hey! played this with my friend at the open-house and it was fantastic--very impressed by how many levels were added over the span of the jam, as well as how responsive the controls were. keep at it! 🙂
zaeche: the grumble of grouses
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Thanks for playing and for the kind words!
You're correct about your firepower decreasing as you consume the 'upgrades' for your weapons to heal--the idea was a sort of a 'reverse' vampire survivors where you lose your upgrades as time goes on and become weaker (in keeping with the theme) until we eventually settled on what's on display lol 🙂
was lovely playing this at george brown--and to reiterate, really love the balance between herding towards the maw (dudes for scoring) versus herding away from the maw (the goat) to stave off the game over.
actually really easy to tunnel vision one over the other! also, adding a dedicated button for the metaphor just elevates the experience lmao
Oh, I quite like that! *furiously jots it down*
I'll admit I was approaching it from a more arbitrary 'points = vale' angle. Looking at my notes again, I see why I was doing that (to simplify some of the complexity in interactions).
While I agree that a piece's value in context is wildy variable, I also think from a purely utilitatrian perspective (subtracting any other factors) that a bishop or rook, for instance, are more 'useful' than a pawn--one of the minor objectives, after all, is the push to upgrade one's pawn if possible.
Which I think speaks to Greg Karber's opinion above: The king's importance creates the central goal and drama of the game |
You know, that's an interesting point. I was aware of this but hadnt given it much thought! Makes me wonder if swapping out the King for another piece (pawns or rooks) would mix things up in a good way or not. Perhaps considering the game lost if all of those units are captured.
Might make for an interesting puzzle scenario, hmm.
I've been giving this exact idea some thought recently (mostly since the 7DRL jam, which alas, I couldn't do). I'm still picking away at the design--currently trying to satisfy myself with how I'd want to implement it, bleh.
I came up a few; mechanically speaking, if a game features these in some way, then it smells Chessy.*
- There are two sides mired in conflict (black/white).
- The pieces involved have characteristic movement and action
- Pieces are valued differently.
- Each unit on the board has coordinates to it (grid- or map-based)--whether it has a chequered pattern or not is just a slider that moves between more and less Chess-like. Pattern could be something else (changes the effect of certain rules).
*Footnote: Oh, I went there. I made that pun.
Edit: Oh, and might I recommend people look at Chess variants for inspiration? Please do. It's fascinating what's come before!
I'm going to echo one of the sentiments I came across: this is a splendid way to practice regular expressions. Really! I was a bit rusty and it got me up to speed fairly quick (if you're interested, that's definitely an avenue you can persue with this).
The only really quick piece of feedback is regarding a tutorial: it really does need one (nothing major, but quick and snappy one would suffice)