Yes, it's the total number of captured pieces needed for reaching the ending. The ending event does not have to be clicked right away after it appears, you can play as much as you like!
Quite soon! I'm using a new engine, so things weren't well configured for gallery setups, but I'll add them over the next couple of updates. Every game will get a gallery before it's done.
the idea is really cool, but it's incredibly frutrating to not being able to c check & mate the oppenent, and even if it is possible, the RNG render it nearly impossible(different maps, not always the upgrade needed, sometime to early because you don't have the points, etc), and when you start having a build to allow you to check & mate, you usualy reach the required score to win, so you have to restart everything from scratch, it could be cool to push the limite for longer gameplay, and eventualy check & mate the AI, appart from that, the idea is good
I should probably add some sort of confirmation to the final event to indicate that the game ends when you click it. You can keep playing as long as you like if you ignore it. The game could probably be a couple of matches longer, and maybe it could be fun to have a requirement of scoring a couple of checkmates before it ends. Checkmates are hard to get, but they feel pretty great when you manage to set one up. I want to add some sort of scoring system to give players more of a reason to play again, and checkmates will probably be a big part of your score.
Lovely work you've done in V2. The shop is a nice addition as well as the item descriptions. The gameplay is simple and fun, even if you're not chess master. The art and animations are simply amazing. I love how varied the characters are, some short, some long, some curvy and some packing a dong.
I really tried to make the chess gameplay approachable to players of any level of skill, so I'm glad that I've been able to hit the mark and make it fun! Thank you for playing! I prefer body type variety more than any specific sets of features on the characters I create, so there's usually a bit of something for everyone.
It doesnt go away after clicking start either. Nor after clicking or righ clicking on it. I had same issue on previous version. Could play only online version.
Since it's just one menu panel, I wish that I could just mess around with various parameters until it stopped happening, but the error does not occur on my computer. Godot does this kind of stuff on some older graphics cards. I'm hoping that this issue goes away as the engine gets updated, but I'm happy to hear that at least the web version works correctly.
I know about this one, I've received a previous report of the game doing that. It's strange that it's always the side menu that gets affected. Unfortunately I am at a complete loss as to why this happens and cannot reproduce the issue on my own computer to fix it. Games made in Godot just aren't fully consistent in performance across all platforms and machines running them. Godot is growing rather quickly, so I hope that this gets addressed in a future release of the engine.
If I have time I'd like to add a bit more story to Kate's relationships with her companions and maybe include her peeping in on some of the events. Since this will probably be a shorter game, I don't know how much of those elements I can add, but I would like to make the action a bit more NTR-adjacent if I can.
Item description text is coming in v2 at the end of this month alongside a few other additions. My v1 game releases are often missing a lot of polish because it takes a bit of effort just to get the core mechanics working.
I genuinely don't like futa. But I also genuinely played this game just for the gameplay. I love chess and the concept is great. I wish you could recruit other pieces, though.
Just the one for now. Multiple endings don't really start to become a thing in my games until v3 or so. Illustrated ones usually don't appear until the very end of a project. Bastion and Monsoon just had black screens with victory text for a while. Both Plight of the Priestess and Checkmate Charmers are new in this respect since they've got some sort of proper ending to them in v1.
I may take a stab at making a gallery in Plight of the Priestess next month. I'm switching fully to Godot, so I just don't have experience with how to set up save systems or galleries yet.
Came back just to write, this wasn't a request, just a humblest wishful thinking. You are The Impy and you do whatever the fuck YOU want and is convenient for you at the moment.
I'm glad you liked it! I usually try to include some sort of way of making my games approachable for less experienced players. Easy mode will try to move the opponent's pieces into poor positions, but will still make aggressive moves and capture your exposed pieces, so it should offer a good way to learn how chess works.
It shows you the piece type when you drag them, and equipment when you click, but I could probably include an easily recognizable class icon when you click them too. It would help with equipment since you need at least one piece of gear from the original class.
Yeah, but when playing (and thinking) about the moves, players don't want to be distracted by some kind of input (for instances like clicking or holding opponents' pieces just to get information) especially at the latter stages when opponent's pieces are literally triple the numbers of the players (and also that annoying bishop).
And one more thing, maybe this is obvious since you have not done the UI on the item, but it really needs some description, just throwing it out there.
