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(+1)

Played the online demo. This is nicely done! I like the UI sound effects. I wished a few of the UI elements (the map buttons in particular) had a stronger rollover effect - I see that the cursor changes, but it didn't read as "clicky" as I'd like.

The first few puzzles are a great selection because they're clearly teaching me to look for particular kinds of opportunities. I'm used to chess puzzles feeling kind of random, and this got past that for me.  I did bounce off of puzzle ten for a bit, and found myself wishing for a bit more feedback (as other reviewers have mentioned).

Thanks for the feedback.

I fixed a bug with those buttons a few days ago and thought the same. Maybe I'll just go with a resize or a little color switch for now.

The other part with the feedback is already on my to-do. I planned to show the last move of the opponent, so you can see where he could escape.

And for the puzzles...they are in fact random. I just decided how many mates per puzzle and the algo gets it from a db.

(+1)

Wow, really? I thought for sure the first set was focusing on rooks, and the second on bishops... weird how we create patterns like that. Thanks for sharing!

My first idea was exactly like that. I wanted to make worlds with different themes, like openings or endings and put more focus on the different chess tactics...but I can't play chess (or couldn't until I began with this game), so learning all these things is way out of scope for me.
In the end I switched to a randomized but endless version of weekly new puzzles.

Maybe if when this game is finished and I someday meet a chess player who wants to create the puzzles the original idea would get a new approach.