Rutrum
Description (IGDB)
Rutrum is a physics roguelike about dropping gems, popping rocks, and unlocking chests. Build a deck of gems, inscribe them with runes, merge them together to cause damage, touch them to acquire loot from enemies. DROP, POP, UNLOCK!
Description en cours d'enrichissement.
Médias
Informations Steam
Description Steam (Français)
Rutrum mixes drop-and-merge gameplay with rogue-like deckbuilding. Get two of the same gem to touch, and you got yourself a fancier gem! Plus, you pop any nearby rocks, damaging uggos who want to take your stuff.
Or touch two different gems to unlock treasure chests and take their stuff instead!
Equip relics and then attach special handles to create a unique blend of powers.
Inscribe powerful runes to create powerful deck of gems.
DLCs disponibles (1)
Avis des joueurs Steam
Mises à jour et Actualités
1 New Midrun Boss + Another Monster Balance Patch
(Ver 0.949a) I finally had a chance to look into the anonymous data (for those who selected that they were willing to share data).\ I noticed three non-boss encounters were basically causing significantly elevated health losses:2 Flighty bats + 1 candle2 Stoneshell arocknids + 1 red candle1 vampiric + 1 stoneshell arocknid + 1 candle Do you see a common denominator? So the following changes were made:When enemies plan to drop lava but are angry, they still do direct damage, but less than before. In the 3 encounters above, one monster was removed from each encounter:2 Flighty bats + 1 candle => 1 Bat + 1 Candle2 Stoneshell arocknids + 1 red candle => 2 Arocknids, no candle1 vampiric + 1 stoneshell arocknid + 1 candle => 1 vampiric + 1 candle\Due to a typo, one of the midrun bosses, "Hungry", was not showing up. It will now show up (for Beetle Bane especially.)It is especially "provisional", I'm sorry if it's not fun. Of course just let me know your thoughts via the end run surveys or other avenues (discord, steam discussion boards)."Bombadier" was causing a little too much damage, more than bosses. I reduced his health so that it should die within 8-10 popped bombs, more or less (wink wink)."Compressed" was causing too much damage as well. It now never gets angry, and also mixes in some regular attacks that are not too troubling. But, like all bosses, it gets stronger each turn.Drowsy Mid Run boss was far too easy in comparison. It was one of the easiest of all encounters based on HP loss, and in many cases players were ending the encounter with more health than they started. As a result, Drowsy drops 25% more curse stones and rocks, and also mixes in some regular attacks.\ "Greedy" non-boss enemy was attacking when player forges a coin, even when it was asleep or stunned. It has been adjusted to no longer react to forge gold if it is a sleep. (This might need more playtesting, as the timing of the rocks hitting the "Greedy" enemy may wake it up.)\ I did read all the messages, but I need to head to sleep and so will add them into the next patch notes. :)
Minor Enemy Balance Change
\I think the recent version 0.947a is still worth exploring, but two enemies in particular were a bit too difficult / annoying, and have been adjusted."Flighty" enemy for now has had health reduced.For example, in battle 1 it had 950 hp -> now 430 hp or so.It's possible this enemy also needs to be revisited for latter battles."Greedy" enemy no longer takes the gold coin out of the chest.This was causing issues with unlocks."Greedy" enemies often now drop 10-15% less poison.I'm still exploring these and other encounters.\ It seems the reactive enemies were (and may still be) too difficult, or otherwise less enjoyable for most players.In particular, converting the "emotion scale" at the end of run to a 0-100 scale, ver 0.947a went from 82 down to 67. (While I do view the individual scores as well to understand the emotions behind it, I thought this was an okay way of summarizing it for others.)Caveats: This is among players who left a rating / feedback at the end of the run. 0.946 had a 0.946a as well as a 0.946b.As a result, I will probably look to tone down, iterate upon, or undo some of the changes that 0.947a introduced. This is the first small step in that direction.My favorite part! Player Feedback:"Poison Vials are too much"Thank you for the comment. This patch doesn't really address this, as it only tones down one enemy and only 10-15%, but I will also take another look into Beetle Bane Shield. (This player was kind enough to share anonymous data, and is by no means alone I see in the data that Beetle Bane depth 1 is a major hurdle for many new players and will keep reflecting and iterating on this issue.)"Things are a little to explosive, physics wise. I really like what you are doing. THink of Colorblind people i feel like the background and gems kinda meld. I love the art style however. i want to drop a few more coins/gems per turn a few more opportunities to merge would feel awesome. I will buy it as is"Thank you for both the constructive feedback and also for the kind words. I would love to hear more from colorblind players in the game, in the discord, or the steam discussions, as I'd like to make sure they can enjoy the game as well. This was one reason why rubies -> emeralds -> sapphires have an increasing number of vertices, but I feel this is probably insufficient. (I know it is not enough, but right clicking on things in the crate or coffer can also let players know what tier a given drop is while I learn more about the issues.) But, I think I can do more on this front hopefully including more options to make things more distinguishable. If colorblind players could please share the specific parts that are most difficult, I would greatly value that feedback. (For example, I wasn't quite sure if this user was colorblind, and if so, if "background and gems kinda meld" is related to the colorblind issue, but it gives me a lot of ideas on how to improve it.)Regarding the explosiveness, I will keep it in mind, things can definitely get bouncy depending on the battle modifier or shovels equipped. If you happen to unlock the "Star Crate" I am curious to hear if you feel this is less explosive.Regarding the desire to drop more, there are a few shovels in the game that let you do this, and they are among my favorites, but I will let you discover them as you play. :)"it was really confusing, even with the tutoplrial"I hope to return to the tutorial again and continue to improve it, thank you for letting me know this issue."It isn't clear whether this is intentional, but the game seems to fall apart a bit if you move too quick. The most obvious instances are the recharge stones, which normally are wasted if you get a bunch at once. The starting character has 3 needed to recharge, right, so if you get six popped and you click fast enough, you end up using her ability twice. Thats either an oversight or an intentional mechanic that isnt explained well, but either way, needing to babysit your power to use it optimally and not waste crazy combo pops just feels..... bad. Otherwise having a really good time so far!" I recognize this is an issue / element, and it does come up, especially in the higher depths. I recognize that it does takeaway from the otherwise "relaxing" aspect of the game. To a certain extent, I think some of this is an issue with a physics based game, but I think there's more I can do to improve the experience. (There is one item, not in the demo, that can "store" the excess recharge stones, but that doesn't really solve it.) At one point, I was thinking about allowing for "overcharged" / "supercharged" abilities. So you charge up your ability, and then, if you collect another X charges, you get a more powerful version of it. I may return to this in future iterations and welcome feedback from players on this topic. Thank you for expressing your feedback and greatly appreciate the kind words as well."PLayed more.. i get it now, you are creating a gem keep it cozy please. What a soundtrack" Awwww! I'm choosing to interpret this as "Rutrum is a gem", but I recognize you might have meant "\". For cozyness, I do think the game might be a little too difficult and reactive, and am going to keep polishing this experience as best as I can. The soundtrack was made by the amazingly talented Fadlan Amada! (With the exception of one song.) I will pass along your comments to him, thank you.Thank you to everyone for trying Rutrum and especially to those sharing their experiences!
