Waves of Chess by frozenfire92

A chess inspired roguelike wave game where your goal is to survive as long as possible
Update: The full game is released buy now

How to Play
- Survive as many waves as possible
- Get your king across to advance waves
- Get your pawns across to promote to knights
- Combine cards (or placed pieces) of the same type to upgrade
- Effect Cards (red circle) provide bonuses to pieces
- Move the camera with WASD/Arrow Keys
- Press spacebar to reset the camera
- You are rewarded 1 card for completing wave
- You are rewarded 2 cards for killing all enemies
Screenshots

Credits (not made by the team, audio only)
Background Music
"The Path of the Goblin King" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 4.0 License http://creativecommons.org/licenses/by/4.0/
Sound Effects
All by Kenney (Creative Commons Zero, CC0) https://kenney.nl Casino Audio, Impact Sounds, Music Jingles, RPG Audio
Thank you
Ludum Dare is always a great (and hectic) time. Thank you for making something, and thank you for checking our project out! We always prioritize giving feedback to those who comment on ours (web only)!
| Link | https://frozenfire.itch.io/waves-of-chess |
| Original URL | https://ldjam.com/events/ludum-dare/55/waves-of-chess |
Ratings
| Overall | 438th | 3.702⭐ | 49🧑⚖️ |
| Fun | 357th | 3.691⭐ | 49🧑⚖️ |
| Innovation | 63th | 4.096⭐ | 49🧑⚖️ |
| Theme | 1113th | 2.804⭐ | 48🧑⚖️ |
| Graphics | 792th | 3.404⭐ | 49🧑⚖️ |
| Humor | 1013th | 2.14⭐ | 45🧑⚖️ |
| Mood | 1020th | 3.033⭐ | 47🧑⚖️ |
| Given | 49🗳️ | 79🗨️ |
Great work.
Overall a nice mechanic.
Maybe a little hint when trying to do an illegal placement to explain why it is blocked would be nice. (From my understanding you can't place a new piece if it would be possible to take another piece in one move)
I think this is a great basic premise to explore it more in a bigger game.
@merb1000 when you stack the same pieces, they become a different piece (two knights become a bishop, two bishops a rook, etc)
Made it feel less like I was surviving waves, and more like I was an unstoppable invading horde of superpawns.
Well put together though, I had fun.
The pixel art reminds me of 90s PC games and the gameplay feels smooth and intuitive. Music and sound effects are a nice touch too.
One of my favourite entries so far, good job :smile:
But well, excellent game!
Thank you for your game!
Also, sometimes pawn had a lot of moves so it behave like a rock. Double/triple movements really confused me sometimes. I've fot a behaviour that the opponent's Queen moves out of the screen. It feels like a bug.
Besides that, amazing game!
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Thank you all for playing, rating, and commenting on the game! It's been very inspiring to see so much great feedback :smile: If you are interested in a full game of this please reply back and I will try and inform you as the game progresses!
@floweryandy @merb1000 @camden-obertop @falk-hoeppner @braktheman @synthol @lucavazz @whalejam @roburab @scurvystevon @aaron-hart @vivid-hallucination @patrick-pang @dreamscale @nazorus @matt-ravenhall @parker8283 @vphyre @meranolean @sodagummy @air-dinghy @custodi @oggeloppe @jojopalambas @lima-victor @shredmer @abominablescience @shaneshanekavanagh @justmars @roman-dubrovin @josang1567
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Specific feedback/comments:
@lucavazz - I didn't really implement a lot of the chess rules because its definitely non standard. I'll consider that for the future release!
@roburab - I hadn't considered how upgrading your pawn effectively means you lose any pawn specific effects :thinking: Might be worth allowing the player to decide if they want to upgrade!
@vphyre - That's a good point, I think I may add an easy mode in the final version!
@air-dinghy - Were you referencing having more cards? or different non-chess pieces with different moves?
@lima-victor - Unfortunately there is only so much you can do in a jam :sweat_smile: Definitely plan to make it more compelling for a full version!
@justmars - Unfortunately I only had time for two different effect card types, so you got overpowered quickly :sweat_smile:
@roman-dubrovin - Stockfish would be interesting but unfortunately it only works on standard chess boards. Given the timeframe I didn't want to go down a rabbit hole and not be able to complete the initial idea :sweat_smile: If you have any feedback for AI improvements (dumb moves you mentioned) I would love to hear more so I can improve it for the full version! I haven't seen the bug where the opponent's queen went off the board, if you are able to reproduce it (or remember how) I would love to try and track that bug down!
Some suggestions:
- please fix the black/white alternation when the board size increases ^^;
- allow to place pieces on the back ranks instead of just the first two
- include more pieces from chess variants such as the Janus, Camel, etc.
Good job using Godot and making a web version that simply worked on my Android phone!
In regards to blunders, I see that blacks always have an advantage in terms of material, it means that to them it is profitable to exchange equal pieces.
1. Don't move a piece to the cell that is under attack
2. Exchange pieces if they have equal costs
3. Don't exchange pieces for the lower piece.
If you can implement these rules it will be much more challenging and interesting)
I think you can sell it to chess.com as a minigame some day=)
Good luck with your game!
Here you can see in the corner part of the board is out of the screen.
Also, Now when I played I get that improvements of pawns are redundant part of the game. It would be much interesting if after any round you just get more pieces and then pure chess works
For the jam I didn't have time to properly deal with camera zooming and not mangling the pixel art :sweat_smile: There is basic camera movement with the arrow keys to help facilitate this (space to reset). For the full game I plan to have both a zoom feature and camera movement for situations like this! (I think I will also work on the algorithm to center the camera better on the board)
Admittedly the AI is quite simplistic and works like so:
- if there is a move to kill the king, take it
- if there is a move to kill a piece, pick one at random
- else pick a random available move
There is a lot to improve there, particularly in the last two points. I suspect I'll need to study some more chess and chess engines to have something a bit more engaging :smiley:
> Now when I played I get that improvements of pawns are redundant part of the game
Unfortunately with only two effect cards that's definitely the case. I think with the full game I want to aim for at least 30 different effects and potentially more rarity with them.
Thanks so much for the feedback, if you have more its always welcome!
Unfortunately with the jam there was only so much time so I only got two different effect cards in (x gets y’s moves, increase move length) so you definitely got overpowered quickly and made it too easy. I aim to have at least 30 effects in the full game and tweak the rarities to prevent that. If you have any ideas for effect cards I'd be happy to hear them :smiley:
> please fix the black/white alternation when the board size increases
This was something I was on the fence about. I wanted to follow chess board rules where white's left corner is always black. Unfortunately that means you see the same colors connect on board size increase

