"Chess-related roguelike" is a an very crowded genre for unclear reasons and it's difficult to stick out.
So far I've played Shotgun Queen and Pawnbarian. There's also Ouroboros King, Demoncrawl, The Rookery, Passant, Chess Survivors, Gambonanza, Mind over Monarchy, and many more.
There was even a Humble Bundle for mostly Chess-inspired indie roguelikes.
There must be something in the water! I’ve been working on a (very different) chess-like roguelike, and just released the demo. Check it out if you’re a fan of weird chess puzzles, bad chess puns, and Hnefatafl!
Looks great! Gamedev is so cool, being able to create enjoyable, playable worlds and characters must be so satisfying. If you can tell me how to build something like this I will be so grateful.
I've made games in Löve and with straight Python and it's always a lot of fun...though challenging at times.
Where I tend to struggle is with the overall game structure. Without being an actual professional programmer (nevermind a game programmer), I'm always wrestling with how to design the code structure in a way that is logical and professional. Leveraging common game design patterns isn't at all straight forward for a person like me.
Or if you're impatient like me you click "Your first 2D game" or "Your first 3D game" in the left bar (whichever you prefer) and go through that -- and skipping back to the intro/step by step when you don't understand something.
By the end of that you'll have made your first game.
From there you just do something extra to it. Mix it up. Start a new project with a different (small) idea. Build small projects until small becomes medium becomes large.
That's up to GoG; I've submitted every game I've released to them and it's like talking into the void, never a response. They're a delight as a customer, but kind of half-assed as a platform (at least if you're a self-published indie).
This is highly parasitic: someone does a Show HN about their hobby project, and then you come and snap on to it like a leech with your to-be-paid-for completely unrelated game demo.
I find this kind of behaviour disgusting. Why don't you do a Show HN on your own?
"Chess-related roguelike" is a an very crowded genre for unclear reasons and it's difficult to stick out.
So far I've played Shotgun Queen and Pawnbarian. There's also Ouroboros King, Demoncrawl, The Rookery, Passant, Chess Survivors, Gambonanza, Mind over Monarchy, and many more.
I had a lot of fun playing the game. I also made a local solver to see how far you can theoretically get, and it's definitely infinite if you play perfectly. Working on the local sim / solver was almost as fun as playing the game :)
Great game. I love playing chess so this is quite a unique way to play it.
One piece of feedback: dragging a piece on mobile seems inaccurate at times. I’m used to chess apps where it works great. Here it seems the dragged piece doesn’t always end up where I’ve left my finger. I’ve lost a few rounds like this.
Before clicking on the link I thought this was going to be about Gambonanza, a game I've seen some people play on Youtube (on videos that I think were sponsored by the developer of the game, but I don't actually know). Haven't played Gambonanza but from what I can tell you are trying to capture all the rival pieces, you get a coin for each piece you capture, and when you succeed you can spend those coins to buy new pieces or give your pieces new powers (like a shield that protects a piece from the first time it would have been captured). So although it starts out with rules quite like chess (except not totally, e.g. you can have multiple kings and you don't lose until all your pieces are captured, so you can let your king be captured and win with your remaining rook), it can eventually evolve into something quite weird (a king that can also move like a knight, or a rook with protection from being captured, or a "golden" square on the board that if you capture an enemy on that square, you earn 2 or 3 coins instead of just 1).
Actually, Gambonanza kind of reminds me of Balatro in that way: start out with rules resembling the standard game, end up with some very weird combinations. Not really my cup of tea, but might be of interest to others.
This is awesome! I'd appreciate being able to bring up a primer on the rules - perhaps a reiteration of what it says at the start plus a list of pieces and their moves, and maybe a brief description of what strategy the pieces apply when they move.
UI drag/drop is a little clunky at times, but I love the overall vibe. Doesn’t really feel like a daily game, though. Feels more like it is being shoehorned into that model rather than just being a solo Game Game (like Tetris).
What I mean is as a player, I'll likely not notice the difference in a Friday puzzle vs a Thursday puzzle. And I can replay to my hearts content anyway. So why not simply randomize the board on each replay? Which I'd do anyway.
The main reason for adding a daily puzzle (or really the seeded RNG) is that part of the game loop is retrying the same seed to find the best lines for that map. Since all pieces are deterministic, we've found it fun to retry the same map to see if a different line works better. It also adds a competitive/multiplayer element to the game, rather than it just being for single player use.
I think both "play styles" make sense, we've just found it more fun to share with friends this way!
What's the threshold at which you remove scores from the leaderboard? There were several valid >100 scores earlier today (some mentioned in other comments here)
Dang, that's really fun! I think its solid all-around and no notes on the core game loop.
