Rune Mage Beta

Welcome to the Rune Mage Beta. The current goal of the beta is to give key users an early look at the game mechanic and provide us with much needed data around level difficulty and user experience. We will deliver the beta in 10 level batches which will be updated as we collect enough data.
 
What we need from you
 
All you need to do is play the above beta.  To evaluate difficulty of each level we will be tracking your usage on the back end, recording things like number of moves and time taken. Of course we are also keen to hear what you think of the game mechanic, so please add your comments below.
 
More Levels
 
Once we've collected enough data about each set of 10 levels we'll update the beta to the next 10 and notify all beta users via email. Once we have collected all the data we need for the full game, the beta will end. 
 
Thanks :)
 
We hope you have fun with the beta and really appreciate your efforts to make Rune Mage all it can be.
 
Terms and conditions
 
Of course it wouldn't be a private beta without terms and conditions but we like to keep things simple here at pixelthis. So if you are gain access to the beta you are not permitted to replicate the gamecreate Screenshots or captures of any kind. Basically everything you see and do in the beta is private and confidential and remains the property of Pixelthis Limited.

bork's picture

Control on the iphone will be much easier, since in the current version the pieces sometimes slide further than desired. Since the goal is to create a path, I think the artwork needs to make the critical path more obvious. Several times I was unclear whether I was looking at an "elbow" piece or straight piece. I learned to look for the semi-circular ends, but it was still sometimes difficult. I think this could be remedied by thickening the pathway art, making the colors contrast more, or both. You've got a good game here, perfectly well-suited to the iPhone.

.djflippy

Clymos's picture

OK so I played through all the levels (so far).
I have rarely played this genre of game but I truly like this one.
It is actually really easy so far but I am curious about upcoming levels. I think that the holes for connecting on the 2 hole pieces need to be made more apparent they are some times hard to see.
I like the art work as well as the level selection method as that adds to the feel of the game. I believe this game will actually be more natural feeling on the iDevices than the computer.

snow_mani's picture

I also think that artwork really adds to the feel of the game. And I would agree that the controls are likely to feel more natural on iDevices than using a mouse to control the tiles on a computer. I think you will be able to finish levels more quickly on an iDevice using touch controls than you would be able to using a mouse. It will be very important to get the controls just right for this game. Some games I have played on my iPhone where you have to move rows of tiles or individual tiles just don't move smoothly. They seem to get stuck and are difficult to move. Which can be more frustrating than the puzzles themselves.

snow_mani's picture

So here are my initial thoughts/feedback:

1) I liked it. I found it fun and a different take on a networking or pipes genre game.

2) The first 5 puzzles (Apprentice Rope to Dividing Forces) were nice and easy. I thought they gave a good introduction to the basics of the game.

3) The second set of puzzles (Hard Centre to Ants Marching) were a noticable step up in difficulty.

4) Ants Marching was by far the most difficult puzzle. And I found it the most enjoyable of all of the puzzles. But younger players may need access to a hints system. There is a danger that they would find it too difficult and give up on the game as they can see that there are many more puzzles to come and they might be worried that they will be too difficult.

5) Unlike other testers I did not have any problems telling different pieces (elbow pieces, straight pieces, etc apart). I quite liked the design of the pieces.

6) I agree with the feedback from other testers that the connection points at the edge of the board need to be made clearer.

Glen Young's picture

Thanks for the feedback the data is coming in nicely. Also re the rune designs, we hear you and will be taking action to improve this. So the visibility of the paths should improve in the final version. Keep the comments coming.

You should see the next 10 levels available early next week. feel free to play the beta as many times as you like, the more data the better. We are looking for the fastest times and the least moves you can do them in.

vrass13's picture

I Played through each level available at the moment. Have found it to be pretty fun, especially once you "get" the game mechanics it becomes pretty addicting. Is deceivingly simple and has an overall good challenge to it.

Things that I liked:

-This game is well suited for the iphone.

