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A jam submission

Grimchain: Cathedral of Ash - Browser PlaytestView game page

Trace cursed sigils, counter enemy moves, and build a relic-powered descent through a gothic cathedral.
Submitted by Northline Venture Studio — 29 days, 14 hours before the deadline
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Grimchain: Cathedral of Ash - Browser Playtest's itch.io page

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Comments

Submitted

I think the core idea becomes interesting once you understand the relationship between the enemy intent and the sigils.

For me, the main point of confusion was this: even after I understood where the enemy’s next action was shown, I still didn’t immediately understand which sigil I should choose in response.

For example, once I understood that an incoming attack meant “build Ward with Bone,” the game started to make much more sense. But it took me a little while to reach that understanding.

So I think the issue is not the rules themselves, but how quickly the player can connect “enemy intent” with “what should I do now?”

After that clicked, the decision-making became much more enjoyable.

Submitted

Some notes:

  • The text size in options is actually working in reverse?
  • I don't think you need explanations for those options - they're pretty much self-explanatory. Maybe keep the explanations for the ones you really thing deserve them (like 'reduced motion'). Otherwise it is clutter and wasting player time
  • Great effects, liked the sfx as well
  • I don't hear any music atm, I guess it will come later...
  • I'd prefer larger text in general. Hard to navigate and understand (it's obvious the primary target are mobile phones, but that's an even bigger reason to make it larger)
  • Other than that, it really needs gradual introduction of gameplay elements. Might want to split it for the first time played or similar. 

Really great work! I'd work a bit more on having things clear, maybe some work on the art. Good luck :)

Submitted(+1)

Played the browser build through the first chamber. Chained three Blood sigils, took the Choir Leech from 26 to 20, and the loop clicked straight away.

What works: the enemy intent line at the bottom is the best thing here. Knowing the next strike before I commit turns a match-3 into an actual decision, and the contextual hint changing from “drag three sigils” to “read the enemy intent, Bone grants Ward” after my first cast is a nice touch. Teaching one idea per turn instead of all at once.

Which is why the Field Manual before the first chamber feels like the wrong shape. It is a full screen of rules covering Vigor, Ward, Focus, four cast types, relics, shrines and curse marks, and I had forgotten most of it by the time I made my first move. Everything in it is good, it is just arriving before I have anything to attach it to. The in-game hints already do the job better. I would cut that screen to three lines and let the rest surface as it becomes relevant, with the manual kept behind the ? button for anyone who wants it.

One bug: on the bottom bar the ENEMY INTENT label, the curse text and the “Strikes for 4” number all overlap each other. On a 1080p desktop window it reads as three lines of text printed on top of one another. Looks like the tooltip and the intent bar share the same space.

Small thing: I played on desktop in a wide window because the page said to use a narrow one. Might be worth just letterboxing it yourself rather than asking the player to resize their browser, since most people will not.

The art direction is doing a lot of work. Good atmosphere.

Developer

This is amazing, thank you so much for your feedback!

You're right about the manual throwing too much upfront, and the overlap/resize issue is a great catch. I'm happy to hear the core loop landed, though!

I think at this point, I have enough feedback to implement 1.8.0, so stay tuned! Thank you again for your detailed feedback