About Chime Ward
A memory game in a stone bell loft at dusk. The temple bells ring a tune; you ring it back, and every round it grows. Each belfry adds a twist: a quicker step, backward rounds, bells that trade places, two bells at once, cracked bells to skip. Every bell keeps its own rune, colour and note, so you can follow it by eye or by ear.
How to play
- Goal
- Ring each tune back in order until every round of the level is rung.
- How it ends
- You ring the last round, or your three candles are snuffed by wrong bells.
- Record
- The fewest misses for each level; the quicker time breaks a tie.
- Each round the bells ring a tune. When they fall silent, tap the bells in the same order; keys 1 to 9 ring them left to right as they hang now. A pip fills for every right bell, and the next round the tune is one note longer.
- A wrong bell puts out one of your three candles and the round rings again from its start; the third wrong bell ends the level. Hear again rings the round once more for a candle, and is never offered on your last one.
- Cloister levels ring a new phrase every round. Backward rounds, marked by an arrow over the beam, are rung last note first. In wandering rounds bells trade places after the tune: ring the bells you heard, wherever they now hang. Twin peals ring two bells at once; ring both, in either order. Cracked bells, grey and split with a dead clank, ring inside the tune but are not part of it: skip them.
Controls
| Input | Action |
|---|---|
| Tap or click a bell · 1–9 | Ring a bell (left to right as they hang) |
| H · Hear again | Ring the round again for a candle |
| R (twice) | Restart the level |
| Escape · P | Pause |
Good to know
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