-I like the challenge of having to strategize block placement and trying to set up moves for the runes. Appeals to obsessive compulsiveness.

-The pieces are easy to tell apart.

-The graphic effects of the front screen/the fireflies, the character in the top corner are nice. The graphics overall have an entertaining feel to them. The designs of the runes are interesting to look at.

-So far the game is pretty fun without being too frustrating(there is a slight jump in difficulty in the second area-which there should be).

-Decent replay value. I tend to forget the solutions to some of the puzzles once I complete them, so I enjoyed going back to previous puzzles and trying them again(and trying to do better than I did before).

Some issues:

-The sliding of the blocks feels a little loose(sometimes end up with a block sliding a little more than I wanted it too). This could most likely because we're using a mouse right now. --Tried the game with a tablet/stylus, feels much better(more like what playing this on an iphone would be like).

-It would be nice if some music played during the actual game(maybe allow for playing music from the iphone). Maybe add another track to what is currently there.

-A hint button could be helpful (would add some kind of score/exp/time penalty every time used)-Unfortunately not quite sure how this could be implemented.

-In the first set "Carpet Snake" in particular was hard, I ended up completing it by accident on my second try

-Concerned that the buttons for "yes" and "no" when deciding to overwrite a saved game are a little too small(especially when reduced to the iphone).

Kudos for the art direction too. I am a freelance illustrator/concept artist, so I always appreciate seeing cool art in a game. It ends up being something that can make the difference between me buying an app or passing it up because they just don't look that interesting.

wolfhunt's picture

I played through the current levels and like what I've seen so far.

At first I was a bit confused as to what I was supposed to do but it became clear very quickly with the first few levels. (I like to start a game without reading any intros. Makes it more interesting sometimes). The fact that I could grasp what was needed without any help was good. It makes for a good jump right in experience.

I agree that some of the pieces are a tiny bit hard to see what way they flow. I especially had this problem with the locked pieces.

I did have the problem with pieces sliding too far at times. This usually happened when I was pulling a piece out of the playing field. (letting it wrap around).

Overall, very nice. I am looking forward to some more challenging levels.

RagerX's picture

I agree with the pieces sliding too far when they are pulled from the playing field (wrapping around).

I finished the current levels and I was ready for more.

Ants marching seemed a little hard so early in the game, but I don't know how hard the future levels will be. I did finish it within four minutes, so it wasn't too hard.

The instructions are disabled on the main menu, but you can read them if you go to the menu while playing a level. They mention hints at the start of each stage which sounds good for new players.

BigAlbie's picture

From playing a few rounds, I love the game. I can see how this would work well on the iPhone/iPod Touch. The gameplay is simple yet challenging and the music, hopefully this is the music you’re using, works well.

I haven’t gone through the all the levels, but here is my feedback thus far:

1) Use some texturing and shadowing to better illustrate the designs. While I don’t have any issues seeing them now, that may be different on a smaller screen.
2) Consider using a different backgrounds to add some variety. Like I said, I haven’t gone through the levels, and this may already be the case so please disregard if applicable.
3) Add a timer, # of moves, level, and name of puzzle to the top of the screen
4) I’m not sure what game modes you have in mind, but I can envision a timed mode that counts down so you can see how fast you can complete puzzle…more time left on the clock means more points.
5) Something worth investigating is a power-up system where you can earn special wild card stones. (e.g. one wild card for every level you complete) which you can use whenever you find yourself in a jam.
6) Various people mentioned a hint button, one way to do this may be to make the relevant stone and place both glow at the same time, and this wouldn’t make it too intrusive on gameplay.

snow_mani's picture

BigAlbie makes a good point regarding viewing gameplay on the smaller iDevice screens. I was thinking about the game design and how I didn't have an issue seeing the tiles or telling them apart (yet other testers did) when I realised I was playing on a PC with a "large" monitor. If I viewed these on a smaller screen I would have trouble seeing them clearly unless they were more defined.

aboll09's picture

I love the game, but I'm a little scared to see the farther levels haha. The art is great and I think touch controls would be perfect. Just one thing, I think there should be an ability to add a help function, that will either show you the path or move for you when your reeeeeeeally stuck, a limited number of times.

watever's picture

there definately should be a hint button somewhere because some people just won't be able to solve the problems. Maybe add 2 move to the counter everytime someone uses the hint feature?