I think that piece icons on click should be enough until players learn what everything is. There's far weirder chess sets than mine out there. I don't want to crowd the board with too many symbols and indicators.
Item description UI of some sort is planned to be added, it's just somewhat difficult to make and I have limited space to add it. I do want to add non-chess moves in the future, so having UI for that will be essential.
I'm going to say that stalemate should count as a victory, but I'll see if I can give it different text. The game tries to find if the king is in danger before picking which moves are legal, so it's coded to count situations where no moves are possible as checkmates.
yes a different text will do, interesting things I found in older and less popular chess software would also say something like that when a stalemate happened, I guess they don't bother change it lol.
Really needs a way to save the game. It sucks to lose a game and then be set back permanently (because the battles keep getting harder, and you're not going to be able to win again if you lose several times in a row).
Failing that, you could also have the game restart the current level if you lose (get checkmated or fail to meet the charm quota if the game ends by turn limit). That would solve the main problem of the game getting harder through a series of losses.
Only counting charmed pieces on checkmates and charm quotas could be a good idea. It would also make the final victory feel more earned since it can currently appear on a map where you got beaten quite badly.
I hope that my game's got enough of the spirit of Chess for those who are passionate about it, and is approachable enough for those who aren't. The AI was among the toughest things I've ever coded, but I think it's good enough to challenge some actual Chess players.
It'd be nice to have the option to move characters with two clicks instead of click-and-drag as that's rather uncomfortable on a laptop touchpad.
Maybe let you right-click on a single enemy to keep their movement/threat displayed while you move your own pieces.
It would also be nice to display an X or something on spaces that Kings can't move onto due to threat instead of just leaving them empty. (also, an indicator for being in Check)
Adding two click controls and check indicators are both great suggestions, and I'll try to implement them if I can. Right-clicking enemies to continue displaying movement will probably cause confusion with overlapping moves. There are no rooks in the game because the cast is already too big for me to handle, and because they are more difficult to design maps around. Rooks may appear in future updates when I feel like I have enough events for the current pieces.
Very good concept as always, looking forward to see more content for this game! Tooltip for items would be nice, as I couldn't figure out what they do by myself xd
Make me wish I have more time to pick up chess again!
Thank you, I want to focus on adding new scenes over the next couple of updates for this game. The detailed animated events I'm using are some of the most time-consuming ones I made for any of my games, so there's not too many of them for now. Tooltips and tutorials to help new players are also something I really want to add if I can figure out an easy approach.
Ye, animations are surely taking longest to make :D A lot of japanese doujin circles just putting few screenshots at the beginning of new game, with simple text explanatons. Sometimes they just put them in the game folder lol
This is a real interesting game, with cool potential. I never played a version of chess where you can upgrade your units. I think one small improvement I'd recommend is maybe give a tooltip when you hover over an item, explaining the movement/capture bonus it provides. It'd be nice to get that info without juggling them onto your pieces.
Item previews are definitely something I'm looking into, I'll just need to find a good way to draw them on screen. I want to start adding some items that don't correspond to regular chess movements later, so previews will become increasingly necessary as the game gets developed further.
Oh wow. Amazing characters and smooth animations. Kinda fun idea to make the gameplay be based on chess. Somehow I really enjoy Kate's looks.
Aside from that maybe it could be more clear from the get-go which piece is which. Perhaps hovering mouse over them shows if it's a pawn, knight, etc. Also could there be an un-do button in the future? But that's probably hard to implement.
Great work so far looking forward for more to come.
Thank you, I'm really happy that you enjoyed the art and animations! The game shows how pieces move when you click on them. I would like to add some sort of tutorial to clarify the roles and rules further, but it's quite hard to implement tutorials in this type of game. I don't think that being able to undo moves will be added, I'm aiming for short puzzle-like maps where making a mistake isn't too costly since you'll have a chance to try again on the next map in a couple of minutes.
Hmm, pretty cool. I really like the characters, especially your knight, shes so cute and has a nice cock. Plays pretty well with interesting chess puzzles. I do wish there was some explanation for the items, they seem to effect how pieces move but I haven't figured out what ones do and how till I notice the pieces move differently. Any plans for new pieces?
The items aren't too complicated. Seals grant the ability to move and rings allow captures. All of your pieces start with a ring and a seal of their own class. I'd like to add item effect previews, especially if I start introducing items that are not from regular chess.
I don't think there will be new pieces for a while, I really want to add more events for the current set.
