Play CHAIR Champions
CHAIR Champions 0.4.0.6b's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall Fun | #35 | 4.000 | 4.000 |
| Sound/Music | #37 | 3.818 | 3.818 |
| Controls / UI | #42 | 3.727 | 3.727 |
| Art / Graphics | #70 | 3.636 | 3.636 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
If you have competed before, how has your game changed?
- New secret: Brutal Mode! Instead of just falling down when all hearts are gone, the characters will explode in a bloody mess (and leave their remains on the ground ๐น)
- new pushing over mechanic: you (and AI opponents) have 2-5 hearts (hard-casual difficulty) and lose one when you bump into someone or get hit by the big spider in Anthony's Home track. When all hearts are gone, you'll fall down (and off your chair, when you're on one)
- optional 'Sudden Death' mode where everyone has only 1 heart ๐
- AI opponents will now wait 1s before they can move again after tripping
- added a threshold and delay to the camera tilt to avoid too much camera movement when doing only small directional changes
- added camera tilt to 2-player-modes
- added Steven to empty-chair-animation
- added camera tilt towards the driving direction, so the players can see what's coming next a little earlier
- fixed Easter Bunny Cthulhu sitting in the air when sitting on the Turbo Toilet and driving downwards
- re-designed character Angie Heavenhair
- fixed character shadows bouncing constantly
- improved the speed detection of the player & AI opponents
- Added Polish translation ๐ต๐ฑ
- New character added: Sean & Squab Heckinthewhy ๐ฆโโฌ๐ฆโ๐ฅ
- Fixed a bug that made the position label jump places although the player didn't change their position
- optimized code for position checks
- You can now trip over carpets and fall off the chair with a probability of 2.5/10/15% on easy/normal/hard difficulties
- UI sounds added
- New chair added: Steven, a seagull on wheels! ๐ฆค
- improved track selection UI
- wheel shield sound will now only play once when collecting several wheel shield power ups subsequently
- new secret character "Flux Dabes" (from the Crashlands games ๐) added! Look for #chairracingsecrets on X, Bluesky or Threads to get the secret code ๐
- player 2 can now only choose their character when player 1 is done to eliminate some confusion
- added a label above the character portraits to show which player is currently choosing their character
- replaced the old seasonal backgrounds with new ones in a comic style
- added seasonal music to Easter, Xmas and Swinger's Club
- changed Easter season time frame to March 15th - April 30th
- added Russian language support
- changed the positions of the select buttons for the chairs to be beside the chair instead of besides the name of the chair
- added a prompt before quitting
- the difficulty setting is now being saved when the game will be shut down
- added a different title track for Halloween season to match the atmosphere
- added Japanese translation ๐
- replaced game font to support Japanese language
- improved UI & menus
- many bugfixes
Genre
Shooter | Platformer | Slasher | Beat em Up | Base Defense | Survival | Racing
PvP | Party Games
Rating
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Comments
CHAIR Champions is really shaping up to be a great game. We can clearly see the polish that's gone into it since the first time we played and each subsequent time after that. The handling is much improved, so the characters move the way they feel like they should when using the controller. However, there are some things in the menu that still don't respond to the controller. For example, at the title screen, we couldn't select the single or two player modes, options, or quit with the controller. We had to use the mouse for that. We could select the check boxes on the title screen with the controller, though.
We're loving the powerups and their placements. And the different game modes for the seasons keep things interesting. However, some of these modes still only work for the single player, like collecting candy on the Halloween season. It would be really fun to see that working for the two player mode and have it be a contest to see who can get the most candy. The brutal mode doesn't seem to work in two player, either.
We can see where you were going with the camera motion but it need some refinement. As long as you're traveling in the correct direction, the camera leading you a little bit works well. But if you get stuck on a barrier, like a wall or something, the camera goes too far and has a tendency to leave the player behind until the character isn't on the screen anymore. So, maybe just make sure the character doesn't get outside the middle third of the screen and the leading camera will be perfect.
We've given feedback on the multiplayer character select screen in the past. That's a lot less confusing now, as we can see pretty clearly who is choosing the character. There's not a lot to improve on there at this point, so great job on that. The only thing we would offer is when player one is selecting their character, maybe make the player two square invisible so they don't think they can move it yet, and then when player two is selecting, you just show the player two square. Not a super critical change, but it might take that screen from great to perfect.
