Show HN: Chess-Inspired Roguelike
151–159 of 159 posts
Re: Show HN: Chess-Inspired Roguelike
#152I had a lot of fun playing the game. I also made a local solver to see how far you can theoretically get, and it's definitely infinite if you play perfectly. Working on the local sim / solver was almost as fun as playing the game :)
Considering that 2 new pieces are spawned for each captured one, if you keep progressing you will exhaust the real estate, sooner or later. The only way to go on infinitely is not capturing, but that means not scoring points. Hardly satisfying, though.
For example today's board can be played infinitely by moving between a8 and b7. Zero points, infinite game!
Re: Show HN: Chess-Inspired Roguelike
#153Re: Show HN: Chess-Inspired Roguelike
#154Earlier quoted context omitted.
"Rogue-like" is the most over-used term these days. It now has almost no meaning, compared to what it used to mean.
Normally the term fits very well and there are a lot of rogue likes, in this case its just wrong. You die and loose everything than you have a meta upgrade loop.
Re: Show HN: Chess-Inspired Roguelike
#155I had a lot of fun playing the game. I also made a local solver to see how far you can theoretically get, and it's definitely infinite if you play perfectly. Working on the local sim / solver was almost as fun as playing the game :)
> it's definitely infinite if you play perfectly. Considering that 2 new pieces are spawned for each captured one, if you keep progressing you will exhaust the real estate, sooner or later. The only way to go on infinitely is not capturing, but that means not scoring points. Hardly satisfying, though. For example today's board can be played infinitely by moving between a8 and b7. Zero points, infinite game!
Re: Show HN: Chess-Inspired Roguelike
#156Earlier quoted context omitted.
The main reason for adding a daily puzzle (or really the seeded RNG) is that part of the game loop is retrying the same seed to find the best lines for that map. Since all pieces are deterministic, we've found it fun to retry the same map to see if a different line works better. It also adds a competitive/multiplayer element to the game, rather than it just being for single player use. I think both "play styles" make…
What's the threshold at which you remove scores from the leaderboard? There were several valid >100 scores earlier today (some mentioned in other comments here)
Re: Show HN: Chess-Inspired Roguelike
#157Re: Show HN: Chess-Inspired Roguelike
#158Earlier quoted context omitted.
GoG, pls.
That's up to GoG; I've submitted every game I've released to them and it's like talking into the void, never a response. They're a delight as a customer, but kind of half-assed as a platform (at least if you're a self-published indie).
Though, to be fair, I haven't seen your game in the Dreamlist [0] or Community Wishlist [1] pages either. You could at least add it and try promote it a bit there to help GoG gauge interest?
[0] https://www.gog.com/dreamlist [1] https://www.gog.com/wishlist