Game review
Runekeeper
4.3 / 10
- Developer
- Ariel Wexler
- Publisher
- Ariel Wexler
- Released
- 1 January 2023
- Platforms
- Web browser (desktop and mobile)
- Genre
- Puzzle / Dungeon crawler
- Monetisation
- Free, open source, no ads and no in-game purchases
- Players
- Single-player only
The short version
Runekeeper's core idea is one of the more genuinely inventive things on this shelf: draw one of six symbols on the screen and a neural network trained specifically for this game — shipped inside a 13-kilobyte competition build — reads your stroke and casts a directional spell, moving a runestone through a turn-based dungeon grid. With a mouse, it works exactly as designed: circles, zigzags and other shapes were drawn and correctly recognized across repeated tests, driving real movement and combat. The problem is that this shelf exists for phones, and in five separate, methodically varied tests under standard mobile-browser touch emulation, the same drawing gesture never once registered — despite the touch events themselves reaching the game with correct coordinates every time. The author's own design notes call out mobile thumb play as a stretch goal; on the evidence gathered here, that goal was not met.
Biggest strengths
- A real, working on-device gesture classifier: repeated mouse-drawn circles and a zigzag shape were each recognized correctly and drove the runestone through the dungeon grid and into what looked like a spell effect on an enemy, confirmed over multiple independent runs
- The turn-based structure built around that mechanic holds together — a HUD that tracks "ENEMIES SLAIN," HP-bar enemies that visibly advance only in response to a successful player cast, and potions/hazards scattered across a 6x6 grid
- A striking technical feat for a 13KB competition budget: a full trained neural network, encoded and shipped inline, doing real-time gesture classification entirely client-side
Biggest weaknesses
- Touch input could not be made to work. Testing covered five independently varied attempts — real CDP-level touch dispatch (the same mechanism a phone playtest would use), synthetic TouchEvent construction, multiple shapes, multiple stroke speeds and two different viewport sizes — and every one of them failed to trigger a recognized gesture under standard mobile-device emulation, even though the identical touch events reached the game's own listeners with correct coordinates every time. The same exact gesture succeeded immediately and repeatedly the moment mobile-device emulation was turned off, which narrows the fault to something specific about how the game (or the browser in mobile mode) handles a touch-driven draw versus a mouse-driven one
- There is no keyboard or button fallback of any kind — drawing is the only input method, so a touchscreen-only visitor with no mouse currently has no way to play this at all, as tested
- The six abstract symbols (∧ ○ ⚡ ▽ w ⋈) that map to movement directions are shown as a bare legend with no tutorial beyond "draw symbols to move the runestone," and it takes real trial and error to learn which shape does what
Who it's for: Anyone with a mouse or trackpad who wants to see a genuinely novel drawing-based spell mechanic; not recommended yet for anyone relying on a touchscreen
Our recommendation: A clever desktop curiosity that fails the one test this shelf is built around
4.3 / 10
Runekeeper is a js13k 2023 entry from Ariel Wexler, and its design notes in the repository are refreshingly blunt about what it's trying to do: "the drawing mechanic should driving everything — it's the fun part," with mobile thumb-drawing listed as a bonus goal. That framing turned out to be the right lens for reviewing it, because the drawing mechanic really is the whole game, and it really is the fun part — when it works.
A trained classifier in 13 kilobytes
Open the build and a wizard's tower sits beside a 6x6 grid populated with a runestone, potions and slowly advancing enemies with HP bars. Below the grid is a drawing pad, split into a left half and a right half, with the same six abstract symbols (an upward chevron, a circle, a lightning bolt, a downward chevron, a wave, and an X) listed as column and row headers on the grid itself. Draw one of those six shapes with a mouse and the game genuinely recognizes it: a hand-drawn circle in testing was correctly classified and moved the runestone one row, changing the header text from "DRAW SYMBOLS TO MOVE THE RUNESTONE" to "0 ENEMIES SLAIN" — confirming the turn had actually advanced, not just that a stroke was drawn. Repeating that circle five times in a row and then drawing a zigzag on the other half of the pad kept producing consistent, correct results: the runestone advanced through the grid, enemies with visible HP bars closed in, and a colored trail animation played that matched the drawn shape's assigned color. Reading the source confirms what's happening under the hood is not a simple shape-matcher — it's an actual small neural network, weights encoded and shipped inline in the page, that resamples the drawn stroke onto a 28x28 canvas and classifies it, voting across twenty jittered resamples to settle on an answer. Shipping a trained ML model inside a 13KB competition build is a genuinely unusual and impressive piece of engineering, and it works.
