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Show HN: Chess-Inspired Roguelike

princechazz.com

81–90 of 159 posts

Re: Show HN: Chess-Inspired Roguelike

#81
UI drag/drop is a little clunky at times, but I love the overall vibe. Doesn’t really feel like a daily game, though. Feels more like it is being shoehorned into that model rather than just being a solo Game Game (like Tetris).

What I mean is as a player, I'll likely not notice the difference in a Friday puzzle vs a Thursday puzzle. And I can replay to my hearts content anyway. So why not simply randomize the board on each replay? Which I'd do anyway.

Re: Show HN: Chess-Inspired Roguelike

#82

why does this suggest opening my password app the minute it loads? https://i.imgur.com/MmJYyKG.png

The site has a hidden webauthn trigger[1], an anti-pattern that automatically logs user in via passkey if it exists. A better approach, IMO, would be requiring user to click "log in".

[1]: ``

Re: Show HN: Chess-Inspired Roguelike

#84
Before clicking on the link I thought this was going to be about Gambonanza, a game I've seen some people play on Youtube (on videos that I think were sponsored by the developer of the game, but I don't actually know). Haven't played Gambonanza but from what I can tell you are trying to capture all the rival pieces, you get a coin for each piece you capture, and when you succeed you can spend those coins to buy new pieces or give your pieces new powers (like a shield that protects a piece from the first time it would have been captured). So although it starts out with rules quite like chess (except not totally, e.g. you can have multiple kings and you don't lose until all your pieces are captured, so you can let your king be captured and win with your remaining rook), it can eventually evolve into something quite weird (a king that can also move like a knight, or a rook with protection from being captured, or a "golden" square on the board that if you capture an enemy on that square, you earn 2 or 3 coins instead of just 1).

Actually, Gambonanza kind of reminds me of Balatro in that way: start out with rules resembling the standard game, end up with some very weird combinations. Not really my cup of tea, but might be of interest to others.

Re: Show HN: Chess-Inspired Roguelike

#87

UI drag/drop is a little clunky at times, but I love the overall vibe. Doesn’t really feel like a daily game, though. Feels more like it is being shoehorned into that model rather than just being a solo Game Game (like Tetris). What I mean is as a player, I'll likely not notice the difference in a Friday puzzle vs a Thursday puzzle. And I can replay to my hearts content anyway. So why not simply randomize the board o…

You can just click where should go, no need for drag and drop

Re: Show HN: Chess-Inspired Roguelike

#88
post #57

Earlier quoted context omitted.

There is some polish with Claude over the past few weeks, but we wrote the engine over 10 years ago actually. Each piece moves using a modified version of A* to simply find the shortest path to Prince Chazz (the piece controlled by the player).

Your passkey login doesn't even work. I think the nature of Claude usage here goes a bit beyond "some polish". (For reference, signing back in with a passkey seems to be impossible even after successfully creating an account with one. Every time you sign in it attempts to save a new passkey right after asking for the old one)

Admittedly some of the auxiliary features were made with Claude's help, but I'd argue that's not what makes this interesting. The game (core loop, sprites, etc) were all made by hand.

The passkey feedback is good though, I see a few more people have had issues with it. I'll have a look at fixing it!

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