Ohhhh, I didn't realize each seal and such was class specific like that. I knew they were doing something with movement and attack, but couldn't tell what till a piece started moving differently.
I do enjoy them. Transformations that have a lasting effect on the gameplay are hard to make, so they usually only occur for a specific event in my games.
I want to add a brief tutorial, but it's not very easy to do in this type of game. Click pieces to find out how they move. If your king is threatened, you will be forced to make a move that prevents the threat. Easy difficulty should be very approachable to new players.
There are just 5 in the current version. They cannot occur on the first two maps or on the map where you reach 15 charmed pieces (the queen's appearance event plays at that point). The events in v1 are as follows:
Get Neila (your knight) captured by a bishop.
Get Isara (your bishop) captured by a pawn.
Get Isara (your bishop) captured by a bishop.
Get Pofti (your pawn) captured by a knight.
Get Pofti (your pawn) captured by the king.
Only one can play at a time, but skipped events can still appear later if the conditions are met again.
I think the downloadable version is bugged. since when starting the game a kind of text box appears blocking the characters and preventing me from playing. I don't know if the bug only happens to me or to everyone. But the web version works perfectly.
I think this can happen when running a Godot game with an older graphics card. A different player had reported something similar about my previous game. It's strange that the web version works for you, but it's lucky that it does, I guess it's yet another good reason for me to start making web released for my games.
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What does the charm goal mean? Capturing pieces?
Yes, it's the total number of captured pieces needed for reaching the ending. The ending event does not have to be clicked right away after it appears, you can play as much as you like!
When will there be a gallery for your new 3 games?
Quite soon! I'm using a new engine, so things weren't well configured for gallery setups, but I'll add them over the next couple of updates. Every game will get a gallery before it's done.
the idea is really cool, but it's incredibly frutrating to not being able to c check & mate the oppenent, and even if it is possible, the RNG render it nearly impossible(different maps, not always the upgrade needed, sometime to early because you don't have the points, etc), and when you start having a build to allow you to check & mate, you usualy reach the required score to win, so you have to restart everything from scratch, it could be cool to push the limite for longer gameplay, and eventualy check & mate the AI, appart from that, the idea is good
I should probably add some sort of confirmation to the final event to indicate that the game ends when you click it. You can keep playing as long as you like if you ignore it. The game could probably be a couple of matches longer, and maybe it could be fun to have a requirement of scoring a couple of checkmates before it ends. Checkmates are hard to get, but they feel pretty great when you manage to set one up. I want to add some sort of scoring system to give players more of a reason to play again, and checkmates will probably be a big part of your score.
Lovely work you've done in V2. The shop is a nice addition as well as the item descriptions. The gameplay is simple and fun, even if you're not chess master. The art and animations are simply amazing. I love how varied the characters are, some short, some long, some curvy and some packing a dong.
I really tried to make the chess gameplay approachable to players of any level of skill, so I'm glad that I've been able to hit the mark and make it fun! Thank you for playing! I prefer body type variety more than any specific sets of features on the characters I create, so there's usually a bit of something for everyone.
How can I fix this?
It doesnt go away after clicking start either. Nor after clicking or righ clicking on it. I had same issue on previous version. Could play only online version.
Since it's just one menu panel, I wish that I could just mess around with various parameters until it stopped happening, but the error does not occur on my computer. Godot does this kind of stuff on some older graphics cards. I'm hoping that this issue goes away as the engine gets updated, but I'm happy to hear that at least the web version works correctly.
Yeah, same issue with the priestess game. Its probably from me but its definetly has to do with the engine.
I know about this one, I've received a previous report of the game doing that. It's strange that it's always the side menu that gets affected. Unfortunately I am at a complete loss as to why this happens and cannot reproduce the issue on my own computer to fix it. Games made in Godot just aren't fully consistent in performance across all platforms and machines running them. Godot is growing rather quickly, so I hope that this gets addressed in a future release of the engine.
Will there be NTR in this game in the future?
If I have time I'd like to add a bit more story to Kate's relationships with her companions and maybe include her peeping in on some of the events. Since this will probably be a shorter game, I don't know how much of those elements I can add, but I would like to make the action a bit more NTR-adjacent if I can.
Sounds great! I’m looking forward to see where it’s going in the future!
I wish there was some sort of explanation as to what the inventory items do. Maybe some hoverover text.