For the full game I'm planning on having non square shapes so this may not be as big of a problem (but I believe the algorithm I have now would still produce this effect where they connect if the overall width has increased :thinking: ). Definitely will consider how to make this feel a bit more fluid, great feedback!
> allow to place pieces on the back ranks instead of just the first two
The plan was for further waves with bigger boards you can have increasing distance (ex 3, 4, 5), I wasn't able to implement this in the jam due to time constraints
> include more pieces from chess variants such as the Janus, Camel, etc.
I didn't know about these but will definitely take a look!
> web version that simply worked on my Android phone!
I was quite surprised by this as well!
Thanks again for playing and leaving detailed feedback, it's always appreciated :smiley: If you are interested in further updates to the game (I'm working on this for a full release) let me know and I'll be sure to tag you!
Some things that came to mind while I was playing include showing available enemy moves (by marking those cells red on player's turn), making the board one row longer or shorter right before size increases to avoid doubling of color, and automatically finishing the round if all enemies are killed.
At the same time, considering time constraints, playing feels pretty good, and I'd definitely play more if/when you do a post-jam version. Good job!

@dragonayzer unfortunately that was a core idea that we ran out of time for more effects. Hoping to have at least 30 effects in the full version (working on making this a full game)! I really like your suggestions and will look at them for the full version :smiley: