Ruggnar worked for a longtime in the mines of Murlodar.

These mines were full of noble material (gold, mithril, diamond,...)

But now, there is only stone and Murlodar loses every day a little more of its inhabitants.

Ruggnar persisted, searching every corner, digging in all soils, turning every stone to hopefully find a little something, in vain.

Ultimate horror, the brewer has packed his bags this morning.

He had to resign himself, death in the soul, to leave Murlodar.

Many of his companions departed to other mines, but he decided not to hold a pick in his life anymore.

There is an old legend that speaks of deserted places where many treasures are waiting.

This game is a platformer in which you are in the dark, with only some candles to light your way to the treasures and the Exit.

The game is in an early stage of developpement.

However, some core mechanics are implemented and the game is playable.


Keyboard :

Arrow - move

Space - Jump

T - Throw (press to take a candle, aim, release)

R - Change candle on helmet

E - Action (open chest, pick a previously thrown candle)

GamePad (xbox 360):

Stick or Pad - move

A - Jump

X - Throw (press to take a candle, aim, release)

Y - Change candle on helmet

B - Action (open chest, pick a previously thrown candle)

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Night and Day

From day one, I have in mind the use of the candle to light the path of the dwarf.
But in order to keep something fun to play (and because playing only in the gloom could be exhausting), I've added some ambiance light.

  • There are 5 ambiances :
  • Gloom
  • Night
  • Dusk
  • Noon
  • Dawn


The idea is to be able to create levels either on exterior or interior environment (Cemetery by night, Hill path at dawn, Lost castle in complete darkness...)


During the last event, some of the feedbacks pointed the lack of visibility of the powerups. I've added a box around with a little reflection effect to make it more readable.

The player is able to pick some powerups :

- a feather for a lighter and higher jump
- a mirror to see the coins and power ups through the shadow
- a lantern to remove the shadow for a moment (new)

Each powerups has a specific time and there was no indicator on the screen. Now on top of the screen, there is the powerup with a progress bar.


Spikes, water and sound

Nearly all the players complained about the spikes : the tile was not clear, was it harmful ? Yes it was, but you couldn't tell without falling on it.
Now, there is an animation of the spikes. When the player approach, the spikes move out, when he moves away, the spikes move in. It's clear now it's harmful.

The water was static, not very appealing. Now it moves.
Speaking of the water, I've added a little something : sounds.
When the player throw a candle, if it lands in water there is a splash sound, he is aware of the water in this direction. If it lands on something else, there is a bump sound.

The sound has some sort of spatialization, according to the distance and position the sound is more or less loud and on left/right or both sides of the speakers.


Some PNJs

In Ruggnar, there will be some PNJs, they won't kill Ruggnar, he'll can't kill them either. But they will be annoying, for example, with a Rat, the player will be slowed down, with a Bat, the jump will be shorter.


(Animated Rat by Calciumtrice)

Treasure chest, what's inside ?

In the first demo, the treasure was always filled with 7 coins, nothing more, nothing less. But there was no indication when the player opened it.
I needed to change this behaviour. Now the treasure shows what the player gets when he has opened it (and the content is not limited to coin anymore).


Second milestone : public test november 2016

Second milestone : public test november 2016


The importance of preparing an event, showing something new

Listening the audience, analyzing feedback

Listening the audience, analyzing feedback


Where we talk about feedback, importance of the player, future and improvement.

First milestone : public test October, 2016

First milestone : public test October, 2016


Preparing a playtest while the game has no level and is not playable.

First days of life

First days of life

News 1 comment

Let's talk about choices, first steps and some try.

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Ruggnar V0.0.7 MacOS

Ruggnar V0.0.7 MacOS


This version comes with a new mode : ProcGen levels To launch the game : ./Ruggnar Save files are in ~/.Ruggnar

Ruggnar V0.0.7 linux

Ruggnar V0.0.7 linux


This version comes with a new mode : ProcGen levels

Ruggnar V0.0.7 windows

Ruggnar V0.0.7 windows


This version comes with a new mode : ProcGen levels

ruggnar v0 0 6

ruggnar v0 0 6


Map with level selection, tutorial, new level, change of light ambiance and more

Ruggnar V0 0 5b

Ruggnar V0 0 5b


Check update corrected, new savepoint, small memory adjustment

Ruggnar V0 0 5

Ruggnar V0 0 5


New version, with, lever, switch, lava and many more addition

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No light, no problem with the bats ! #indiedevhour #indiedev #gamedev

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RT @GregoryLepers: Thanks to @Sirill57 @TOMAGameStudio and indirectly @mrhelmut , #Hawkwing will have a #Linux & #Mac release! <3…

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RT @mrhelmut: Seeing your own game on This Week On Xbox feels both super cool and strange.

Mar 22 2017

The dev of Ruggnar started 6 month ago. I've met some great people, they gave me great advices. Thank you guys !!…

Mar 21 2017

Demo available on @itchio @gamejolt @IndieDB for win, linux, mac Links on

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Demo of Ruggnar available on Windows, Linux and Mac. With the procgen mode. #indiedev #gamedev #linux #pixelart

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