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A jam submission

Lich King’s GambitView game page

Roguelike, Chesslike
Submitted by T4RAN (@t4rannn) — 1 day, 5 hours before the deadline
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Lich King’s Gambit's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#33.7783.778
Overall#123.4073.407
Innovation#133.4443.444
Polish#153.4443.444
Graphics#163.5563.556
Audio#253.1113.111
Progress#313.1113.111

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

This was fun and challenging good job, I like how simple it is while having a nice difficulty curve!

Submitted

I faced a bug with coins: their texture is still on map after reviving but I can’t to pick them up. By the way, I like this game and joke with “Try again” button :)

Submitted

great job with your game. it was fun to make a army and fight. I did not like the way you needed to rate the game before trying it again.

but really good job with your game!

Submitted

I like it

Submitted

Never thought I would have seen roguelike chess. This is fun! its very polished and I enjoyed playing it.

Submitted

Games got a good feel to it. The "try again" running away from you is funny. Without knowing the enemy hp you do feel cheap shotted on occasion, but the difficulty scales well as you progress. Nice job!

Submitted(+1)

This was a really neat idea. As the other reviewer said, I would have liked to see the health and hit points of enemies. Also the ability to discard a unit currently occupying a starting tile when we upgrade would be nice.

Submitted

Core loop is tight and fun. The gold-drop mechanic from killed adventurers where you decide whether to prioritize pickups over kills adds a nice decision layer. Clean pixel art, units and grid are readable and distinguishable almost instantly.

I found the first turn confusing (skeleton pawn or adventurer pawn? mistake on my part!) but after that everything clicked. Main feedback, which might also be me missing a UI element: I wasn't sure where to see a unit's health and attack damage, and merging/leveling up units wasn't obvious in terms of what it actually changed. Some stalemate situations also felt a bit odd where enemies would walk into my attack range so that I could clear them.

But once I got into the rhythm it was genuinelyl fun. Got killed at the last (10th out of 10) room from the captain (leader?) unit. Sharp difficulty spike compared to the previous nine rooms.