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Wow, nice, and there are plenty of levels too!

The idea is really interesting and could give way to good puzzles!


Some random comments (but I still love the game):

I thought it odd that I destroyed all the black pieces and kept my king and knight, but it wasn't a victory. I had to get my knight killed for the level to complete.

At another point, I finished the level with one black knight still standing (on the left of the king).

The end goal should be clearer. I saw later than the goal was for the king to go right. Maybe the king should automatically go to the right position when all enemies are defeated, so the player can understand the goal more easily.

A lot of puzzles can be brute-forced. Maybe there should be more constraints on some movements, like towers must eat a black piece if they go toward it. Otherwise, it's so easy to manipulate them.

Some puzzles are way harder than others. The second one for instance really asks you to think more than others.

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Hey, thanks for feedback I'm glad you enjoyed it!

I know I wasn't clear enough when it comes to the goal (hence I wrote it in the description later). I hoped the animation would convey win condition good enough but turns out there is much to be done in the tutorial area. 
As for difficulty scaling and level design, I was running out of time and as a result some levels are much less polished than others.
Brute-forcing levels could be disincentivised by rewarding the player for solving levels with as few moves as possible. If I had had more time (or better planning) I would have certainly added that as well as more levels, better level design, and maybe an Undo button.

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i like this game for allowing brute force. i am free to experiment casually and learn the mechanics at my own pace (especially when lots of steps are reversible.

perhaps a leaderboard of steps used will only be shown before you start a cleared level?

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Oh, of course! I didn't specify how I would want to reward the player and a leaderboard is certainly a great way to do that! Although even simple thresholds of moves could be enough (ex. granting a star(?) for fewer than 20, 15, 12 moves). This would also give the game some replayability.

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for the king / knight scenario, the game should show a stalemate message stating that the king has no moves since no black piece is present to advance the turns. 

i personally thought it is cool when i realised this untold rule (though i very prefer to be told/shown)

it means we have to take care for black pieces too, and may even spare their lives