King's Table by PetTurtle
Keep Your King Alive
From evil Poker Chips, by placing chess pieces around the map!
Build A Maze
Build the most efficient maze to annihilate you enemy!
Controls
- Click a tower to build it
- Click X to sell towers
- Right click to cancel building/selling
- Press Escape to pause or go to main menu

Made Using
- Godot
- Asprite
- sfxr
Change Log
- Fixed hit audio sometimes not playing
- Tweaked enemy scaliing
- html page has fullscreen
Ratings
| Overall | 86th | 3.972⭐ | 125🧑⚖️ |
| Fun | 91th | 3.919⭐ | 125🧑⚖️ |
| Innovation | 132th | 3.894⭐ | 125🧑⚖️ |
| Theme | 318th | 3.878⭐ | 125🧑⚖️ |
| Graphics | 110th | 4.126⭐ | 125🧑⚖️ |
| Audio | 500th | 3.076⭐ | 121🧑⚖️ |
| Humor | 655th | 2.454⭐ | 99🧑⚖️ |
| Mood | 460th | 3.282⭐ | 110🧑⚖️ |
| Given | 47🗳️ | 17🗨️ |
Also it'd be Very nice to see competive multiplayer in the future.
It's a bit too expensive to build a tower in early stage
I think it would be better if can preview the attack range of the chosen piece. Especially for new player
Though usually the game is meant to be slow, as a Ludum Dare game where rating is usually a gamble of time, it may be too slow. I was at wave 10 with only pawns. I was expecting to place a knight by wave 5.
Other than that, it's nothing new but this is extremely good as an approach to a concept. Great work!

Art style is VERY slick. UI is very nice and the animations are excellent.
Great idea to combine chess and TD. Congrats on the submission.
The gameplay is smooth and refined, rather astonishing for a compo entry, so I could play this for a while. One thing that might be nice is to have the enemies choose one of the shortest paths randomly. It feels a bit disappointing to build a perfectly symmetric mace to have them only go through one half. Maybe that's intended for balance though.
help, I've been playing this for hours
good game :)
- The SFX get repetitive and a little harsh after a while. Perhaps a less sharp sound or reducing the volume could help. Some SFX on hit not only death might also help (although it could be hard to not overwhelm with them). Perhaps putting the sfx on the towers instead of the enemies would help.
- Some ambient background music would also be nice.
- Maybe a tutorial page or something. I didn't know what the towers did until I placed them so perhaps something that gives you a heads up.
- I couldn't figure out if there were differences between the different gems so maybe some differences (eg different speed, health, etc)
- I didn't understand the level selection at first and perhaps putting the levels in terms of difficulty would be helpful (eg 1 = easy, 2 = harder etc)
These are all things that are low priority in a jam game so totally understandable. Really great job though. I loved the graphics. Great gameplay, really fun and additive. Would love to see where it goes! Hit me up on itch when you get an update I'd be happy to playtest it.
Some minor things that I would have liked to see: the poker chip sprites seem to be scaled down and don't seem to fit with the rest of the art. The other thing is being able to tell what moves each piece or going to make in the context of the game. How frequently do the attacks happen, does the attack get stopped by your other pieces? Thank you for making this! I will be back for more :)
https://i.imgur.com/btxODxc.png
I love tower defenses and you got the idea together with the theme in an ideal way!
This game will be saved on my computer so I can play more!
I have nothing to criticize about the execution of the game. I just missed music, even if it was a few soft chords sounding in the background so as not to disturb the concentration of chess players. : D
Congratulations for the game!
Great job :smile:
Oh and I made it to wave 22! :trophy:

Amazing job, you made something really fun!

I also like when chess is used for cool ideas.
One thing I've noticed is that the rook seems to be more powerful than the queen, because it shoots in the straight line, and even quite fast. Considering that you can trivially and cheaply cause the poker chips to go in straight line, it's a win win. It's much harder to make the queen useful. Unless the queen actually hits harder as well, but that I couldn't really check without any damage indicators.
Another thing that could be improved is the speed up button. This is nowadays de facto standard in TD games and it'd be really useful in this one as well. But it's not that much of an issue for game jam.
All in all, I really like this entry, and particularly for the compo.
Well done!

@petturtle - this is absolutely brilliant. My kids and I have been playing this for 4+ hours now :smiley:
I noticed a little typo in the screenshot above. Submitted a pull request to address it. See URL below...
https://github.com/PetTurtle/LudumDare46/pull/1 :eyes:
The weakest part in my opinion was the UI - I would've liked tooltips to indicate how much a tower will cost _before_ I click on it, or even better, just show the prices all the time. I also would've liked a "preview" of the attack patterns _before_ placing a tower. Also, some indication for when hovering over a tile that would block the path if you were to build there.
It would've been nice if the game had a proper tutorial, and you were able to unlock new pieces slowly over time as you learn how things work. Background music would've been a plus, too.
**https://github.blog/2020-05-15-ludum-dare-46-staff-picks** `<3`
One day I'll get by Wave 56. _One day..._