Enemy Modifiers Overhaul + Big Balance Patch
\A majority of non-boss enemies have changed how they behave, sometimes drasticallyThis experiment is to test whether the game is more fun with more "active" and "reactive" enemies. As you can see, they now use "Trigger Tags" more often.I might try to post a little more in future patch notes about it, but let me see if players enjoy it or not.Several even have the same title ("Persistent", "Mirroring", "Greedy", and "Mysterious") but have changed effects.Old Persistent: "Revive at one 1 health after getting defeated"New Persistent: "Unlock Chest: Heals to full health"Old Mirroring: "Hit with Rock, increase attack by 1."New Mirroring: "Pop Rock: Drop Rock in crate."Old Greedy: "End Turn: Removes a gold coin from crate"New Greedy: "Forge Gold Coin: Attacks, removes gold coin, and drops gold nugget."Old Mysterious: "Hides one of the drops needed to unlock"New Mysterious: "Unlock Chest: Drops common gacha in crate." (Still hides one of the drops needed to unlock.)As enemies are more reactive, health has been reduced 15%, except for Flighty. Flighty has had health increased drastically, approximately 900%. I know this sounds ridiculous, but if you unlock his chest, he flies away! Flighty's attack was also reduced 25%."Reflective" Mid-Run Boss has also been altered. He now only gives 3 tar, and only increases the tar / attack when you forge a gem, rather than anytime a rock is popped. Thus, you can potentially kill him entirely by forging coins if you play around his reactions and tar."Furious" Battle Modifier only impacts non-boss enemies. Getting hit by 40+ damage in the first turn purely as a result of the battle modifier was a bit too rough. (However, if you show up to the boss with a crate filled to the brim, it will still hit hard!). Also, I need to debug this modifier more, I think it's still running into issues, which is odd as it used to work fine.\ Health potions in Chests increased, approximately doubledHealth Spots on map now give 25 health instead of 20. (This may be changed in the future.) This means the "Bed" Shovel gives 50 instead of 40 at those spots. \Gold Rush slight nerf -- Used to decrease 2 for each gold coin forged, now decreases 3 (will never go below 0). The Upgrade was slightly altered too -- used to increase 3, now increases 2.Gold Rush Handle changed, but will need to be changed again so don't get too used to it.Coal Brawn upgrade (Level 2) now gives 1 Coal to coffer instead of 2. Leaning toward making this item "Ultra Rare".I think I'm forgetting a few, I'm sorry but need to sleep.\ Thank you everyone for sharing your thoughts and feedback! I selected some of the anonymous feedback below and wanted to share my reflections."Too easy and enemy variety are two parts of the same thing. I did not feel like I had to see what enemies did in order to do well, so there was not a meaningful difference between types except bosses. Graphics picked because pulling off a combo doesn't quite have the rush or excitement it deserves. Could do with some sounds or extra flare to the graphics."I've tried revising the non-boss enemies in response to your comment (which other players also shared). Enemies are now more reactive and I recommend reading what they do, though I need to improve how this is communicated to players.I also feel like I could do more to express the joy of getting a series of combo forges with sound effects. That and the Bomb explosion in particular could really use some improvement, in my estimation. I'm sorry I hope to get to them soon-ish, but I want to iterate on the gameplay a bit more first."The fonts look a little silly in the shop. The difficulty felt like it ramped up too quickly."Fonts are definitely one of my weak spots. I'm hoping to implement something that lets players opt in for a different font, but it's on the to do list. I tried smoothing out the difficulty in this patch, which I think generally feels a little easier in some ways (healing, enemy health), but a little harder in others (enemies matter a little more). Still, I look forward to hearing your thoughts."Merchant is kind of crazy overpowered"I'm slightly glad you feel this way! His power took a lot of iterations and was kind of underwhelming for a little while. But rest assured, by the time it's depth 10, I think he's more "in line" with other characters at depth 10 (the demo goes up to depth 3). In general, I find Merchant to also rely on the shop RNG quite a bit (he is a merchant, after all). So runs can be a LITTLE more swingy. However, that being said, I haven't played Merchant much since the new shop was redone. It's possible that his Debt Letter(s) are not really that formidable given the empty slots. I will have to playtest some more. (PS: Merchant is also kind of nice for unlocking Gold Crate, at least on paper)