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Ghost Chess's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Concept | #9 | 3.462 | 3.462 |
| Presentation | #26 | 2.538 | 2.538 |
| Overall | #31 | 2.442 | 2.442 |
| Enjoyment | #34 | 2.231 | 2.231 |
| Use of the Limitation | #43 | 1.538 | 1.538 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Phil Hoffmann (me)
Software used
Godot, Blender
Use of the limitation
Originally, you fell into a basement and had to work your way out and into the attic. I ran out of time and had to cut the story element, so no limitation points for me. Boooo.
Cookies eaten
At least 3 peanut butter cookies from Aldi.
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Comments
interesting that you can attack your own pieces, was this on purpose? overall i love the vibe, but was very confused as to how turns worked since i moved once and the enemy moved like 10 times lol.
Regarding turns; sorry, that was bad player-onboarding on my part. 馃槄 You should be able to move all of your pieces across one turn so long as they have abilities left to cast (i.e., each having one use of Move, Leap, and Attack.)
The ability to attack your own guys wasn't unintentional, but I might perhaps prevent damaging abilities (or add some sort of "Are you sure?") from targeting allied units in future versions. OvercastHawk mentioned that it could potentially open up room for creative shenanigans like clearing spaces once a unit's already moved, though, so who knows. But either way, will definitely highlight the scenario in the next version.
Great job. I love the different variations of chess. It's funny that you can attack your own players—it's probably a bug—but maybe in some games it could come in handy to free up a square for another attack. :)
This is a great concept! its like a battle board game with pieces. I recommend changing the colors of the phantoms for the enemies so that you can easily differentiate them. This game just needs polishing, and it will be a more awesome! Keep up the good work!
cool concept....style looks good..there is a lot u can add to this game just needs more time..Great work!!
I like the idea, and the little ghost guys.
I do agree with Fridgeasaur that it's a little odd being able to move all my pieces in one turn along with all of them getting 3 actions per turn, maybe you could have a limited amount of actions per turn somewhat similar to X-Com?
Additionally I think the ghosts on each side need to have clear distinction on their models, whether through colour or shape, I had multiple instances of clicking on one of my dudes and not knowing if the ghosts surrounding me were friend or foe without clicking back off of my guy.
I hope to see this one polished up to the original vision :D
Thank you for taking the time to check my game out, and for the encouragement! I saw your game on the front page of the Jam last night and it caught my eye, looking forward to playing it!
What you suggested is another idea I toyed with in passing (for both this and the next / better release.) I was a little concerned that adding a per-turn action-limit might add an additional degree of complexity that the player would have to keep track of for each individual unit. But then again, the base game itself isn't terribly complex, so perhaps it would only serve to improve the experience I will play with it.
Noted about the ghosts being difficult to distinguish (regarding them being friendly vs enemy. I see the issue now with the tiles being the solely-distinguishable feature when aiming an ability. Maybe I could add a transparent, non-entirely-encompassing effect over the tile which allows you to see the color, but doesn't obscure it. Or perhaps I can add an ally / enemy icon to their healthbars. If you or anyone else has suggestions, I would welcome them, as I do want some ghosts in the final game to be spawnable by both the player and the enemy.
Thank you for the encouraging words! If you wanna get a notification when I release the next version, please do consider giving me a follow. 馃檪
Maybe like a checkered shader over the tiles that moves right for allies and left for enemies? That or yeah maybe healthbar coloration? I dunno but I'm looking forward to your solution :D
Cool idea and concept, needs some more polish(ran into a bug where at the start of my turn I had no actions available). Good work!
Thank you! And thanks for the heads up about the bug. There's a couple on my list that I need to knock out (like apparently you can't cast "Move 1" from the left-most spaces, for some reason?) And the red targetting squares don't disappear when you hit "End Turn" while trying to target an ability. Hopefully some post-release refactoring will help reveal and iron out the responsible spaghetti-code.
nice and cool.
Thank you very much, Is@@c!
This is a good concept but I'm not sure if I'm meant to be able to move, leap and attack all of my ghosts on the same turn so I finished the game in 2 turns, though there wasn't a win condition. Can definitely tell you ran out of time for sure but it looks good and has a lot of potential, if only it were finished 馃槶
Thank you for taking the time to give it a try, and thank you for the kind words! I'll be sure to check out your game as well. 馃檪
Being able to use all 3 of each Phantom's abilities on the same Player Turn was actually intentional; my hope (when I was still going to have other Phantom types in the game) was that it would add some thematic elements (for example, a worm that has 3 "Move 1" abilities and 3 "Attack 1" abilities, allowing it to move and attack as it passes by.)
Definitely think I'll try to revitalize at least that part, if not more of it. I actually liked this idea a lot more than the last project I worked on, especially once I got closer to it resembling a finished game. Do feel free to follow if you want to check out the next, better version when it releases!