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Zaeche: the grumble of grouses

A member registered May 04, 2015 · View creator page →

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could only try it out solo (lol) but thought the interplay between the ball and slime mode was really interesting once I got the hang of it! 

i could see this holding up really well inside of a side-scrolling racing mode of sorts

got some lovely nostalgic pokemon yellow vibes lol you guys nailed the aesthetic

very cool + chaining together a long combo feels awesome

really tight controls, thought the changing colour palette between levels was a great touch

really dug the intro sequence! reminded me of the a bunch fun old stuff Nintendo did with their Gameboy camera + those mini Warioware cutscenes

lovely, very introspective

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cheers! -- Z

Like I said when I was playing at the jam, outstanding interpretation of the theme (it helps the execution is solid too)!


Whoa, thanks for sharing! I really enjoyed reading that (I especially loved Play It By Trust's concept).

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Oh, I quite like that! *furiously jots it down*

I'll admit I was approaching it from a more arbitrary 'points = vale' angle. Looking at my notes again, I see why I was doing that (to simplify some of  the complexity in interactions). 

While I agree that a piece's value in context is wildy variable, I also think from a purely utilitatrian perspective (subtracting any other factors) that a bishop  or rook, for instance, are more 'useful' than a pawn--one of  the minor objectives, after all, is the push to upgrade one's pawn if possible.

Which I think speaks to Greg Karber's opinion above: The king's importance creates the central goal and drama of the game

You know, that's an interesting point. I was aware of this but hadnt given it much thought! Makes me wonder if swapping out the King for another piece (pawns  or rooks) would mix things up in a good way or not. Perhaps considering the game lost if all of those units are captured. 

Might make for an interesting puzzle scenario, hmm.

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I've been giving this exact idea some thought recently (mostly since the 7DRL jam, which alas, I couldn't do). I'm still picking away at the design--currently trying to satisfy myself with how I'd want to implement it, bleh.

I came up a few; mechanically speaking, if a game features these in some way, then it smells Chessy.*

  • There are two sides mired in conflict (black/white).
  • The pieces involved have characteristic movement and action
  • Pieces are valued differently.
  • Each unit on the board has coordinates to it (grid- or map-based)--whether it has a chequered pattern or not is just a slider that moves between more and less Chess-like. Pattern could be something else (changes the effect of certain rules).

*Footnote: Oh, I went there. I made that pun.

Edit: Oh, and might I recommend people look at Chess variants for inspiration? Please do. It's fascinating what's come before!

I'm going to echo one of the sentiments I came across: this is a splendid way to practice regular expressions. Really! I was a bit rusty and it got me up to speed fairly quick (if you're interested, that's definitely an avenue you can persue with this). 

The only really quick piece of feedback is regarding a tutorial:  it really does need one (nothing major, but quick and snappy one would suffice)