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Show HN: Chess-Inspired Roguelike

princechazz.com

111–120 of 159 posts

Re: Show HN: Chess-Inspired Roguelike

#111

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…

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…

Problem is the hidden information about which pieces will spawn is only revealed through repeated play.

Only fix I can think of would be to make this information public.

Re: Show HN: Chess-Inspired Roguelike

#113
post #108
post #18

There must be something in the water! I’ve been working on a (very different) chess-like roguelike, and just released the demo. Check it out if you’re a fan of weird chess puzzles, bad chess puns, and Hnefatafl! https://store.steampowered.com/app/3856240/Pieces_of_the_Kin...

Wishlisted! Looks great

same, I'll definitely pay for that

Re: Show HN: Chess-Inspired Roguelike

#114

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…

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

#116
post #96

This is very satisfying to play. Saw this game on steam that seems close in the « Rogue Like Chess » concept : https://store.steampowered.com/app/3509230/Gambonanza/

I was so surprised this wasn't that game! And then the top comment saying "I also built one" also wasn't Gambonanza!

There are so many of these, wow - and nicely distinct from each other, too

Re: Show HN: Chess-Inspired Roguelike

#117
post #52

Great game. I love playing chess so this is quite a unique way to play it. One piece of feedback: dragging a piece on mobile seems inaccurate at times. I’m used to chess apps where it works great. Here it seems the dragged piece doesn’t always end up where I’ve left my finger. I’ve lost a few rounds like this.

Good feedback! It should feel better now :) let me know if it still needs work!

Re: Show HN: Chess-Inspired Roguelike

#118
post #27

Earlier quoted context omitted.

That was me. The engine is deterministic so I wrote a beam solver for it. My score should've been 208 (pretty sure it could play forever; I capped the solver at a max time limit) but I messed up one of my moves (I was manually moving the pieces instead of submitting the final move list with curl).

What is a beam solver? Were you able to rig up the solver to the running game? Curious what this looks like!

Assuming OP means they used beam search on the sub trees of possible moves, which yields some local minimum / maximum in the objective space. Especially useful here because of the sheer multitude of possible moves, and also RNG.

Beam search can be googled for useful results, beam solver can not.

Re: Show HN: Chess-Inspired Roguelike

#119
post #52

Great game. I love playing chess so this is quite a unique way to play it. One piece of feedback: dragging a piece on mobile seems inaccurate at times. I’m used to chess apps where it works great. Here it seems the dragged piece doesn’t always end up where I’ve left my finger. I’ve lost a few rounds like this.

Good feedback! It should feel better now :) let me know if it still needs work!

I tried finding how to follow you on your site… I really enjoyed this and would like to keep up with your work

Re: Show HN: Chess-Inspired Roguelike

#120
This is awesome! I'd appreciate being able to bring up a primer on the rules - perhaps a reiteration of what it says at the start plus a list of pieces and their moves, and maybe a brief description of what strategy the pieces apply when they move.
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