floor with no stairs anywhere! this seems to be exceedingly rare, but very frustrating!
also, armors that say they give you health take it away, and vice versa
nevermind, for the armor it's just a case of confusing mechanics- it seems like they give you health, and heal you up to that health, but then take away an equal amount to what you gained.
oh yea, thats a quirk of the way the HP bars update. The armors increase you max life, but not your current, so the hp bar automatically shifts down cause the new % is technically less despite being the same hp. That will def addressed in a future update. Sometimes very rarely the stairs can spawn behind a place where the top of the wall overlaps the walkable area so its hard to see (which is still a problem), I will try to look into if there is a case where they could fail to spawn though.
unfortunately it seems like there's a glitch where many items I hover over display my player stats, and not the item or what it does
Published a quick update to fix this and added a few things along the way!
thanks!
Very fun little game! My first run didn't last very long, but I will try again.
thanks! Yea some situations are very... lethal in Runelite lol. Try to start battles at max distance with a spell first :D
Already noticed that getting to fire your spell needs at least 2 turns, and during this you should avoid line of sight with certain enemies. xD
great game but objects can spawn a block you in also anything above a wall is hard to see. lots of fun keep it u
Thanks! You can actually destroy or push objects with spells! The walls definitely do obscure alot and I need to work on that.
Cool Game! Keep at it! 1:39:10 Runelite
Amazing new update, just a some things I noticed.
Levelgen
UI
Gameplay
Thank you, and thanks for such detailed feedback that is extremely helpful! For evoked rune tooltips the plan was going to be to have a single tooltip that shows the complete effect the spell would have with those runes, but I hadn't considered the fact there are ways to evoke runes you dont currently have, so maybe I'll need both types of tooltips. How do you feel about enemy stats (HP, dmg, abilities, etc) being revealed in their tooltips as you kill more of them? Would you rather have everything up front or learn about them as you play? With Static, did the downsides (randomly hitting undesirable targets like chests and torches) not feel like they off set the kiteability it provides? Lightning actually doesn't scale in AoE with more lightning evokes! So it might be even worse than previously thought lol. There will be some more interaction that havent been implemented yet that should help differentiate them more, but I am definitely going to test lightning specifically more for feel. Thanks again, making alot of notes :D
Personally, I prefer info up front. Static discharge is a real mixed bag, getting toasted by torches was pretty brutal actually.
Thanks man! I was considering different severities of shake on the enemies based on damage, but didn't know how to scale that at the time. I think giving feedback for damage is the toughest thing, cause I'd really like to avoid floating numbers. Maybe a dmg/power indicator on the spell itself and then some way to examine monsters or a compendium... hm. Maybe one day :D
Spellcrafting is always fun but I don't fully understand it in this case.
It doesn't feel very rewarding to experiment with spells.
I can't see my damage, nor enemy health, and only way to make any estimates is to use spells on enemies.
Because it's very easy to die, and dying means restarting, it would be too risky to experiment later on.
So the only reasonable way to play, to me at least, is to experiment in the very beginning and then sticking to what works.
Also most combinations seem to be aoe and knockback, aoe seems near worthless because 2 half health enemies are always more dangerous than 1 full health enemy and most knockback spells are too random/weak to actually get any distance in.
So I ended up playing with only preloaded triple lightnings, as they oneshots any enemy except skull head snakes, from a good distance. Other spells seem pretty pointless in comparison, and if there is use for them in lategame, I wouldn't know it because experimenting = risking having to replay the previous levels.
I like the art, especially the pc and the map.
Thanks for playing and taking the time to reply! I agree there isn't much incentive to diversify your play style currently. I had planned resistances on enemies to force that abit but didn't have time. Also a tooltip on each rune to say how it affects the outcome (for instance force, the white rune only adds aoe & knockback but no dmg, where as stacking multiples of one of the elements deals more damage.)
The spell mixing is really fun!
Thank you :D