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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!

(+1)

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!