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Curse Chess's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals | #8 | 3.654 | 4.143 |
Audio | #9 | 3.276 | 3.714 |
Gameplay | #12 | 3.276 | 3.714 |
How do you rate the game overall (you can consider fun, dev time, etc.)? | #15 | 3.024 | 3.429 |
How well does the game fit the themes? | #25 | 2.898 | 3.286 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How long was your dev time?
9 hours!
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Comments
such a creative game, pretty fun too
Très sympa ! J'ai passé du bon temps.
Really nice game. I don't quite get why the game over screen pops up sometimes, but it's nicely polished and looks and feels good.
Hmm I didn't have much time to playtest the game over situation specifically, but it should be popping up only when there are no valid moves left for the current player, or if all pieces are taken. I'll test it out and fix it in upcoming version if I am able to replicate it.
Thanks for the feedback!
This is a really good concept. To turn a simple game on to its sides... Can't believe you really coded an entire chess engine in like 5 hours of coding. It is really impressive that you did this in such a short amount of time. It is a bit hard to play on a laptop due to the vertical nature of the game but apart from that, its really fun to play.
Surprisingly I had the entire chess engine with the AI ready in around 2.5 hours of coding itself - I felt like having everything planned out prior to coding helped a lot here. I did struggle quite a bit with the UX of the game, in hindsight going for a landscape orientation for the game would have been better. I'm glad that you enjoyed playing it, and thanks for the kind words!
Wow, this is incredibly well done. Chess is a game where "forced to make a move" is a big part of gameplay even without curses, but the forced movement curses added something new to think about!
I was very indignant on behalf of my poor lost queen at the beginning of the game, when I first realized that the enemy could curse me in return. But I got the hang of the rules in plenty of time to return the favor and win with a score of 120.
I'm super impressed with what you got done in just 9 hours. It's very polished.
In regular chess, the king cannot be taken, and the game ends when the king has no moves. I'm not sure whether it's intentional that the king could (and did) move into a square where it could (and was) taken, or that the game continues afterwards until there's no possible moves. I won with one blocked enemy pawn left on the board.
I also managed to get a pawn across the board, but there's currently no mechanic to promote.
I meant to try castling, to see if you implemented that, but my king was forced to move before I got to it.
Great job!
Thanks a lot for the detailed feedback! You are right, I completely forgot to mention anywhere that the opponent can curse too - welp!
The king being able to move into unsafe squares is both by design and by lack of time. I was going to add it in, but kinda felt that the game did feel more "cursed" if the King could die. This resulted in a design shift to make the game about scoring points rather than winning, but the higher pieces of course grant more points if they survive the game.
I was not able to implement the promotion and en passant. And frankly, I didn't even remember castling while implementing chess... I will definitely be adding those in a post-jam version of the game.
Thanks again for the detailed feedback, appreciate it a lot!