One idea! As you improve in game, would be fun to battle with different colonies/city. They would have a King too, a queen and everything a real chess game have. The game wouldn´t go very far from the initial idea of a chess game
You mentioned artifacts as a possible reward for dungeons, I like that idea. Perhaps there would be an artifact corresponding to each piece, which could either make a piece of the same type a "paragon" or give some of their powers if placed on a piece of a different type. The farmer "paragon" might plant multiple wheat at once, harvest double, or both. On a different piece, it might let them step on wheat to heal or spawn wheat where they moved. The knight "paragon" might be a dragonrider, although I'm not sure what they would be able to do. Perhaps they could fly "over" obstacles that you usually can't, or maybe they get some kind of "questing" buff in dungeons? I don't know what the knight artifact would do for other pieces... Perhaps it puts them on a little horse, and gives them the Knight's movement? The bishop "paragon" could have a larger range, but that might not be the most interesting on its own. Perhaps it would slow enemies in that expanded aura, as they struggle to approach. On a different piece, it could give them massive buffs (probably defensive?) when in range of a bishop, or perhaps it would cause that piece's movement options to give the default bishop effect (great on a queen!)? Well, that's all I can think of for now. I hope some of this can inspire you in your quest to chronologe the Elaborate History of Chess. :]
I like the dungeons, they're very cool! I'm not a big fan of the fear mechanic however, as I think it would incentive risk averse gameplay and cause negative snowballing where the game gets harder when you're already struggling. I would see two different options for fear instead - 1) it makes your pieces do more damage as they're increasingly on edge, but you lose when the fear meter is full, or 2) you make it part of the dungeon part where your party flees if fear gets to high
The tutorial is looking nice! The dungeons look like a really interesting way to change the pace of the game. Adding in an entire chess roguelike is a really cool idea.
maybe you should add some kind of kitchen or cook piece that can let you cook "meals" that will instantly feed the piece with only one meal or maybe they could do different things like a cookie makes a piece move faster. A wizard or archer piece could also be very cool because it could attack from a distance. It would also be very interesting to add archer towers that could combine a archer and a high level castle. I love your work add have always wanted a game like this to exist but I didn't know how to make it or the specifics of it. I have many more suggestions but putting all in one comment would be too much so I will put them in the reply section.
Sorry if it's a lot to take in. For the wizard piece it could be cool If it could make other pieces more powerful, like how the bishop makes pieces move faster. if not it could be cool if it shot lighting bolts that could travel to near by enemies units but that might be too powerful. there should also be some sort of miss feature like in a RPG so when a unit attacks a enemy it could have a chance of missing, each piece could have a different chance of dodging so like a stone golem is slow so it has a low miss chance but a rat is fast and could have a higher miss chance. a doctor or healer piece that could heal nearby pieces would be cool for dungeons or waves of enemies. The spider piece could have a trait that makes it so when it leaves a square there is a chance for it to be covered in webs and slow down pieces on it, it could also have a chance of traping pieces in cobwebs so it would be able to move for a full rotation of it's cool down. A exploding enemy could be cool, there isn't really a real reason it would just be interesting. sorry if this is too much for you I am just so excited for this game. A wolf enemy would be cool because it could follow a alpha wolf enemy that could have leadership on it. It would be cool if the knight when it gets to max level becomes a royal guard that could have the leadership trait. seasons would also be cool, imagine winter versions of enemies that could do different thing. And as one last idea (warning it is a little Interesting) It would be interesting if there was some kind of church piece where you could choose a god to worship or send stuff too as a sort of offering. like you could choose a god of farming that could make farmers go faster or make wheat take less moves to grow or there could be a god or war that would take human sacrifices to work but could make it so all of your pieces do way more damage. Again sorry if it is a lot to take in I am sorry about that.
P.S adding armor would be interesting. for healing it could restore Hp but not armor and there could be special blacksmith units that could other units armor.
idk if someone has said this, but i feel like all your pieces have to be one the same floor as the one thats by the warp stone; just to add a little more challenge
Good job! You all have made a lot of progress on the game since last dev… however, I have one problem. You mentioned as the game went on you faced stronger levels of the enemies as you leveled up… I’d strongly advise not to, players like it when they can visually see that they’re getting stronger. They won’t feel like they’re doing anything if they’re just doing the same amount of damage to the same enemy the whole game. You can still have stronger levels of enemies and stuff, but maybe give a visual difference or something, just to show that they are a new enemy. Otherwise, good job.
Yeh so stronger enemies of the same type should definitely be visually distinct, maybe an aura or change to the design, just haven't gotten to it yet :)
honestly I like that approach, it makes this feel not that much like a resource management game but rather a rpg one and I really like it that way, going back to the farming mechanics we used to have on old rpg's.
One idea! As you improve in game, would be fun to battle with different colonies/city. They would have a King too, a queen and everything a real chess game have. The game wouldn´t go very far from the initial idea of a chess game
You mentioned artifacts as a possible reward for dungeons, I like that idea.
Perhaps there would be an artifact corresponding to each piece, which could either make a piece of the same type a "paragon" or give some of their powers if placed on a piece of a different type.
