No spellbook visible to the player during gameplay #44
Labels
No labels
blocked:lint-failed
blocked:needs-decision
blocked:no-changes
bug
feature-request
in-progress
milestone
ops-task
quickfix
security/high
test-coverage
triage-approved
No milestone
No project
No assignees
1 participant
Notifications
Due date
No due date set.
Dependencies
No dependencies set.
Reference
Mark/chainbound#44
Loading…
Add table
Add a link
Reference in a new issue
No description provided.
Delete branch "%!s()"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
Summary
There is no spellbook or spell reference accessible during gameplay. Players cannot see a complete list of all spells, their patterns, or their effects. The only in-game spell-related UI is the SpellHorizon component, which only shows spells that are already reachable from the current chain state.
Problem
During a duel, a player sees:
This means:
Evidence
SpellHorizon(src/components/SpellHorizon.tsx) only shows reachable spells based on current chain. If a player has not yet started building toward a spell, they cannot see it.Tutorial SpellsStep (Tutorial.tsx:488) only displays the first 6 spells from
SPELLS.slice(0, 6)— less than half the spell catalog (19 total spells).There is no dedicated spellbook page, no settings tab for spell reference, no accessible spell list during gameplay.
The README mentions spell names ("Turned Knife", "Blind Witness", etc.) but players cannot see this information in-game.
Suggested Fixes
Add a spellbook accessible during gameplay — A button/modal that shows all spells with:
Show "unreachable" spells with "X turns away" — Expand SpellHorizon concept to show all spells and how many turns away they are, not just immediately reachable ones.
Allow spell lookup during opening selection — Show spell reference alongside opening suggestions.
Create a dedicated Spellbook page (like Stats or Profile) that players can access from the main menu, even during a match via a pause/menu.
Labels
priority:p1, UX, game-design