If you want to make it more accessible to folks like myself who stink at chess, I'd recommend adding some sort of power-ups so that you can take multiple pieces, jump over obstacles, or freeze enemies in place. And with that you probably have a great little game to sell on Steam :)
I think it makes a pretty good assumption on understanding core chess rules, but yea that would be nice. The thing that did trip me up at first was not realizing the red and blue bishops were the same piece, I was wondering if I was missing something.
The AI can cheat, because it can move a blocking piece out of the way to then attack you in the same turn. Or maybe it's just something to keep in mind, but it caught me off guard.
This is a great puzzle game. I think it actually teaches the concept of "piece coordination" in chess very well.
One suggestion is to have all enemy pieces move simultaneously. I expected that the losing condition is that I am threatened and there are no unthreatened squares to move (checkmate).
However, since the opponents move one-at-a-time, I found that even if I moved to a safe square, sometimes I could be both threatened and captured in the same move! Which is somewhat different from normal chess, since now you have to consider the possible orders in which the opponents move. So even moving to unthreatened squares could be a game over.
You can click your own piece and see the move order to see if it's a possibility you'll be moving into a discovered attack. You can sort of predict that pieces will move if they can go from a non-threatening state to a threatening state.
One tiny UI nitpick: I found the squares' hitboxes to be unintuitively small, requiring more-than-expected precision to get Chazz to land in the square I wanted. (I was initially confused about whether I was making an illegal move.) You might want to either increase the size of the squares, or make the "this square is the target" indicator more obvious.
That was me. The engine is deterministic so I wrote a beam solver for it. My score should've been 208 (pretty sure it could play forever; I capped the solver at a max time limit) but I messed up one of my moves (I was manually moving the pieces instead of submitting the final move list with curl).
Looks like enemy movements are deterministic, wonder how feasible it is to script this. Was able to increase my score by 4 points trying alternate lines near the end
Very cool idea! More of an arcade game though than a roguelike, but very enjoyable. One nit i have: it seems like the seed is fixed? where units spawn every turn.
I think I found a mini bug. Say I do a score of 10. Then I change board. Then I die with score < 10. I still have 10 for that board. It makes it easy to cheat the leaderboard :) Fun game!
There is some polish with Claude over the past few weeks, but we wrote the engine over 10 years ago actually. Each piece moves using a modified version of A* to simply find the shortest path to Prince Chazz (the piece controlled by the player).
You probably don’t need A*, do you actually want the AI to move optimally? That would infer the game ends sooner. You could probably just use greedy heuristics
Your passkey login doesn't even work. I think the nature of Claude usage here goes a bit beyond "some polish".
(For reference, signing back in with a passkey seems to be impossible even after successfully creating an account with one. Every time you sign in it attempts to save a new passkey right after asking for the old one)
Interesting, reminds me of Really Bad Chess where the pieces change whether you win or lose. If you're really bad the game might give you all queens or rooks.
The site has a hidden webauthn trigger[1], an anti-pattern that automatically logs user in via passkey if it exists. A better approach, IMO, would be requiring user to click "log in".
Click on the queen. It will show the order the pieces move. If one piece blocks another from killing you, and the first piece moves earlier, then the second will be able to move after and kill you.
Amazing how any time there’s a leaderboard there’s somebody using it to market their thing. I won’t name the one I see currently to avoid rewarding the behavior further (though I now have a negative view of them), but folks seriously: can we just do something fun for once and not see everything as an opportunity to be leveraged?
"Chess-related roguelike" is a an very crowded genre for unclear reasons and it's difficult to stick out.
So far I've played Shotgun Queen and Pawnbarian. There's also Ouroboros King, Demoncrawl, The Rookery, Passant, Chess Survivors, Gambonanza, Mind over Monarchy, and many more.
There was even a Humble Bundle for mostly Chess-inspired indie roguelikes.
https://www.humblebundle.com/games/checkmate-chess-games-col...
Who remembers Archon? https://en.wikipedia.org/wiki/Archon:_The_Light_and_the_Dark
There must be something in the water! I’ve been working on a (very different) chess-like roguelike, and just released the demo. Check it out if you’re a fan of weird chess puzzles, bad chess puns, and Hnefatafl!
https://store.steampowered.com/app/3856240/Pieces_of_the_Kin...
Nice this is an actual roguelike
Looks great! Gamedev is so cool, being able to create enjoyable, playable worlds and characters must be so satisfying. If you can tell me how to build something like this I will be so grateful.
