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A jam submission

LudochessView game page

Chess with some flavors on top
Submitted by Drayce Marshal (@draycemarshal) — 17 hours, 53 minutes before the deadline
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Ludochess's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#153.5713.571
Originality#163.5713.571
Playability#183.7143.714
Aesthetic#243.4293.429

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

(+2)

A major improvement would be to display potential damage you deal, or how much defense/protecttion you will have when you hover over a spot while holding a piece. Currently its difficult to predict how much damage you will take. The new fire emblem game did this, it let you see how much damage enemies would deal to you much easier and what their intents are based on where you move. This made the game arguably easier as you no longer had to keep track of enemy damage and ranges as much, but it made the game much faster and much more fun to play by reducing the amount of calculations you had to do in your head.

Developer

This is solid suggestion. I already have potential attack/defence display on attack moves so that's something I can add for movements, too.

Submitted(+1)

I always like seeing new takes on chess! This reminds me a lot of Pawnbarian. There were a few moves I made that I wasn't really sure why the enemies were reacting in the way they did. The reaction phase also goes by fairly quickly which made it kind of difficult to decipher what's occurring.

I love all the art for the chess pieces and am interested to see where this game goes.

Developer

Thanks for the feedback :D

Yep the AI is not very smart now as I'm using minimax with pruning that only calculates 4 levels deep. Any longer than that would keep the player waiting too long. So if several random moves lead to the same score at the end it just picks a random one from there. That's why it tends to do a bit better towards the end of the game. I'm thinking about implementing some alternative evaluation methods that is faster and makes more sense from the player's point of view. For the reaction phase, I'll for sure add more visual indicator about who's joining the attack.