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if you have a piece right next to their flag ready to take it, why wouldnt they kill you with 1 of their 5 possible moves? still, 4/5 game
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... I went directly into the enemies ranks and he didn't kill me... i just waltzed into his pieces and took the flag even though he could have killed me.
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Great game 5/5, and people quit complaining about the placment, the puzzle isnt impossible you just throw your pieces out into the battle field thinking you might get lucky and win.
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Yeah, the AI doesn't always pick the best move, even when it's obvious. I once forked the AI: he could lose either his dwarf (the rook-like piece), or he could lose his flag. He... chose to lose his flag. It might be an issue with not checking the results of the move, because his dwarf was directly between my (two-move) capturing piece and his flag.
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i agree with letting us design a match and also how about multiplayer? ive been able to walk right up and get the flag and theres been tons of enemies ready to attack. i would prefer real opponets instead of dumb AI
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all the stuff other people say is cool and all but all i really want is multyplayer, or at least able to have 2 people play on the same computer ;/
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i don't know if it is just me, but i am finding the green that highlights your moves difficult to see against the colored tiles of the board. doesn't affect gameplay too much. just bothersome.
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Awesome concept. Sure the AI can make a strategical mistake at times, but that's what makes it more fun for me. If you made a "Deep Blue" level impenetrable AI, it just wouldn't be any fun at all to anyone other than a handful of chess-master type strategical geniuses. I like it the way it is, personally.
I definitely would love to see a multiplayer, since a concept like this really shines when we can play against friends, and the only bias that can ever be claimed is one person outwitted the other, rather than claims of 'the AI cheated' or 'the AI is too dumb'.
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I would enjoy this game much more if there was actual strategy in piece placement, and not just filling up the necessary squares. It would certainly make the game much more fun to play.
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Did anybody else keep making the mistake of thinking that the "pawns" at the beginning could only take pieces like pawns in chess? Can't tell you how many times I would lose at the beginning before I finally beat it into my head that they could take a piece by just moving forward...
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@Theheartlessone Quote: "impossibly hard ones where you can't really do anything due to the opponent having a placement tones better than your own."
I guess you didn't notice that the enemy is always a mirror setup to your own. Its completely balanced every match even if it is randomized.
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Interesting puzzley take on chess, but its ruined by the nondeterministic placement of the pieces. Sometimes the game gives you a board that is straight-up impossible to win.
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First of all, you should be white, because on chess, White is first, second the flag should be considered the king, and when its attacked you CANT do anything except protect it with a piece or killing the other king, and when doing the last level on hard it attacked my flag adn i defended it against the Minotaur (I had no chance to survive but i tried) and it ate the piece with another one, making me win on the next 2 turns, it should eat the piece with the one that can give it the most advantage, not the closest one. But 5/5 for remembering me my old days on this game :)
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So, chess with slightly different pieces, a king that cannot move, simpler pawn capture rules and an AI that will ignore you as you walk right up the board and win? Umm...ok.
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Good game, just finished easy and I'm now rather bored with the game. The final pieces are just ridiculous, go all the way in 4 directions, 8 on the centaur. It just ruins the game.. Sure, in chess you have the queen, those towers, the horse guys and those diagonally walking weirdos, but atleast there the lineups of the different units are better. The diagonal weirdos are positioned so that if someone steps right in front of the king, they can instantly kill them. Here, the pieces are pretty much random, no real placement behind them, which allows for either extremely quick games that take 2-3 moves or impossibly hard ones where you can't really do anything due to the opponent having a placement tons better than your own. Should be turned into a set placement, "That soldier" stands "there" every game, while "this soldier" stands "here". Good game though, nice thinking, fun with the evolving board. Can be made into something much greater though.
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One little problem with the Pawn-resembling pieces. Once they get to the enemy's back row (and aren't on their flag) they cannot move, even sideways. Perhaps if there was a 'pawn promotion' or someway of stopping this issue, I would love to see it.
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I may try to add another level of difficulty. Not quite sure how to approach it yet, might require changing the way I wrote the AI. As of now it should try to protect against threats on the flag, but only immediate threats, The AI doesn't try to look more then 1 move ahead. Thanks for the feedback!
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Very easy, but a cool concept. As others have noted, the AI doesn't seem to pay any attention to threats to its flag. Not sure how difficult that would be to fix, but the game can't possible be challenging without that.
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So there are two things I noticed: one is that as has been mentioned (and is apparently a problem even on hard) the AI does not protect the flag, which as the term is even in the title you'd think would be mandatory (i.e. if the enemy threatens the flag you *must* defend it if you possibly can); the other being that piece layouts are randomized every game, which rather diminished the 'puzzle' aspect in my eyes (you'd need an extremely sophisticated generator indeed to make puzzles of a consistent difficulty every time, and it's hard to swallow that this is one as opposed to the standards for difficulty just being lowered.. which it sounds like it has in other comments, too). I am enjoying it, at any rate, and I'd like to see more, although if you could personally design the puzzles next time I'd really appreciate it.
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The game was fairly well done, took about 90 minutes to beat every level. I wouldn't say it's very hard on hard though (Besides the fact that its extremely difficult to lay down an A.I. that could match wits with a human in the first place). Good job.