I've made games in Löve and with straight Python and it's always a lot of fun...though challenging at times. Where I tend to struggle is with the overall game structure. Without being an actual professional programmer (nevermind a game programmer), I'm always wrestling with how to design the code structure in a way that is logical and professional. Leveraging common game design patterns isn't at all straight forward for a person like me.
Here are two resources I found quite helpful...
https://gameprogrammingpatterns.com/
https://refactoring.guru/design-patterns
It's really not that hard. There's a lot to learn, but it's doable.
Start here: https://docs.godotengine.org/en/stable/getting_started/intro...
Or if you're impatient like me you click "Your first 2D game" or "Your first 3D game" in the left bar (whichever you prefer) and go through that -- and skipping back to the intro/step by step when you don't understand something.
By the end of that you'll have made your first game.
From there you just do something extra to it. Mix it up. Start a new project with a different (small) idea. Build small projects until small becomes medium becomes large.
Just like learning anything else, really.
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GoG, pls.
That's up to GoG; I've submitted every game I've released to them and it's like talking into the void, never a response. They're a delight as a customer, but kind of half-assed as a platform (at least if you're a self-published indie).
So, Battle Chess 2026?
You’ve got me; I was very much a Battle Chess addict once upon a time…
This is highly parasitic: someone does a Show HN about their hobby project, and then you come and snap on to it like a leech with your to-be-paid-for completely unrelated game demo.
I find this kind of behaviour disgusting. Why don't you do a Show HN on your own?
"Chess-related roguelike" is a an very crowded genre for unclear reasons and it's difficult to stick out.
So far I've played Shotgun Queen and Pawnbarian. There's also Ouroboros King, Demoncrawl, The Rookery, Passant, Chess Survivors, Gambonanza, Mind over Monarchy, and many more.
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> completely unrelated
They are both chess-inspired and roguelike.
IMHO this is a completely normal "hey I've been doing something similar" response. Why are you so aggressive about it?
That's awesome! I've been working on nearly this exact same idea as a prototype in Godot. Looks like my work is done! ;-)
Ooh! I’d love to see that, or to have a chat and swap ideas. My email is in my profile if you’d be up for it.
Wishlisted! Looks great
same, I'll definitely pay for that
I had a lot of fun playing the game. I also made a local solver to see how far you can theoretically get, and it's definitely infinite if you play perfectly. Working on the local sim / solver was almost as fun as playing the game :)
Great game. I love playing chess so this is quite a unique way to play it.
One piece of feedback: dragging a piece on mobile seems inaccurate at times. I’m used to chess apps where it works great. Here it seems the dragged piece doesn’t always end up where I’ve left my finger. I’ve lost a few rounds like this.
Simply click, don't drag
That's not very Product Manager of you.
Good feedback! It should feel better now :) let me know if it still needs work!
I tried finding how to follow you on your site… I really enjoyed this and would like to keep up with your work
As the random is seeded, I would like an undo/redo button.
Why did you make the player character, who wears a crown and moves like a queen, a prince?
Fun game! And the subtle animation effects are great.
One suggestion...it's unclear to me why I would sign up. Maybe offer a few details so I know why I would sign up for this.
Before clicking on the link I thought this was going to be about Gambonanza, a game I've seen some people play on Youtube (on videos that I think were sponsored by the developer of the game, but I don't actually know). Haven't played Gambonanza but from what I can tell you are trying to capture all the rival pieces, you get a coin for each piece you capture, and when you succeed you can spend those coins to buy new pieces or give your pieces new powers (like a shield that protects a piece from the first time it would have been captured). So although it starts out with rules quite like chess (except not totally, e.g. you can have multiple kings and you don't lose until all your pieces are captured, so you can let your king be captured and win with your remaining rook), it can eventually evolve into something quite weird (a king that can also move like a knight, or a rook with protection from being captured, or a "golden" square on the board that if you capture an enemy on that square, you earn 2 or 3 coins instead of just 1).
Actually, Gambonanza kind of reminds me of Balatro in that way: start out with rules resembling the standard game, end up with some very weird combinations. Not really my cup of tea, but might be of interest to others.
Can't go over 19, seems to be a lot of RNG, sometimes pieces spawn around protecting each-other and you stuck between them, so not much you can do.
Impossible?
It is possible, just saying that I can't do it, and there's no logic behind it.
You just have to be lucky and stumble upon a sequence that allows you to surive.
The RNG is seeeded though, always same seed, so you can determinarically explore all moves and find some sequences that lead to higher scores.
This is awesome! I'd appreciate being able to bring up a primer on the rules - perhaps a reiteration of what it says at the start plus a list of pieces and their moves, and maybe a brief description of what strategy the pieces apply when they move.
