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Thank you for sharing the video! The game looks great with Tak pieces.  I realized last night that the game is easily playable with checkers as long as they are two sided (one side plain, one side with a crown or a design).  Each runner would start the game with the plain side up.  Once your runner hits your opponent's home row, it is flipped over to the design side.  This means it is now heading the other direction.  Once you hit your own home row again, the piece is flipped back so the plain side is showing.  For the captain, simply stack two checkers and treat it as one piece.  I bring this up because I am working on how to do a simple production of the game, and checkers pieces are easily attainable.  BUT the game would look much more unique and perhaps more elegant with special pieces.  Your Tak setup makes  me want to produce special pieces (perhaps isosceles triangles, and a circle for the captain).

Right now, there are three ways to win the round, and they are all worth different points.  Capturing your opponent's captain gets you 1 point.  Breaching your opponent's home row with your captain gets you 2 points.  A wipeout, capturing all of your opponent's pieces is worth 3 points.  The wipeout happens so rarely, that it might actually be worth an "automatic win" as far as the match points go.

As far as making the longest multi-capture the mandatory choice... I will start testing that idea!  It makes sense for a game that is so focused on setting up traps like Hoppsi.  My first priority was finding balance between the mandatory rules and player choice to make the game feel as open as possible on the small board.  Leaning into the forced trap setting might be the more enjoyable choice though.  

I will start testing this week.  Thank you again!  = ) 

(+1)

Hi, 

I am hooked. lol ! And I stumbled uppon another issue.   

I’ve been thinking about the capturing all pieces. It is not possible to do that!!……    Why?? 

Well, before capturing the very last piece, during the multi-capture move, a win situation occurs!

Either you capture the captain before capturing the last runner, or you capture all runners before capturing the captain!!

Respectivally that would urn 1 or 3 points.

Now you could make an exception for this if you’d like. Cause so far I’ve not been able to do a total wipeout.

For me the counting is perfect:

1 pt for capturing el Capitano

2 pts for el Capitano on the opposite side

3 pts for capturing all runners

Optional:

5 pts (immediate win) for total wipe-out,……. this option/exception than should be explained in the rules with the above or if you don’t go for this option you should explain it as well, haha

The Tak pieces are indeed very pretty for your game, but not everybody will be willing to buy it for Hoppsi, so the idea with the chekkers is indeed a very good one!

Oh by the way, starting a game with a capitan move will result in an instant capture of your captain. Starting with two runners on one side of the captain, both doing a single step forward will get the opponents captain on your end row. (These are scholar mates, so to speak, haha!)

Well…. Again something for you to think about….. cheers  :)

You are discovering my game's secrets!  You will be the first Grandmaster of Hoppsi.  =^)

I have been playing many games against a computer opponent, and I discovered the blunder of the captain opening move!  Moving two pieces on the same side to open is also a mistake if your opponent quickly exploits it! I have also discovered that you cannot be afraid to bring your captain into play because it is good at controlling the center as along as you do not set it up to be captured by accident.

You must be willing to sacrifice your runners in order to get your captain into the open for a breach.

You are also right about how a Total Wipeout (meaning capturing all the runners and the captain) is impossible due to the rules.  In fact, just getting a regular wipeout (capture all the runners) will require great skill or great blunder!

One thing I have started looking at is to make the board 5 squares wide and 6 squares tall in order to improve the number of possible opening moves.  This is a double edge sword because it might improve the game, but I move away from a somewhat standard board.  I have tried 7x7, 8x8 and 5x7 with different piece counts, but none of them feel right.  There is an elegance in using the 5x5 and 5 pieces.... but a 5x6 might better serve the game.