Criteria | Rank | Score* | Raw Score |
IDEA | Was this game innovative, or did it use interesting mechanics? | #12 | 4.143 | 4.143 |
FUN | Was this game satisfying to play or did it bring you joy? | #17 | 3.429 | 3.429 |
Overall | #29 | 3.114 | 3.114 |
VISUALS | Did this game have nice graphics, art or design? | #40 | 3.143 | 3.143 |
AUDIO | Did this game have great music or sound design? | #45 | 2.571 | 2.571 |
MOOD | Did this game have atmosphere, or did it make you feel something? | #68 | 2.286 | 2.286 |
Ranked from7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Let people know how long has this project been going, or share a bit of its history.
I started this game as an entry to the “Awful Summer Jam 2018” with the theme “Unnecessary Sequels”. It started out as a sequel to the classical chess game - instead of just playing with your chess pieces, you guide the king through a series of different puzzles. The main mechanics have been inspired by chess, but that’s about it.
In the first version of the game (which I handed in for the Awful Summer Jam), I managed to finish four different (and quite simple) puzzles, which were not really connected. For this jam, my primary goal was to add the missing mechanics I had planned since the beginning, and to play around with a few things I never really used that much before, including juice, basic sound effects, etc.
While I know that this game could be improved in many different ways (e.g., adding more chess pieces, different maps, etc.), the main game mechanics are now finished. I’d be happy about your feedback: Do you like the idea? What did you (not) like, what could be improved? In your opinion, shall I continue developing this game, or move on to other projects? Thanks a lot!
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Cool Idea. A bit slowish (maybe i dont have patience though). Would like pieces not be used up until their health is zero.
Thanks for playing! what exactly do you mean by "slowish"? since it's a turn based game, you can decide the speed you play it yourself :-) do you have any ideas on how the perceived speed could be increased by means of game mechanics?
the fact that the pieces are only usable on the board you put them first has been intended, in order to prevent a playstyle where players would simple put their whole inventory on each board, and brute-force their way through the levels... but maybe there are other ways to handle this problem as well.
Very nice and interesting game. Loved the idea.
I kept dragging the map using my mouse instead of WASD since I'm used to that control scheme for most strategy games. Also, using mouse drag as an option to move the map would suit the game better by removing keyboard dependency since most of the game is controlled using mouse.
Overall, great job! :)
Overall it's a pretty fun and interesting take on chess mechanics. The turn-based fighting is fun once you understand how it works. I had to restart several times to get the king to the castle. If you were to expand the game, I would suggest adding some way to refill the king's health. Congrats on finishing it though, I can tell a lot of work went into this.
Works like a charm! Thanks for making the build! ^^
Btw, I spotted some weird things:
Do units lose health after they attack?
I killed an enemy king and reached game over.
If I end turn before the explosion animation plays, the unit doesn't attack at all. Maybe delaying the passing of the turn until all animations played would solve this.
Other than that, congratulations on the game! Nice twist on the chess genre. ^^