Now, let's talk about the characters themselves. HECKIN' AWESOME!!! The different outfits for the seasons are so much fun. That and the environmental changes really make each level feel like a completely new experience. And there's a certain father and Squab that just look so cool! Not sure who they're modeled after but we bet they're really cool people in real life to have been drawn so awesome in game. ;) Absolutely nothing to change on the character design. It's top notch for all of them.
Absolutely great work on this game. Keep it up because it's so much fun.
P.S. Any chance we could get a Valentine's Day season? RavenDove would love to have a special romantic February stream with Maybecrafter (Mother-of-Squab) in February. Just a thought.
Hey there Bucket-full-games!
Thanks again for finding time to join the stream and help me spot and unlock a few things as it helped me enjoy the game a whole lot more! Hopefully the feedback I give would help others enjoy the game as much as I did without the extra hand holding though. Really fun concept and I'm really curious how you would further expand the game at this point. So on to the feedback!
Music/Audio:
Gameplay:
Visuals:
An overall pretty fun game that I could see myself playing multiplayer a bit. I'd say the challenge is simply how tough it is to refine this game to grasp enough attention and bring people back to play it for some good fun when time is such a limited commodity and options are abundant. That said, probably a focus on some kind of online leaderboard, achievements (especially for all the detours like McFood), and a sense of progression/completion would be the next steps even before refining.
Thank you for your time and for creating a fun game for everyone to enjoy!
Regards, - Glim
I played this game on stream: https://www.twitch.tv/videos/2559949482?t=00h37m07s
Since you were around for the stream, I'll skip over the stuff I mentioned on stream.
Overall, great game! I always have fun playing it, and the new features are great. Sudden death + brutal mode was the most fun by far. Having the corpses be rough terrain and/or slippery surfaces and/or buffs would be a fun way to add more gameplay elements with brutal mode. To reduce the gore, you could have a non-brutal mode be the people becoming confetti or something (like rainbow colored pixels instead of red might suffice) :)
This has all the makings of a great party game! As a single player game the longevity might be a little bit limited, depending on what you enjoy. The AI is good enough for sure, but this kind of things just works better with competitors where the winner can lord their victories over the losers.
Not much bad to say here: the art is cool, the sounds+music nice, the feel is there, and on top of all that it is works well, so any criticism becomes nits and matters of taste. If there was one thing I'd personally like to see changed it would be the course design... I'd personally prefer courses with a bit more speed and flow, and a bit less random object collisions. I generally also agree with those who would like a bit more instructions+introduction, with a progression of levels that introduce new stuff, and a good explanation of the initial rush to grab a chair, which I never quite got the hang of. Can anyone grab any chair? How does that make sense when you get to choose your chair before the race?
All in all, a really solid entry, one of those that just feels like a complete game already.
Hi and thanks a lot for playing and reviewing my game! ๐
When I started making it (it was for a game jam), I didn't have much in my mind of what it might become one day and as time went by I used this game to learn new stuff and try out different things gamedev-wise.
At some point I wanted to add multiplayer, so I've added a local split screen mode - which took AGES to implement because I underestimated the effort! ๐
Anyway, I will probably add online multiplayer at one point when I want to get into netcode because I agree, any competitive game (or game that can be played competitively) is better with/against human players - but it's really complex and will take a while to implement.
However, the next big update (0.4.x) will add an unlocking mechanic: all tracks, characters and chairs except one (or maybe two characters) will be locked and can be 'bought' in The Office Store with in-game currency that you'll get through doing races! (And don't worry, there will be NO micro transactions whatsoever. I hate it and don't want to have them in my game ๐) This should add a bit of a motivation to the game compared to having all things unlocked from the beginning (except the secret characters and chair ๐).
