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Of course - sorry for the delay! So, I was using the WASD control scheme, and I think my issues largely came from the hitboxes: it felt like a lot of the time, when I'd get caught standing along the edge of two squares I'd have to risk either hitting a good and evil pawn at once or take enough time to precisely reposition that the evil pawn would get away. I don't know if you already tried it while prototyping, but could be interesting (and maybe a bit more chess-y) if you had it so the player move discretely along the squares of the board?

(this is obvs all a super super minor point, if you want to just dismiss it out of hand then you have my blessing lol)

(+1)

Ah, I understand, thank you for explaining! If I were to redo it, I would probably opt for a more precise weapon pattern, like a spear.
We thought about making the player movement discrete, but I think it would have been too similar to Crypt of the Necrodancer.