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'The AI doesn't try to look more then 1 move ahead' t really hard. Most players only have to plot 2 moves ahead to say on top of that. Its not hard to get the AI into unfair exchanges or to move pieces out of position in favor of the player because they are plotting more than 1 move ahead. Still a good game, very interesting concept.
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AI: 1) do i die if i move there 2) do i eat enemy by moving 3) do i get closer to flag by moving. cause of this you can rush towards flag as long as you make sure you got one who can protect AI will not attack if it would lose a single unit by killing you! so AI rather loses game than sacrifices a soldier duh...
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Good enough - needs better AI and better Graphics. I didn't mind about the graphics, then I saw the next level button. Fun though 4/5
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Mhm.. needs a better AI. Much too easy, 4/5. Fairly fun, not too much of a challenge but enough to be engaging, nice concept. Would definitely recommend adding another difficulty level, the game has quite a bit off potential, just needs a better AI.
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I think a better way to code this AI would be with heuristic programming. The basic premise: Write a class that has a default number variable that reflects the piece's strength. Then apply that variable to all possible moves and determine what piece should be moved next. But consider the flag an immovable piece and add a very high, very negative value (negative infinity if you can) and focus on protecting the piece. I'm writing this because in some instances the pieces won't block opposing pieces that will get to the flag on the next turn, which is a bit disappointing. Other than that, a pretty solid job and a pretty good take on a Chess-like. 5/5
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could you make the arrow, the one that shows when a unit is taken, fade away? sometimes when they run from corner to corner it blocks up a good bit of the board. also perhaps show what unit has just been destroyed
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@JoshuaJewell The AI player will become mess up when you have 1 piece and it has 2 pieces. on medium lv 8 i believe the AI had a queen and a bishup and if i go near or even away the AI will just move the 1 queen up and down, up and down, over and over aging. i had to sacrifice my win so i could play. but that was just the AI being stupid so i give 5/5. I really love chess games! and the objectives you had were ok besides just taking out the pieces.
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@evilghostbat Except that if the other person has no other pieces, then it shouldn't be auto-lose.
You should also point out that if you have all the forward-moving pieces on the other side of the board, that should be auto lose as well, unless the other person has no pieces.
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Great job. Chess has survived because of its simplicity and complexity. Its difficult to improve on something like that. Bold to even try. Also, multimillion dollar computers are built entirely for chess, so to attempt an AI is very difficult. Very well done. Obviously it would be great to have more challenge, but for what it is, its great. I would consider scenarios though, they may add an extra flavor. For example a setup that leaves you shorthanded or next to defeat asking the player to escape or survive x turns. Keep up the great work.
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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 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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if you cant write a much better AI, just make the AI's army stronger (you still at least have to solve the problem the AI doent move away from the monters who has more long move and can take the castle from a distance)
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I know that making AI is hard especially to this king of game, but it's too bad. Enemy doesn't even deffend his flag! In fact he oppened the way for my rook. Sorry to say, but it could at least do that, and count a figures 'price' before attacking.
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the only thing ive found that i think should b changed is that upon reaching the opposite side of the board, something should change. my soldier units keep reaching the other side and becoming stuck and its like they basically were sacrificed. other than this, great game so far
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A very good game. It may not look fancy, but it plays really well. It starts off easy, but gets hard as you progress.
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@JoshuaJewell, this game is a wonderful, absorbing board game. I hope you make another difficulty! Honestly, it has been quite a long time since I've looked up from a game and said to myself, "How long was I playing?"
As for your work on showing differences in the level of pieces, I could easily spot the additions to each piece, but if I was just glancing at the board on certain levels, I could get confused, or misread the opponent's pieces and mess myself up. Something that could work is using opposite-color banding on the chest or shield (one stripe for lv 1, 2 for lv 2, 3 for 3, black/grey banding on the white, white/grey banding on the black). It would be a pretty big visual cue for a player just glancing at the board, and it would not require adding extra colors or numbers for easier recognition.
Thanks again for making a great addicting game!
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It is rather difficult to distinguish between different tiers of the same piece in later levels. Just put a number on the piece to show its level.