{"id":2034,"edition":11,"categories":3,"features":0,"size":10128,"name":"Runekeeper","authors":[{"name":"Ariel Wexler","twitter":"AriNeonShark","login":"arikwex","gh":1320825}],"description":"

Runekeeper is a turn-based strategy game where you play as a mage defending your lil’ tower.

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This game has a small neural net embedded for character recognition (takes about 2.5kb). The entire game was made as an excuse to write a lightweight neural runtime… Therefore, the controls rely exclusively on drawing symbols to make moves :)

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Controls

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Defeat as many enemies as possible. Good luck!

\n","source":"arikwex/runekeeper","stars":5,"comments":[{"at":347305567,"author":"Daniel Cohen","login":"eprouver","gh":750897,"text":"

This is such a cool concept for input.

\n","games":["The Monk's Window"]},{"at":347328393,"author":"Homer Dilpleu","login":"HomerDilpleu","gh":66157330,"text":"

I love the concept and it seems to me incredible to have a neural network embedded in a 13k game!\nI really enjoyed playing, especially in my mobile.\nThe sounds and the game of thrones music are pretty cool!

\n","games":["Cathedral builder"]},{"at":347410486,"author":"Emre Guneyler","login":"eguneys","gh":3844764,"url":"https://eguneys.github.io/jsgames/","text":"

game over and i wonder why controls don’t work. great i guess it’s working.

\n","games":["belly flop","blue retro"]},{"at":347417475,"author":"Samuel van Egmond","login":"SamuelVanEgmond","gh":95985602,"text":"

That was very interesting. The movement with drawing runes did take a short wile to get used to, but somehow did feel quite nice. The way the runes animated after drawing felt nicely polished.

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High marks on Innovation and controls!

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I did feel like there were not enough powerups (or every soldier getting through should only reduce one point) because as soon as they break through you are not able to get them after that.

\n","games":["Medieval Matchup"]},{"at":347464738,"author":"Chris Glover","login":"madmaw","gh":1129626,"twitter":"mad_maw","text":"

Cool idea and great technical achievement. I do feel that my enjoyment of the game would have been improved if I could simply click where I wanted to go as there is a fairly fun/deep tactical game here distinct from the drawing mechanic. Perhaps if I had to draw symbols accurately under time pressure, or the magic worked better the more accurately I drew, or something it would integrate better into the gameplay?

\n","games":["Dragon Simulator"]},{"at":347630739,"author":"Steven Lambert","login":"straker","gh":2433219,"url":"https://stevenklambert.com/","twitter":"StevenKLambert","text":"

Well done:

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Feedback:

\n\n","games":["Necromancer Colony Sim"]},{"at":348048977,"author":"FoumartGames","login":"foumart","gh":3528138,"url":"https://www.foumartgames.com","twitter":"FoumartGames","text":"

Cool concept and really nicely done. I found it hard to stay alive for long even if drawing the runes correctly. At some point I wanted to pause so I drew just a straight line “-” but it interpreted it as “w” and moved me away. The animations and the magic effects are super cool. For the character - I would prefer to move the mage and the violet hexagon thingy to be on top of the tower.

\n","games":["Moai Alley"]},{"at":348120575,"author":"Lakshman","login":"LakshmanKishore","gh":61258323,"url":"lakshman.vercel.app","twitter":"Lakshman007bff","text":"

Neural network under 2.5kb.\nAwesome!!!

\n","games":["Alquerque"]},{"typ":2,"at":348219596,"author":"Richard Davey","login":"photonstorm","gh":164476,"url":"www.photonstorm.com","twitter":"photonstorm","text":"

What a brilliant input mechanic! Draw the horizontal or vertical axis symbols to move the run around the grid. Landing on the different power-ups gives you a variety of attacks with which to defeat the oncoming knights. You can blast them away with fire, water, or electricity.

