Note > This is the first prototype we made for Halloween in just two weeks. We’re now working on a new demo with tons of surprises to showcase at Steam Next Fest in February 2026!

WISHLIST ON STEAM!

Subscribe!
    Discord!   Follow us!

How to Play Randel's Quest

Guess a five-letter word using color feedback... But wait!

At the start of each turn, spin a 3-reel hint machine: one reel per color (GREEN, YELLOW, GREY)

  • Green: correct letter, right spot → trigger a random effect from Reel 1.
  • Yellow: in the word, wrong spot → trigger a random effect from Reel 2.
  • Grey: not in the word → trigger a random effect from Reel 3.

Time your guesses to align with the slot effects and outplay the enemy while narrowing the solution.

Spin. Guess. Survive!



[1.0.4] – 2025-11-13
Added

  • Steam wishlist button so players can add the game to their Steam wishlist directly from the game.

Fixed

  • Slot machine lights during the solved attack now use each letter’s current color instead of flashing grey.

[1.0.3] – 2025-10-29
Added

  •  Spanish-safe normalization (true ñ), per-language word lists, on-screen ñ key.
  • Changed Safer TextAsset decoding; keyboards (HW/OSK/WebGL) accept [a–z] + ñ; minor EN/ES copy polish. 
  • Fixed ñ answers not loading; guess/answer compare uses Spanish-safe rules; TMP glyph refresh; fewer false rejections.

[0.1.2] - 2025-10-28

Added

  • Full localization pipeline (UI/HUD/banners/tooltips).

  • Spanish language pack (ES) with ñ support.

  • Per-language word services (separate valid/answer lists per locale).

Changed

  • Expanded & cleaned English valid/answer lists.

  • Spanish lists normalized (tildes removed, ñ preserved).

  • Effect/tooltip text now driven by localization IDs (no hardcoded strings).

UX

  • On-screen + hardware keyboard flow refined for multi-language input.

  • Better banner/label formatting via localized string formats (e.g., {0}/{1}, %).

Fixed

  • Rare cases where dynamic HUD labels didn’t refresh after language switch.

  • Minor layout issues when showing/hiding the on-screen keyboard.

  • Stability/polish passes across menus and battle HUD.

[0.1.1] - 2025-10-23

Added

  • On-screen keyboard.
  • Per-key hint tinting on the on-screen keyboard (matches tile reveal states).

Changed

  • “Enter” hints beside a full guess are now buttons that submit the word.

UX

  • On-screen keyboard auto-hides after a valid submission.
  • On-screen keyboard auto-shows on mobile when input is expected.
  • Custom cursor auto-hides on mobile (never shown on mobile devices).
Updated 15 days ago
StatusReleased
PlatformsHTML5, Windows
Rating
Rated 4.8 out of 5 stars
(6 total ratings)
AuthorLCB Game Studio
Made withUnity
TagsHalloween, Roguelike, Word game, Wordle

Download

Download
Randel_Win_x64_v0.1.4.zip 37 MB

Comments

Log in with itch.io to leave a comment.

Just gave this a shot! The visuals look great and I love the idea of crafting words to get the different outcomes. But I did find it a little frustrating to play so far. Having a good word to solve the Wordle be a bad word in terms of effects was a bit more annoying than fun, and it felt dispiriting when the reels were all or almost all bad.

I wonder if you would consider having the reels be all positive things, and the enemy attacks you on a separate schedule? That would feel a lot more positive and exciting. There might be different values of positive effects which you might or might not want in a given situation.

An alternate thought I had was it would be nice if the green reel was generally more positive than the gray reel, instead of them being the same across the board. That way, your goals are usually still aligned, with rarer interruptions where you want to avoid green.

I didn't like that I had to start the first guess with no information and just suffer the consequences. Could there be an initial guess before rolling the reels for effects, to give you a starting point to make decisions for the next guesses?

Sorry for the unsolicited ideas, but I do think this is a fun idea so it inspired me to brainstorm about it. 🙂

Hey, thanks so much for playing and for the brainstorm. I really appreciate it!

A lot of what you mentioned is already being addressed in the current build. It’ll be playable for Steam Next Fest, and we might also do an earlier playtest if you’re interested.

The game is going to be run-based, so we’ve got lots of surprises planned. For example, a market where you buy items using color hints as currency, a workshop where you can tinker with your slot machine, and some meta progression after you finish a run. That meta progression can let you start future runs with a special new word that has a powerful effect, etc.

As for the starting word (the blind guess), we’re still designing around it. Items, the meta progression mentioned above, and more.

It’s been really fun to design, so we’ll see where it goes.

Cheers, and thanks again for playing!

