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(2 edits)

This is so cool! Funny to not only try to avoid checkmate, but also to reach destination effectively. 

I personally would want to try a version where you don’t recruit more pieces, though. To me that makes the game feel a lot less unique. 

I think the chest system is cool, though being able to keep items between rounds makes me feel obligated to get them, even if I’ve already cleared- given the rogue-like nature. I might prefer more temporary benefits that time / rounds expire.

I like how you can get killed just by missing that a move would put you in check.

 I like the underlying idea very much. I think it is important to focus on moving to a new location, not on killing all enemies, though. I’d suggest you avoid adding rewards for kills, or it could start feeling too much like how most people play chess or the game pawnarian.


Thank you for posting!