Runick – Best Casual Game award at IT Konekt

From Belgrade With Love,

Runick won the Best Casual Game award at IT Konekt!

Best Casual Game IT Konekt 2018IT Konekt Award

IT Konekt

Past 2 weekends were quite busy, Black Trumpet Games participated at IT Konekt in Belgrade and had a blast doing it. There was a special section for indies called Game Space where a lot of talented teams from around the region showcased their indie gems. BTG showed off Runick and Getaway Garden side by side and got quite some traction and feedback.

IT Konekt Game Space

Reboot Develop

Right after IT Konekt we went on another event in Dubrovnik called Reboot Develop. This conference defines what business with pleasure means! In addition to showing our dynamic duo (Runick and Getaway Garden) we participated in lectures from veterans in game development from all over the world. It was extremely educational and we learned from the best.

Reboot DevelopWe are delighted to see so much people enjoying our games to the point that we had to bring even more chairs on both conferences so that we could accommodate everyone who was interested. It was all boards on deck and all play stations occupied!

Now after a short rest from the conferences we are ready to return back to development.

I’m starting to like the process of blogging and sharing the “glamorous” gamedev life behind our games. So expect more blogs coming soon (yes I know I promised the Level Design blog of Runick and I haven’t forgotten it’s still in development :D). But if your interested in reading more about level design right now, check out Filips blog about Getaway Garden here:


Runick – From Idea to Prototype

Well met,
as a recent newcomer I think an introduction is necessary. So here we go, my name is Toni and I joined forces with Black Trumpet Games to bring you a new puzzle game called Runick.

Runick - LogoRunick is a 3D isometric simple, yet challenging puzzle game. The idea is to use the available shapes to adequately mark all the tiles on a given board. The shapes the user interacts with adhere to certain geometric principles and are as follows:

cuboids, which can be flipped over and mark all the tiles they cover

spheres, which can be rolled in a certain direction and mark all the tiles they roll over

Spherepyramids, which can teleport over tiles and mark the tiles they cover, since we all know pyramids can teleport in real life too ☺ (the capsule is used as a placeholder)


The player has to mark all the tiles appropriately to complete the level. Sounds quite simple right? It certainly can be, but also doesn’t have to be!

If you want to try out the game and experience it first-hand, before we go in a more detailed overview of the design, check it out on this link:

I challenge you to complete all the levels in the demo. Who doesn’t love a challenge, now you have to give it a try.

As you have noticed each shape can have a different rune (color) which makes things interesting and in the later levels more difficult. Shapes can change the rune (color) of an already solved tile turning it into an unsolved tile, this forces the player to think about each move ahead.

The Idea

So why this idea and how did I come up with it.

I am already a full-time game developer in Exordium Games and I love to make games so much that I also wanted to make even more games. That means I would have to make a game in my limited free time.

I built my idea on two constraints. First, the game must be simple, with easy to understand rules. And secondly, it should use geometric shapes and colors to communicate the rules to the player.

Games with geometric shapes and colors, as indicators of how the game should be played, always fascinated me. Those two constraints were used as the basics of the initial idea.

On top of all that I wanted the player to have the luxury to play the game whenever and wherever, that meant no time constraints and the ability to take a break anytime and pick it back up without penalties.

All of this resulted in these limitations:

– a small scope
– simple but interesting and challenging
– uses geometric shapes and colors
– can be played anytime, anywhere without pressure

The more constraints I had, the more my imagination flourished (weird, right?). At the beginning, I got the idea of a cuboid flipping on a board trying to mark all the tiles on it. This resulted in me making a prototype and testing it out. Then came the idea of 2 cuboids with different colors and markable tiles. The ideas just kept on coming and it seemed like the game was designing itself. Once I had a couple of levels I immediately uploaded it to my smartphone and showcased it around for feedback. And that’s how Runick was born!

I hope you liked the introduction of our new game, the next blog entry will cover level design, and boy do I love to talk about the level design of Runick. So be sure to follow us for more updates.