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It’s quite amazing that it managed to recognise the input in such a small filesize game. I found it was accurate nearly all of the time, with just 2 symbols (the circle and the one below it) giving it trouble sometimes. When it got it wrong it was a bit frustrating as your rune could often just bounce on the spot, giving the knights another chance to move forwards.

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Even so, this is a great game. The graphics are nice, the animation used well, the music boppy, and even nice little effects with the power-ups. I’m not entirely sure how ‘on theme’ it is, but regardless, it’s well worth playing.

\n"},{"at":348305220,"author":"Roman Miniv","login":"RomanMiniv","gh":50551993,"text":"

A little more description of the magic, some balance/mechanics for generating charms personally, because randomness is very difficult to defend against and will be even better for me!

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Interesting and good game, thank you and congratulations!

\n","games":["Crusaders and their Journeys"]},{"at":348332871,"author":"Chris Subagio","login":"csubagio","gh":756253,"twitter":"csubagio","text":"

Fantastic idea, and a surprisingly effective implementation of a recognizer in such a small footprint. Looked and sounded really sharp too.

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On the gameplay front though, the recognizer failed often enough to impact enjoyment. I couldn’t get the knack of drawing the lightning symbol at all, maybe had a 50% success rate? I also couldn’t quite work out if every game was winnable, it seemed like I had to have a glyph to kill an enemy, and sometimes there really wasn’t a glyph in any viable position?

\n","games":["Robin of Thirteensley"]},{"at":348860873,"author":"John Edvard","login":"johnedvard","gh":656024,"url":"https://reitgames.com","twitter":"ReitGames","text":"

Nice graphics/animations, cool music, and satisfying sound effects.\nThe controls are innovative, and I have no idea how you can recognize the symbols (with the neural network.) I will probably look in the source code.\nThe only problem I had was that sometimes the input would recognize a different character than what I wrote (but my writing is horrible, so that was probably the case.)

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It would be interesting to experiment with the input to cast spells instead of moving.

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Overall a pretty good experience.

\n","games":["Samurai Sam"]},{"at":348910548,"author":"Jasper Renow-Clarke","login":"picosonic","gh":26137750,"twitter":"femtosonic","text":"

First time I’ve seen a mark recognition game in js13k, and this one is pretty impressive.

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I liked the way you can choose between horizontal and vertical movements depending on the side of the screen you draw.

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I was able to nudge the enemies which seemed to effect their health, but they seemed to recover pretty quickly.

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I guess using the spells is the way to go. But aiming to land on them had no effect, I seemed to have to pass them by.

\n","games":["Princess of Corinium"]},{"typ":2,"at":348914865,"author":"Björn Ritzl","login":"britzl","gh":1300688,"url":"www.defold.com","twitter":"bjornritzl","text":"

Nice little board/strategy game! The movement on the board was refreshing and the powerups were of a good variety! Well done.

\n"},{"typ":2,"at":348929592,"author":"Frederic Kyung-jin Rezeau","login":"FredericRezeau","gh":5784508,"url":"https://kyungj.in","twitter":"FredericRezeau","text":"

10/10 for the technical feat of embedding a neural net. Love the controls, the original idea and the execution!

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Using a different set of symbols for vertical and horizontal moves may have allowed smoother gameplay but I guess this may have been due to size contrainsts.

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Great potential for iterations as well.

\n"}],"results":{"theme":{"rank":110,"min":1.08,"score":2.65,"max":4.38},"innovation":{"rank":1,"min":1.12,"score":4.43,"max":4.43},"gameplay":{"rank":30,"min":1.24,"score":3.35,"max":4.34},"graphics":{"rank":57,"min":1.21,"score":3.43,"max":4.73},"audio":{"rank":19,"min":1,"score":3.57,"max":4.32},"controls":{"rank":23,"min":1.29,"score":3.39,"max":4.23},"primary":{"rank":19,"min":7.57,"score":20.83,"max":24.7},"label":"Overall"}}