The one platform it names as a goal is the one where it didn't work
This shelf exists because Flash games cannot be played on a phone, so every review here treats touch as the test that actually matters — and this is where Runekeeper could not be verified as playable at all. Five separate tests were run, each varying the method or parameters to rule out a one-off tooling fluke: CDP-level touch event dispatch (the same mechanism a real phone playtest uses, with proper touch radius and force values), a synthetic TouchEvent construction, two different circle radii and point densities, a slower stroke cadence, and two different viewport sizes. Every one of them, run under standard mobile-browser emulation, produced a runestone that never moved and a header that never advanced past "DRAW SYMBOLS TO MOVE THE RUNESTONE" — despite directly confirming, via an injected diagnostic listener, that the touch events reached the game's own event handlers with the correct on-screen coordinates every time. The moment the identical gesture was retried with mobile-device emulation turned off — same touch dispatch mechanism, same coordinates, same shape — it worked immediately. That comparison points at something specific to how the game (or the browser's mobile-mode touch handling) processes a touch-drawn gesture rather than a mouse-drawn one, though it should be said plainly that this was tested in a headless emulation environment, not on a physical phone, so a device-specific quirk on either side can't be fully ruled out. What can be said with confidence is that touch drawing did not work in any configuration tried here, and there is no keyboard or button alternative to fall back on — drawing is the only way to play, and it was only ever confirmed to work with a mouse.
Verdict
Runekeeper deserves real credit for its idea and its engineering: a working, trained gesture classifier packed into a 13KB browser game is not something this shelf sees often, and the turn-based loop built around it — cast a rune, watch the runestone move, watch enemies close in — holds together well once you're actually able to draw. But the review has to be honest about what was and wasn't confirmed, and on a shelf built entirely around phone playability, the one thing that could not be confirmed working, across a genuinely thorough set of attempts, was touch. A game whose author explicitly hoped it would work on mobile, and which currently has no way to play it at all without a mouse, is not ready for this shelf regardless of how clever the mechanic underneath it is.
Pros and cons
Pros
- A real, working on-device gesture classifier: repeated mouse-drawn circles and a zigzag shape were each recognized correctly and drove the runestone through the dungeon grid and into what looked like a spell effect on an enemy, confirmed over multiple independent runs
- The turn-based structure built around that mechanic holds together — a HUD that tracks "ENEMIES SLAIN," HP-bar enemies that visibly advance only in response to a successful player cast, and potions/hazards scattered across a 6x6 grid
- A striking technical feat for a 13KB competition budget: a full trained neural network, encoded and shipped inline, doing real-time gesture classification entirely client-side
- MIT licensed, genuinely no analytics in the shipped single-file build
- Loads instantly and runs with no stutter once installed
Cons
- Touch input could not be made to work. Testing covered five independently varied attempts — real CDP-level touch dispatch (the same mechanism a phone playtest would use), synthetic TouchEvent construction, multiple shapes, multiple stroke speeds and two different viewport sizes — and every one of them failed to trigger a recognized gesture under standard mobile-device emulation, even though the identical touch events reached the game's own listeners with correct coordinates every time. The same exact gesture succeeded immediately and repeatedly the moment mobile-device emulation was turned off, which narrows the fault to something specific about how the game (or the browser in mobile mode) handles a touch-driven draw versus a mouse-driven one
- There is no keyboard or button fallback of any kind — drawing is the only input method, so a touchscreen-only visitor with no mouse currently has no way to play this at all, as tested
- The six abstract symbols (∧ ○ ⚡ ▽ w ⋈) that map to movement directions are shown as a bare legend with no tutorial beyond "draw symbols to move the runestone," and it takes real trial and error to learn which shape does what
- Sound was not verified either way in this environment; headless testing has no audio output, so no claim is made about it here