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Hi! The game is really cool, nice work. I had some minor feedback. Sorry if this has been covered elsewhere but:

- The text on the pages is a bit hard to read sometimes. The font is fine but because of the brush effect it makes it a bit hard I think.

- I found the instructions about picking creatures kind of hard to follow. It said that picking your own is the beginner options and random is for experts, but it feels like it should be the opposite. When I don't know what I'm picking for, there should be a tutorial that guides me through who to pick maybe?

- I was also a bit confused when the battle started. It said I could place a unit down and I would lose the other one, but there was no way to check on the stats and compare them, so I kind of just picked at random. Sometimes I could get the text to come up though - that might  have been covered in the known bugs post.

- When I had combat options, I also had no idea what to do with them. For example Intercept. Or how Ranged attacks worked. Was it for people not directly in front of my square, or for people in a row further back?

- The dialogue for the creatures is cool but maybe a hair too loud? And some of the roars etc went on for a second or two too long.

-There are effects for the attacks, but not the actual attacks hitting the enemy (or missing). Some juicy sound effects there would be cool.

- There were a few spelling errors in different parts, eg saying 'loose' instead of 'lose' etc.

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Thank you SpaceAgeToaster for taking the time to play and leave an extensive feedback!

About your points:

- The text on the pages is a bit hard to read sometimes. The font is fine but because of the brush effect it makes it a bit hard I think.

I will see what I can do to improve it, thanks. By the way, did you tried the game on PC, Tablet or Mobile? Just to have an idea about the screen size that can give more problem.


- I found the instructions about picking creatures kind of hard to follow. It said that picking your own is the beginner options and random is for experts, but it feels like it should be the opposite. When I don't know what I'm picking for, there should be a tutorial that guides me through who to pick maybe?

I see, so you suggest to have maybe another option, like fixed set of cards with balanced choice, or would it be enough to have a sort of info button to see how the battle mechanics works? Maybe a tutorial section with screens that goes through the game without any interaction showing the various game phases or just the battle would be enough?


- I was also a bit confused when the battle started. It said I could place a unit down and I would lose the other one, but there was no way to check on the stats and compare them, so I kind of just picked at random. Sometimes I could get the text to come up though - that might  have been covered in the known bugs post.

Yes, it's difficult at the moment and also I forgot to mention it both in the game and in the game page instructions. You have to hold down the finger/left mouse button on a character to show the relates stats. Be careful though that if you select first the action of Melee or Ranged and then hold on a possible target, the attack will start.

I was considering to simplify to show the stats when clicking on any card, however that will require a dedicated card info area because the current info text will be otherwise lost. Also I was considering to remove the drag & drop for placing cards or choose at the beginning or during loot phase, and add maybe a double click. What do you reckon?


- When I had combat options, I also had no idea what to do with them. For example Intercept. Or how Ranged attacks worked. Was it for people not directly in front of my square, or for people in a row further back?

The game currently lack of detailed info, but you can find details about the game mechanics here:
https://biim-games.itch.io/grim-grimoire#Index

There is a lot of things to write so I have still to consider how to best show all this amount of info on the screen, probably a tutorial is the best thing to do to avoid to have too much on screen, especially for people playing on mobile where everything is even smaller.
Intercept is used to have a free attack on the first enemy unit that tries to breakthrough the line where your unit is, so basically is at the same time a pass turn and if someone moves on top before the unit is activated again, you give a free attack on the opponent's creature. At the moment due to a modification of the code, I got a bug that stops enemy's units to try to pass over yours, so the option is not useful yet, aside for just passing the turn. More details here:
https://biim-games.itch.io/grim-grimoire#Intercept

About the Range attack, you can find details here: https://biim-games.itch.io/grim-grimoire#Range, but you might want to read the Melee section before to get a clear idea: https://biim-games.itch.io/grim-grimoire#Melee. However, in short, with melee you can attack the creatures directly in front or behind your current line (column), while with the range you can attack creatures that are 2 lines away from you. When selecting those actions, if there are available targets, their background tile will increase their visibility (opacity of the tile goes to 100%, while normally is 50%). It doesn't matter if someone is on top, centre or bottom of the line (column), you can attack either. Think those as reach area.


- The dialogue for the creatures is cool but maybe a hair too loud? And some of the roars etc went on for a second or two too long.

The first funding goal for the game has a poll where players can choose what feature they want to see next, you are welcome to vote here. One of the poll choice is about adding a volume option for SFX and Music (music is not in the game yet, it's another poll choice), that will let you choose at which volume play the SFXs in the game.

About the long sound, I will try to find something shorter. I bought stock voices, so sometimes it's not easy to find the right match. I will see if I can edit ad cut some of the longer ones in case I can't find a good replacement.


-There are effects for the attacks, but not the actual attacks hitting the enemy (or missing). Some juicy sound effects there would be cool.

Even here, in the poll for Goal 1 you can find an option for new SFXs: "Additional SFXs for each creature (Injury, Death and Retire)."
I might add a few mores if this option is one of the most popular ones and I will reach the funding goal.


- There were a few spelling errors in different parts, eg saying 'loose' instead of 'lose' etc.

Thanks, I opened a post to notify me about those errors here: https://itch.io/t/4628009/spelling-mistakes-post-here-what-you-found, so it will be easier to let me know when those errors come out. Sorry, despite being in Australia for 10 years, my English is still wrong sometimes and it's hard to notice especially while slapping quickly a sentence while coding the game as temporary line. A line that then becomes semi-permanent because I forget to go back to check many of those due to the major bugs that take more time to fix.


Thank you again for playing and taking time to leave a feedback, I would be glad if you, like the others that have left a feedback, will keep me posted with your thoughts about the game development!

No worries! To answer your questions:

  • I played on a laptop (Mac)
  • Yeah I think something like a fixed set of cards or a balanced choice would be good. I think Slay the Spire or Into the Breach are good tutorial examples to emulate here. They pick a character/units for you on your first time, and guide you through the basic logic of a battle. Then you take it from there.
  • I think drag and drop is fine! 
  • Thanks for the explanations - I'll take a look at them. And fair enough - there's an order of priority with new features etc. I also understand that using stock effects will never get you 100% what you're looking for.

I look forward to seeing the game progress! 

Thank you for the details.


I played on a laptop (Mac)

Ok, so screen has a good size, but the font itself is hard to read. I did some test, adding effects to see if I could clean the font, but I didn't have much success at the moment. I might have to add an option to use a alternative font. Maybe the other one that is already in use in the game.

Yeah I think something like a fixed set of cards or a balanced choice would be good. I think Slay the Spire or Into the Breach are good tutorial examples to emulate here. They pick a character/units for you on your first time, and guide you through the basic logic of a battle. Then you take it from there.

I haven't played those games, so I will try to see if I find videos going through their tutorials to get an idea of how they work., but I think I got the point. Thanks.

I think drag and drop is fine!

Cool, thanks.


Thanks for the explanations - I'll take a look at them. And fair enough - there's an order of priority with new features etc. I also understand that using stock effects will never get you 100% what you're looking for.

No worries mate. Yeah, for the audio part maybe I might take the microphone and create some new effects, or at least I might have to do for future creatures since I am planning to have more creatures than the ones I could find nice effects for.


I look forward to seeing the game progress!

I am busy in these days because I'm moving to the new home, but I might get back to work properly on the game around mid-March, I will try to have some bugfix going in the meantime if I will find a bit of free time for some simple bugs.


Thanks again for your help! :-)