The farmer "paragon" might plant multiple wheat at once, harvest double, or both. On a different piece, it might let them step on wheat to heal or spawn wheat where they moved.
The knight "paragon" might be a dragonrider, although I'm not sure what they would be able to do. Perhaps they could fly "over" obstacles that you usually can't, or maybe they get some kind of "questing" buff in dungeons?
I don't know what the knight artifact would do for other pieces... Perhaps it puts them on a little horse, and gives them the Knight's movement?
The bishop "paragon" could have a larger range, but that might not be the most interesting on its own. Perhaps it would slow enemies in that expanded aura, as they struggle to approach.
On a different piece, it could give them massive buffs (probably defensive?) when in range of a bishop, or perhaps it would cause that piece's movement options to give the default bishop effect (great on a queen!)?
Well, that's all I can think of for now.
I hope some of this can inspire you in your quest to chronologe the Elaborate History of Chess.
:]
This is a great idea, and actually quite close to what we were thinking, the dungeon at the end has a pawn on top for maybe that purpose ;)
This looks awesome!
I like the dungeons, they're very cool! I'm not a big fan of the fear mechanic however, as I think it would incentive risk averse gameplay and cause negative snowballing where the game gets harder when you're already struggling. I would see two different options for fear instead - 1) it makes your pieces do more damage as they're increasingly on edge, but you lose when the fear meter is full, or 2) you make it part of the dungeon part where your party flees if fear gets to high
The tutorial is looking nice! The dungeons look like a really interesting way to change the pace of the game. Adding in an entire chess roguelike is a really cool idea.
This game looks great! I really like the 2.5D style
Maaaaaan i wanna play this
You should add a book with all the monsters buildings and pieces
maybe you should add some kind of kitchen or cook piece that can let you cook "meals" that will instantly feed the piece with only one meal or maybe they could do different things like a cookie makes a piece move faster. A wizard or archer piece could also be very cool because it could attack from a distance. It would also be very interesting to add archer towers that could combine a archer and a high level castle. I love your work add have always wanted a game like this to exist but I didn't know how to make it or the specifics of it. I have many more suggestions but putting all in one comment would be too much so I will put them in the reply section.
Sorry if it's a lot to take in.
For the wizard piece it could be cool If it could make other pieces more powerful, like how the bishop makes pieces move faster. if not it could be cool if it shot lighting bolts that could travel to near by enemies units but that might be too powerful. there should also be some sort of miss feature like in a RPG so when a unit attacks a enemy it could have a chance of missing, each piece could have a different chance of dodging so like a stone golem is slow so it has a low miss chance but a rat is fast and could have a higher miss chance. a doctor or healer piece that could heal nearby pieces would be cool for dungeons or waves of enemies. The spider piece could have a trait that makes it so when it leaves a square there is a chance for it to be covered in webs and slow down pieces on it, it could also have a chance of traping pieces in cobwebs so it would be able to move for a full rotation of it's cool down. A exploding enemy could be cool, there isn't really a real reason it would just be interesting. sorry if this is too much for you I am just so excited for this game. A wolf enemy would be cool because it could follow a alpha wolf enemy that could have leadership on it. It would be cool if the knight when it gets to max level becomes a royal guard that could have the leadership trait. seasons would also be cool, imagine winter versions of enemies that could do different thing. And as one last idea (warning it is a little Interesting) It would be interesting if there was some kind of church piece where you could choose a god to worship or send stuff too as a sort of offering. like you could choose a god of farming that could make farmers go faster or make wheat take less moves to grow or there could be a god or war that would take human sacrifices to work but could make it so all of your pieces do way more damage.
Again sorry if it is a lot to take in I am sorry about that.
P.S adding armor would be interesting. for healing it could restore Hp but not armor and there could be special blacksmith units that could other units armor.
idk if someone has said this, but i feel like all your pieces have to be one the same floor as the one thats by the warp stone; just to add a little more challenge
Put monkey in game or... or don't know
HI! So far i really like the game but i dont have a pc. Can i ask if there is any chance this game would get released on mobile? thanks!
We're focussing on PC for the initial release but are open to the idea of more platforms if there's enough interest :)
better audio nice
how much will the game cost?
We haven't announced a price yet but feel free to follow us on Twitter or join the Discord group to know when we announce it :)
An idea is add jesters
Good job! You all have made a lot of progress on the game since last dev… however, I have one problem. You mentioned as the game went on you faced stronger levels of the enemies as you leveled up… I’d strongly advise not to, players like it when they can visually see that they’re getting stronger. They won’t feel like they’re doing anything if they’re just doing the same amount of damage to the same enemy the whole game. You can still have stronger levels of enemies and stuff, but maybe give a visual difference or something, just to show that they are a new enemy. Otherwise, good job.
Yeh so stronger enemies of the same type should definitely be visually distinct, maybe an aura or change to the design, just haven't gotten to it yet :)
honestly I like that approach, it makes this feel not that much like a resource management game but rather a rpg one and I really like it that way, going back to the farming mechanics we used to have on old rpg's.
Hi
first
You are the first my man