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Catachasm's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals(Graphics) | #8 | 3.674 | 4.500 |
Fun | #11 | 3.266 | 4.000 |
Sound/Audio | #13 | 3.266 | 4.000 |
Overall | #14 | 3.266 | 4.000 |
User Interface (UI/UX) | #20 | 2.041 | 2.500 |
Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
DevLog Link
https://rnjn.itch.io/catachasm/devlog/744680/whats-new-in-the-shiny-new-update
Developer Feedback Questions
I'd like to know if the game is fun, or how I can make it more enjoyable for players.
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Comments
My gaming experience:
1. It was difficult to understand what was happening with gold. Gold increases and decreases. At first I thought that it was produced in houses and did not understand why it suddenly began to decrease. So far, after a few games, I was able to realize that it was decreasing from the purchase of units and cards. It would be necessary to accurately show the purchase of a unit and a card (quickly or instantly reduce gold).
2. During the battle, when choosing a map, it is better to highlight the available units. To make it clear that the card must be given to the character.
3. After the battle, at the campsite, if you click on the character, a fatal error occurs with the loss of game progress.
4. It’s unclear why the cleric doesn’t heal; when I bought them, I expected them to be useful to the party.
5. It is not clear how to cast magic as a wizard, the same as a cleric
6. It is not clear what the “blue circle” indicator under the “red attack circle” means
7. I expected red enemies to be stronger, but they are just as weak as green ones
8. the bosses are really strong, there is a lot to think about in order to defeat them, this is a good meta (think about the game after the game)
9. I didn't like the graphics :), but that's good because most casual players will be fine!
Thank you for your feedback! I will implement some of these changes as soon as I can.
I had the gold increase as a graphical effect, but I understand why that would be confusing. I’ll remove it. I also removed the unit classes; they’re a remnant from an older system that hadn’t been totally cut out yet.
I didn’t think about how enemy color would influence your perception of them. Thank you for pointing that out!
I don’t understand what you mean in #6. Which blue circle are you referring to?
"I don’t understand what you mean in #6. Which blue circle are you referring to?"
when you move the mouse over a character, an information window pops up: Name, type, and two numeric parameters.
I wish there is a way to attack without being directly across from the enemy. I can move my units there but then I can't given them cards on the same turn. I know that the enemies move as well, but then the game becomes luck based as you have to hope they move to where you want them to.
Thanks for playing! There are some cards with different targeting, so you can hit a wider range. Maybe I should make that more clear!
I’ll investigate the bug you encountered and see if I can fix it. Do you happen to remember what you were doing before it came up?
I beat a monster, clicked "heal unit", then clicked a cat to heal. Their health bar went up then the error occurred.
Graphics are super charming, and its well polished. The UI could use a bit of work though, particularly the coins display could be more prominent. You cant even see it right now in the web build until you go into full screen.
The other problem, is that the movement feels too punishing right now. Since you cant attack after moving, if you move into the enemy you just get hit for nothing. So I find myself just waiting to get an AOE attack instead of ever moving. I also think you need to prioritize a tutorial / intro, cause I found myself pretty lost trying to understand the mechanics in the beginning.
thank you for playing! The fullscreen issue is my fault. I need to fix the iframe on itch.
The movement issue is a good point. I have some ideas for movement updates that I’ll work on. Thanks again!