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I understand that it might be strange to be limited this much, but I drew inspiration from drawback chess and dice chess, which make the game quite random. 

Regarding AI, the AI I have implemented just moves on of the moves possible, but I will try to implement someway for it to move the best possible move, with different levels of depths to it. The idea of levels is interesting, but not sure how well it will translate to the concept. 

Please let me know about your card ideas, would love to implement maybe like 5 different wild cards.

Displaying the UI was something I though about and is something that might be possible. Just thought now that, instead of showing the whole hand, the last card drawn by a player is shown, then you have to remember the hand and what cards have been used while still keeping some uncertainty.  Any thoughts?

Good idea of disabling pieces that are not possible to move. 

Thanks for lots of great feedback! Will make some issues on these on GitHub and get to work!

(+1)

>Please let me know about your card ideas

  • Make a piece invulnerable this turn
  • Make a piece move like another piece this turn
  • Allow piece to jump over others like a knight this turn
  • Allow castling
  • Move any piece from certain part of the board, e.g. from you side
  • Make a board square un-passable this turn
  • Mark the piece and a separate card 'allow moving any marked piece'

... etc, etc. Ideas are easy, implementing / balancing is hard :)

True, the balancing can be hard, but that is some good ideas for wild cards. Thank you!