Thanks for the suggestions regarding track design and 'instructions'. In fact, I've already planned to add a tutorial with a smaller 'tutorial track' to explain the game. But this will first be added after the unlocking mechanic because there will also be more pickups in the future and I'll add another action button to activate the pickups at the time you want to. The tutorial will cover this as well. ๐
One last thing: you choose your chair before the race starts and on the track, any chair you'll choose will become the chair you've chosen before, just the colours differ ๐
Again, thx for playing and I hope you'll get back to it at some point! ๐๐ช๐จ๐
This was a lot of fun, and I really enjoyed brutality mode! Being able to also ride around on a toilet chair was top-notch. I love silly little things in games, so more of these would be excellent if you're ever looking to expand on that stuff. I also really appreciate that once you enter a code and unlock something, it stays unlocked--no need to enter a code(s) multiple times!
In the main menu, I'd swap the places of P1 and P2. Having P2 be the left-hand column is very confusing. I thought the controls were broken at first, and it turns out I looked at the wrong thing.
I know you explained each of them in my stream chat, but I'd also like to see a place where all the powerups are listed in game with what they are and what they do. Anything so the player has to guess less is good.
I can't wait for this to finally hit Steam, and allow online play. This will be a great silly party game, and honestly I think that's going to be where it shines the brightest. As a solo player game it's enjoyable, but not nearly as enjoyable as it will be beating up your friends.
My VOD with your game bookmarked for a timestamp is here:
Awesome party game. Could have been a blast if I had someone over to play it with me haha
I personally don't like the idea of AI generated menu backgrounds.
But other than that I loved everything about the visual aesthetic, from menu layout to character portraits to environment!
Audio's on point as well.
Thank you for this awesome feedback! ๐
I'm always having an eye on style consistency/coherence so the players won't get any "eye cancer" ๐ But I've also learned a lot about Pixelart during the last nearly 3 years of development! It always feels nice when I get positive feedback for that effort. So thanks again!
I've also always had the premise of having nice, foeward-pushing Chiptune music for the races, so I paid higher attention to that as well! ๐
And yes, the AI generated backgrounds originated from the original game jam where I've submitted this game - and didn't have much time left... Since then I only refined the style of the backgrounds...
I know that there's a great controversy and ethical claims regarding using AI generated content and I might change them at some point when the game is at a more advanced state but it's not a big priority rn. But thanks for your thoughts on that! ๐
I got some questions as well: did you try out different seasons as well? What about some secret codes (see community posts ๐)?
The more I played, the more I liked it. Getting good at the tracks seems to depend more on rote memorization of the obstacles rather than just pure driving ability, which isn't my cup of tea. But it's really fun to weave in and out around the furniture. Everyone racing to get to a chair at the very beginning of each race was funny and a charming touch.
I'm not a fan of the "health" mechanic. Being knocked off of your vehicle feels pretty punishing, and I wish there was an option in the settings to turn that off. It also was never clear what the electric vinyl-looking powerup actually did for me.
I don't know if this is just me but it feels like you can see more of what's ahead when you're going down instead of up? I could be wrong though.
Overall, pretty fun, with great controls and good sense of speed!
Thanks a lot for playing and your review! ๐
And yes, being good at the game/races is much about memorizing the tracks but also about reacting to different (mostly random) situations like being pushed away, trip over carpets - or being knocked off ๐ I know that it can be punishing but at the same time you're only stay half as long knocked off than the AI opponents and the AI opponents have also a higher probability of tripping over carpets... I felt like this would dampen the punishment of falling off and was also required to not be too frustrating.
The "health" mechanic was a reaction to many earlier criticism where players asked why you could even get off the chair or not start on the chair right away. I want to have that "rumble for the chairs" at the beginning because I think it adds to the fun - and for that, I had to come up with something to make it more interesting ๐ Maybe I'll add the possibility to refill the hearts in a future update... We'll see!
The blue energy bar and energy drinks you can collect is a kind of stamina. When you run out you'll slow down until it's being refilled again.
The "looking ahead"-mechanic is the same amount of pixels in every direction. It might be due to the perspective that some directions feel like looking further than others.
I have some questions as well: did you try out any of the other seasons? What about secret codes (see community posts ๐)? Did you find out that you can use some of the environmental props? ๐
Anyway, thanks again for your review!
Recommended? YES!
Chair Champions is quirky and fun. Like real like chair racing, it's harder than it looks and incredibly fun. There are objects you need to avoid, obstacles that change your speed (the rugs gets me every time!), a desire to win that drives you to take the risks necessary to cross the finish line first. With regular updates, you can tell the dev cares about player experience. This is a must have game for every library!