Item description text is coming in v2 at the end of this month alongside a few other additions. My v1 game releases are often missing a lot of polish because it takes a bit of effort just to get the core mechanics working.
I genuinely don't like futa. But I also genuinely played this game just for the gameplay. I love chess and the concept is great. I wish you could recruit other pieces, though.
I'm glad you liked it! There will be some extra summonable pieces in the future and perhaps ways to temporarily take control of others.
This is a brilliant concept, well done yet again! :D
Thank you, I'm glad you liked it! I'm honestly surprised that I managed to make it all work, this was probably my biggest coding challenge yet.
how many endings dear Impy?
Just the one for now. Multiple endings don't really start to become a thing in my games until v3 or so. Illustrated ones usually don't appear until the very end of a project. Bastion and Monsoon just had black screens with victory text for a while. Both Plight of the Priestess and Checkmate Charmers are new in this respect since they've got some sort of proper ending to them in v1.
Just as always : wish for Gallery AND with text please
I may take a stab at making a gallery in Plight of the Priestess next month. I'm switching fully to Godot, so I just don't have experience with how to set up save systems or galleries yet.
Came back just to write, this wasn't a request, just a humblest wishful thinking. You are The Impy and you do whatever the fuck YOU want and is convenient for you at the moment.
Fun mix on chess! Thanks for putting easy in there cause i would have never gotten fair lol
I'm glad you liked it! I usually try to include some sort of way of making my games approachable for less experienced players. Easy mode will try to move the opponent's pieces into poor positions, but will still make aggressive moves and capture your exposed pieces, so it should offer a good way to learn how chess works.
I got 2000+ ratings on chess, but this is confusing, maybe try to make some kind of visible icon on the pieces to easily distinguish them? thanks
It shows you the piece type when you drag them, and equipment when you click, but I could probably include an easily recognizable class icon when you click them too. It would help with equipment since you need at least one piece of gear from the original class.
Yeah, but when playing (and thinking) about the moves, players don't want to be distracted by some kind of input (for instances like clicking or holding opponents' pieces just to get information) especially at the latter stages when opponent's pieces are literally triple the numbers of the players (and also that annoying bishop).
And one more thing, maybe this is obvious since you have not done the UI on the item, but it really needs some description, just throwing it out there.
anyway, thanks for the game. :)
I think that piece icons on click should be enough until players learn what everything is. There's far weirder chess sets than mine out there. I don't want to crowd the board with too many symbols and indicators.
Item description UI of some sort is planned to be added, it's just somewhat difficult to make and I have limited space to add it. I do want to add non-chess moves in the future, so having UI for that will be essential.
yeah, after I played a bit, I do somehow familiarize my self with the pieces, so yeah you are right, it will crowded the board somehow.
lol yeah I myself also despise making UI, anyway good luck with your game.
I just stalemated my opponent lol but it counted as a checkmate and I got two items instead, is that intended behavior?
I'm going to say that stalemate should count as a victory, but I'll see if I can give it different text. The game tries to find if the king is in danger before picking which moves are legal, so it's coded to count situations where no moves are possible as checkmates.
yes a different text will do, interesting things I found in older and less popular chess software would also say something like that when a stalemate happened, I guess they don't bother change it lol.
Really needs a way to save the game. It sucks to lose a game and then be set back permanently (because the battles keep getting harder, and you're not going to be able to win again if you lose several times in a row).
I'll try to figure out how to make a save system as I get a bit further into development, I'm still quite new to the Godot engine.
Failing that, you could also have the game restart the current level if you lose (get checkmated or fail to meet the charm quota if the game ends by turn limit). That would solve the main problem of the game getting harder through a series of losses.
Only counting charmed pieces on checkmates and charm quotas could be a good idea. It would also make the final victory feel more earned since it can currently appear on a map where you got beaten quite badly.
I love chess so it's amazing to see Impy make a game based on the rules of chess.
I hope that my game's got enough of the spirit of Chess for those who are passionate about it, and is approachable enough for those who aren't. The AI was among the toughest things I've ever coded, but I think it's good enough to challenge some actual Chess players.
I don't, but i love Impy's art
It'd be nice to have the option to move characters with two clicks instead of click-and-drag as that's rather uncomfortable on a laptop touchpad.
Maybe let you right-click on a single enemy to keep their movement/threat displayed while you move your own pieces.