(+1)

Oh, I see! When I saw this link posted in Thinky Games discord I thought it was the demo I should check out for the game, so I wanted to try it and give feedback, but sounds like it’s not really representative of the latest improvements. You could add a comment to that effect in the itch page description so folks can decide if they want to try this one or wait for the updated demo.

That's a good call. I'll do that right now!

Cool idea, but a bit too random. In my understanding, a situation when all types of tiles are harmful at once is a thing that can happen in the game. Also, there is no control over what one's guess will do, which isn't very fun even on paper.

More importantly, the slot machine animations are way too long and should be skippable. I often make notes playing Wordle, so if I do them right after I saw the results, I only remember to pull the lever after I'm done with them, this losing a lot of time just idling.

Good job with rules clarity tho, I skipped all the boring text, and the game still made sense to me. Way to go!

Thanks for taking the time to play the game! All of this will be addressed in the full version (skippable animations, more agency for the player, and less reliance on luck/RNG through special items and passive abilities, etc.) We'll share our dev journey if you are interested. Cheers and have a great week!

(+1)

I want to add that I still had fun :) Genuinely believe in you mates

Muy bueno, me gustó mucho. Creo que podrían mejorar el contraste de los colores de las letras, yo soy un poquito daltónico y me está costando diferenciar el verde del gris en la grilla de palabras (en el teclado se diferencian bien). Alternativamente podrían tener distintos modos de colores en las opciones, pero ya sería más complejo.

Otro detalle de UI que me resultó molesto, es que cuando abrís el teclado te tapa las palabras, estaría bueno que de alguna manera puedas ver las 2 cosas a la vez. Incluso podría estar siempre visible el teclado capaz. en vez de abrirlo y cerrarlo.

(1 edit)

Beautiful game!

Super fun to play and very nice visuals, one thing happened to me while playing in spanish mode, in the first round I got "CHICO" and at fourth round it was also "CHICO", maybe not repeating the words would be a nice to add.

¡Qué loca esa repetición! Tenemos 9000 palabras en la lista en español si no recuerdo mal, pero sí, tenemos que ir armando subsets y tal vez generando localmente lista de palabras usadas para no repetir. ¡Gracias por escribir!

Lo jugué ya muchas veces(me encanta) y me sorprendió mucho en serio que se haya repetido, no me pasó ninguna otra vez. Saludos y de nada, muy buen juego.

Me and my girlfriend just played this for a while and had a blast. I think the keyboard should be smaller for sure, maybe even moved in the area of "dead space" to the right of the game. As of now, the keyboard hides some of the game elements which feels "cheap" and is just overall intrusive when trying to play. Overall though, I genuinely like the feel of it. Felt pretty authentic and the art is really nice. I will say, another thing I noticed is that the music doesn't loop properly. 


Other than that, I think it's solid. Oh, and more interesting ways of dealing damage or healing, maybe like some poison or like some buffs or debuffs of some kind. After playing for about an hour or so, I realized that I wasn't even paying attention to the rouge elements of the game because I was just healing and shielding everything. 

Thanks for the kind words! We're already working on the full version of the game, so thanks for the feedback! It's really helpful. Cheers and thanks again for reaching out!

Fun game, Felt that each addition of the slot works equally, like even if i picked the other of the three options i would still win? maybe having more strategy based on previous upgrades would be better and not just auto clicker

Thanks for playing and reaching out! We have lots of ideas for the final game (and demo!) to experiment with and deliver plenty of surprises (and strategies/builds to play with).

(+1)

I enjoyed the presentation, but it wouldn't accept a bunch of very normal words as guesses for some reason?

Thanks, Vince! We’ll keep updating the valid_words list, so any additions are welcome.

(+1)

I’ll keep checking back! I really did enjoy the vibe 😅

(+1)

It won't accept words that are just plurals of shorter words, like—well words. Fairly sure this is in accord with the word list for this whole Wordlelike genre. Even games that might accept plurals as valid guesses will never actually have them as the correct answer.

(+1)

All I know is that the other day my friend said it won’t accept FARTS (which is his go-to starter word on Wordle)

(+1)

We'll push a new update in the next few days with some improvements in the valid/answers word lists! (Right now we're working in the localization module, but after that, lists get priority!)

(+1)

Addictive!!

Hey, thanks for playing! We'll continue updating the demo so any feedback is welcome.

(+1)

This is so fun and well thought out! I adore Peglin, and I've been hoping someone would add turn-based combat to all my other favorite casual games. My partner and I played this for two hours last night and way past our bedtime, so I think that's a sign you've made something awesome! 

That’s so nice to hear! We playtested it with my partner and kids and had a lot of fun too.