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Chess Quest's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #5030 | 1.855 | 2.833 |
Overall | #5667 | 1.491 | 2.278 |
Enjoyment | #5731 | 1.309 | 2.000 |
Presentation | #5842 | 1.309 | 2.000 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
All positive effects of moves are multiplied by the roll of the dice in the middle of the board
Did your team create the vast majority of the art during the 48 hours?
Yes
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
Yes
We created the vast majority of the music during the game jam
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Comments
(I am now in a rush to test as many games as possible to help, so please do not mind the cursory reviewing style.)
controls are QWERTY-only instead of layout-independent, BUT arrow keys are enabled
clever to animate the simple hand-drawn pictures!
Tip: you can sometimes achieve this kind of effect using shaders (depending on the context); I made an aquatic-themed game/prototype (Breathe Heart) where I used constantly a distorsion shader, and I realized this gave life to everything! :) Spares you some animation.
like the effort for the backstory
small misspelling: ‘Aggresive’
The Pawn warchief still had his selection arrow operate one last choice when he reached -5 in HP (and was thus already defeated)
bug: pressing the movement keys during combat has the whole interface moving
Question: you say on the game page that there is ‘one hidden half broken boss’; where is he? :)
My assessment: as you say yourself, the game is far from finished, this is an early prototype. I still think you managed an interesting graphic style through your use of ‘static’ animations; I agree with znart about the lack of sound (including to better get what is happening during combat). As for the die mechanic, it feels a bit classic to my taste (= adding an element of randomness to how characteristics operate). Still, congratulations on having your own story that sets the world and its past, my imagination got working and I was hoping to see more; I am sure you can build upon it. :)
On the game page:
You know, at this point, there are many things to be added, I think. XD How about some NPC(s) with some dialogue, since you may have a taste for narration? :)
sorry for responding so late, the "hidden" boss was meant to be the second boss you faced but I never finished it. If you really want to find it, beat the first boss, then go to the bottom left and follow the path. When you reach the castle, go to the gate and press "space". As for the suggestion of adding npcs, I was planning on making the buildings near the start to be interactive, where each would sell different upgrades. Thanks for the detailed feedback!
Thank you for the answer! :)
No problem, actually, I was so busy I also replied to a lot of people after quite some time. XD Since the comments stay in place, there is not really such a think as ‘late’ here. ;)
I have just tried, but… once the Pawn warchief gets to 0 HP, the combat screen stays here!! :o
Trying once more, by having him under 0 HP: the same happens; I notice that moving makes my sorcerer appear! Still, the background stays black, and I do not know how to remove the battle screen (I tried some keyboard keys). ._.
So, I may be missing some controls… Can you actually go back to ‘overworld’ mode once you have defeated the Pawn warchief? Seeing again znart’s comment, this may not be only me, although there may be some specific manipulation to perform.
Cool concept to have. I think some music and audio would definitely improve it, but no one is expecting perfection in 48 hours - certainly not me!
I got to fight the Pawn Warchief, and eventually killed it, but then the game stopped and I had to Alt-F4 out of it.