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Show HN: Chess-Inspired Roguelike

princechazz.com

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Re: Show HN: Chess-Inspired Roguelike

#152

I 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

#154
post #36

Earlier 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.

I'm aware of what it means now. It used to have a more specific meaning than just "You die and loose everything than you have a meta upgrade loop". That was part of what it meant but not all. The "Berlin interpretation" is what it used to mean, and most of the stuff that's now called a roguelike was referred to as "roguelite" since it met some of the criteria for roguelike but not all.

Re: Show HN: Chess-Inspired Roguelike

#155

I 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!

Ah yes, I specifically mean you can keep earning points infinitely. After the board is full, it resets the game, and you get points for each piece on the board. I usually stop the simulation after it clears the board 10 times or so.

Re: Show HN: Chess-Inspired Roguelike

#156

Earlier 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)

wdym 'valid', if you can write a script (with engine or access) to solve which is presumably what ppl do

Re: Show HN: Chess-Inspired Roguelike

#158
post #126

Earlier 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).

Ah, really? I had no idea! Very surprising too, since they've made their reputation as an indie+abandonware promoter.

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

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