It would also be nice to display an X or something on spaces that Kings can't move onto due to threat instead of just leaving them empty. (also, an indicator for being in Check)
And a final question: why no Rooks?
Adding two click controls and check indicators are both great suggestions, and I'll try to implement them if I can. Right-clicking enemies to continue displaying movement will probably cause confusion with overlapping moves. There are no rooks in the game because the cast is already too big for me to handle, and because they are more difficult to design maps around. Rooks may appear in future updates when I feel like I have enough events for the current pieces.
Very good concept as always, looking forward to see more content for this game!
Tooltip for items would be nice, as I couldn't figure out what they do by myself xd
Make me wish I have more time to pick up chess again!
Thank you, I want to focus on adding new scenes over the next couple of updates for this game. The detailed animated events I'm using are some of the most time-consuming ones I made for any of my games, so there's not too many of them for now. Tooltips and tutorials to help new players are also something I really want to add if I can figure out an easy approach.
Ye, animations are surely taking longest to make :D
A lot of japanese doujin circles just putting few screenshots at the beginning of new game, with simple text explanatons.
Sometimes they just put them in the game folder lol
Yea, tutorials screens could be a good and easy way to add some instructions into the game so there's at least something to explain what's happening.
This is a real interesting game, with cool potential. I never played a version of chess where you can upgrade your units. I think one small improvement I'd recommend is maybe give a tooltip when you hover over an item, explaining the movement/capture bonus it provides. It'd be nice to get that info without juggling them onto your pieces.
Item previews are definitely something I'm looking into, I'll just need to find a good way to draw them on screen. I want to start adding some items that don't correspond to regular chess movements later, so previews will become increasingly necessary as the game gets developed further.
Oh wow. Amazing characters and smooth animations. Kinda fun idea to make the gameplay be based on chess. Somehow I really enjoy Kate's looks.
Aside from that maybe it could be more clear from the get-go which piece is which. Perhaps hovering mouse over them shows if it's a pawn, knight, etc. Also could there be an un-do button in the future? But that's probably hard to implement.
Great work so far looking forward for more to come.
Thank you, I'm really happy that you enjoyed the art and animations! The game shows how pieces move when you click on them. I would like to add some sort of tutorial to clarify the roles and rules further, but it's quite hard to implement tutorials in this type of game. I don't think that being able to undo moves will be added, I'm aiming for short puzzle-like maps where making a mistake isn't too costly since you'll have a chance to try again on the next map in a couple of minutes.
Hmm, pretty cool. I really like the characters, especially your knight, shes so cute and has a nice cock. Plays pretty well with interesting chess puzzles. I do wish there was some explanation for the items, they seem to effect how pieces move but I haven't figured out what ones do and how till I notice the pieces move differently. Any plans for new pieces?
The items aren't too complicated. Seals grant the ability to move and rings allow captures. All of your pieces start with a ring and a seal of their own class. I'd like to add item effect previews, especially if I start introducing items that are not from regular chess.
I don't think there will be new pieces for a while, I really want to add more events for the current set.
Ohhhh, I didn't realize each seal and such was class specific like that. I knew they were doing something with movement and attack, but couldn't tell what till a piece started moving differently.
Hey Impy, do you like transformations in your games? I myself do, especially if it changes dialogue, but that's just me, and I'm curious if you do.
I do enjoy them. Transformations that have a lasting effect on the gameplay are hard to make, so they usually only occur for a specific event in my games.
I have no idea how to play chess lol
I want to add a brief tutorial, but it's not very easy to do in this type of game. Click pieces to find out how they move. If your king is threatened, you will be forced to make a move that prevents the threat. Easy difficulty should be very approachable to new players.
Alwyas love to see an Impy game, this one is already looking great. Maybe some tips on how to see H Events however.
There are just 5 in the current version. They cannot occur on the first two maps or on the map where you reach 15 charmed pieces (the queen's appearance event plays at that point). The events in v1 are as follows:
Only one can play at a time, but skipped events can still appear later if the conditions are met again.
I think the downloadable version is bugged. since when starting the game a kind of text box appears blocking the characters and preventing me from playing. I don't know if the bug only happens to me or to everyone. But the web version works perfectly.
I think this can happen when running a Godot game with an older graphics card. A different player had reported something similar about my previous game. It's strange that the web version works for you, but it's lucky that it does, I guess it's yet another good reason for me to start making web released for my games.