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Oh man, you made the game I wanted to make. You went into my head and stole my Ideas! Mind thief! ;)

Seriously. I like this a lot and I hope you continue working on in. The level of polish is incredible.

Some notes I made:

  • I had quite a few moments where the pieces didn't do what I expected. For example, the way the enemies move is unclear. The game states that pawns move like chess pawns but that's not true. They seem to move like a King. I wish the UI would actually show you how enemies can move if you hover over them.
  • Likewise I'm not a big fan of the health points. It means there are two different types of captures - one where your piece doesn't actually move but just reduce the opponent's health at a distance and the second that is like the chess capture if the health is low enough. The interface doesn't communicate the difference well. But also the first kind seems a lot less exciting and more grindy - the board state doesn't change and you can't protect against it like you would against a chess capture. So you basically grind down the health points until everybody gets down to 1. At which points you can start actually playing chess. But maybe the mechanics play out differently in more complex board states?
  • I wish there was a downloadable version. WebGL is laggy on my PC.

I'm totally following this game. I looking forward how you're going to develop this further. Great Job!

Thanks for the notes! I definitely agree about range checking on hover, and I'll make a standalone build at some point in the future.  Having HP on units is something I really want to do, so I'm going to try some other things to maybe address that feedback in a different way :)

The pawns do move a little bit more like a king, except the pawn can only move at angles when there is a piece there.