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Chessu CHAIN's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #26 | 3.800 | 3.800 |
Art Direction | #37 | 4.000 | 4.000 |
Game Design | #52 | 3.657 | 3.657 |
Innovation | #87 | 3.429 | 3.429 |
Overall | #119 | 3.349 | 3.349 |
Theme | #393 | 1.857 | 1.857 |
Ranked from 35 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I know you were part of the stream, but the juiciness of the game was just excellent. The pace and chaotic nature was very enjoyable. The main complaint I had was lack of enemy types to keep things interesting. It was a fun button masher for sure:
The visual effects are amazing and with a very fast pace! Nice work!
If the theme was combat and visuals....this hands down wins. Excellent concept and great mechanics included. The closest target camera, the combos, the fighting in general were all excellent. Very nice job and the visuals were just spot on.
Remind me of shotgun king, but this is the real-time, melee version. Gorgeous visuals and VFXs.
You really did an amazing job with the animation! It's visually stunning!
But I have to say, that I just had to mash to get through most of the waves.
Great job overall!
Neat idea. I really liked the way that pieces move, rotate, flip and wobble through the movement and combos. I think the hit stop and vfx make the combat really pop.
After a few minutes, I did find that I was able to button mash my way through most fights. You definitely get hit sometimes, but you also heal enough to where you don't have to think much about defensive play. My suggestion would be to look at games that encourage a switch off between offensive and defensive play, like Furi, Ruiner, Hollow Knight, Sekiro, Ghost of Tsushima. Defensive play can simply mean moving around more rather than spamming attack, or it can mean running away from the fight / blocking / hiding.
It would also be awesome to have some kind of super duper slo mo mode where you build up a meter and then use the meter to make all enemies move in slo mo and allow you to zip around the battlefield and demolish every enemy.
I was kind of hoping that there would be some crossover between the combat gameplay and actual chess, not just in visual design. I think you did a phenomenal job on the combat for a game jam though, regardless of my criticisms I did really enjoy my playthrough.
There is some crossover between chess and this game, being that the movesets of the different pieces are based off the movesets of pieces in chess, like knight will jump in an L shape, bishop moves diagonally towards the opponent, and rook will fire straight shots to you.
The game used to be a lot harder so that mindless spamming would just get you killed but early playtesters found the game too hard so I made healing way stronger like an hour before the jam ended
Oh I see, that's super cool. I still do wish that there was more a mechanical or gameplay connection, but I think that's super impressive that you base it on how the chess pieces move.
I think it's totally fair to make your game more accessible, its more important to avoid making a hard game, so I get it. I'm interested to see where you take the difficulty and challenge going forward. I'm rsaamar on the discord, feel free to shoot me a message if you have another playtest build.