The Bat Outta Hell's picture

It's a bit difficult to see what will connect to what. Maybe little holes on the edges to show it'll connect there will help.

randomdude's picture

This difficulty is easy but get hard in the later missions/puzzles. (which is good) I do believe that you should incorporate some kind of hint button but it let you get 3 tries and if you aren't that good on puzzles then you should let them have some unlimited but it starts to become lower with newer and harder level. On another note: the graphics need a little bit more detail and also its hard to play on the computer due trackpad but it will work perfectly for the iPhone/iPod Touch platform. Also sorry for being this late. I was on a business trip and yea I forgot to check my personal emails. Sorry devs for being this late.

pharmx's picture

Everything that I wanted to mention seems to have been covered above by the other testers. I'm gonna repeat something I said regarding Sheepish awhile back: I hate timers. I like playing puzzle games at my own pace, and hate when a time limit is forced upon me. With Sheepish, it wasn't too bad since the timer only affected the bonus. Could something like that be implemented for this game? Instead of punishing the player for taking longer than 5 minutes....reward the player for finishing in under 5 minutes. What do you guys think?

snow_mani's picture

Maybe it would be possible for the devs to include an option to play timed or untimed games?

Anonymous's picture

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vrass13's picture

Was thinking, placing the level "Whirlpool" before "Blocked Path" might make more sense for the difficulty level. Also, maybe some way to keep your best time on a level. I find myself going back trying to beat my times but find that the times saved are just of your last play through, not necessarily your best one.

snow_mani's picture

Being able to keep track of your best times for each level is a good idea and it would increase the replayability of the puzzles for me.

theone1007's picture

Ok, so overall, a very fun game. The puzzles are challenging, but some of them are a little too challenging. I can't beat the Carpet Snake level, and it's kinda frustrating. Maybe a difficulty setting would be nice on the iPhone version. Another feature that could be included are some different game modes other than this one? Not very important but maybe an idea that can be implemented on updates. Other than that, very fun game that seems nicely suited for an iPhone. Is there going to be a beta version released to us so we can play on our actual devices?

Pinoykid's picture

I played this for a couple of minutes and I'm really liking it. its coming off great. i really like how it shows what your best time is for the level.

I think you should add a high score of the time you beat the level.
I think you should add a minimum of moves you can do.
I also agree with the pieces sliding too far when they are pulled from the playing area.
I'm not sure if anyone mentioned this because i only read one comment and it was about the pieces sliding but i think you should give hints on how to do the level

this is all i have for now i will come back with more

runeplayer1's picture

I like this game.....when will be launched mobile version?

runeplayer1's picture

I finished RUNE MAGE on mobile phone(5LVLS)....here are several condes:
-GREY-GREY-BROWN-BROWN-level 2
-GREY-WHITE-WHITE-WHITE-level 3
-WHITE-BLACK-BLACK-BROWN-level 4
-WHITE-GREY-BLACK-BROWN-level 5
 
white line-grey rune -you can't move this rune
blue line-white  -this type of rune freeze when conected
red line-black rune -if you connnect red chain with other powered chain,you loose the game
tip: try to connect chains trough stone rune.
 
ranks:
1-NEOPHYTE
2-APPRENTICE
3-ACOLYTE
4-ELEMENTARY MAGE
5-RUNE MAGE
 
I see that this version of RUNE MAGE has more levels than first flash mobile version-15 so when it will be completed it would have 75 stages!!!!-a lot of gameplay!!!!!!!!!!!!!!!!
 

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