UI drag/drop is a little clunky at times, but I love the overall vibe. Doesn’t really feel like a daily game, though. Feels more like it is being shoehorned into that model rather than just being a solo Game Game (like Tetris).
What I mean is as a player, I'll likely not notice the difference in a Friday puzzle vs a Thursday puzzle. And I can replay to my hearts content anyway. So why not simply randomize the board on each replay? Which I'd do anyway.
The main reason for adding a daily puzzle (or really the seeded RNG) is that part of the game loop is retrying the same seed to find the best lines for that map. Since all pieces are deterministic, we've found it fun to retry the same map to see if a different line works better. It also adds a competitive/multiplayer element to the game, rather than it just being for single player use.
I think both "play styles" make sense, we've just found it more fun to share with friends this way!
What's the threshold at which you remove scores from the leaderboard? There were several valid >100 scores earlier today (some mentioned in other comments here)
Problem is the hidden information about which pieces will spawn is only revealed through repeated play.
Only fix I can think of would be to make this information public.
You can just click where should go, no need for drag and drop
I'm hooked. I didn't even know I needed this.
Dang, that's really fun! I think its solid all-around and no notes on the core game loop.
If you want to make it more accessible to folks like myself who stink at chess, I'd recommend adding some sort of power-ups so that you can take multiple pieces, jump over obstacles, or freeze enemies in place. And with that you probably have a great little game to sell on Steam :)
Really neat idea. I like how the chess constraints make the choices feel readable without making it feel like regular chess.
Took me a minute to understand what was going on, but after that it clicked. Would be fun to see more piece-inspired mechanics added over time.
This is cool!
One suggestion: some way to tell what the enemy pieces are? Maybe a legend to the right of the board? I ended up discovering by trial and error.
I think it makes a pretty good assumption on understanding core chess rules, but yea that would be nice. The thing that did trip me up at first was not realizing the red and blue bishops were the same piece, I was wondering if I was missing something.
Isn't it pretty obvious? At least I recognized them.
Since I last looked, at least on my browser the gameboard has been significantly enlarged.
I'd say it's now obvious, but previously I mistook a bishop for a pawn.
The AI can cheat, because it can move a blocking piece out of the way to then attack you in the same turn. Or maybe it's just something to keep in mind, but it caught me off guard.
I think the order of enemy moves is deterministic. So if piece 1 blocks piece 2 from attacking you, piece 2 can attack if 1 moves out of the way.
Tapping on the prince also shows move order
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Charming!
Reminds me of Alice:
https://folklore.org/Alice.html
(which I played manically until I managed _1_ perfect game of --- still have the box/disk....)
This is very satisfying to play. Saw this game on steam that seems close in the « Rogue Like Chess » concept : https://store.steampowered.com/app/3509230/Gambonanza/
I was so surprised this wasn't that game! And then the top comment saying "I also built one" also wasn't Gambonanza!
There are so many of these, wow - and nicely distinct from each other, too
This is a great puzzle game. I think it actually teaches the concept of "piece coordination" in chess very well.
One suggestion is to have all enemy pieces move simultaneously. I expected that the losing condition is that I am threatened and there are no unthreatened squares to move (checkmate).
However, since the opponents move one-at-a-time, I found that even if I moved to a safe square, sometimes I could be both threatened and captured in the same move! Which is somewhat different from normal chess, since now you have to consider the possible orders in which the opponents move. So even moving to unthreatened squares could be a game over.
You can click your own piece and see the move order to see if it's a possibility you'll be moving into a discovered attack. You can sort of predict that pieces will move if they can go from a non-threatening state to a threatening state.
Excellent work, very nice!
One tiny UI nitpick: I found the squares' hitboxes to be unintuitively small, requiring more-than-expected precision to get Chazz to land in the square I wanted. (I was initially confused about whether I was making an illegal move.) You might want to either increase the size of the squares, or make the "this square is the target" indicator more obvious.
Very cool!
Do you have any content on how you built it? I also enjoy making web-based games and would love to learn about other people's processes!
Someone on the leaderboard got to 118? Would be fun to watch that replay.
That was me. The engine is deterministic so I wrote a beam solver for it. My score should've been 208 (pretty sure it could play forever; I capped the solver at a max time limit) but I messed up one of my moves (I was manually moving the pieces instead of submitting the final move list with curl).
What is a beam solver?
Were you able to rig up the solver to the running game?
Curious what this looks like!
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It was a matter of time I suppose. Would love to see the solver!
Haha so clever love it! Must look into a beam solver
I would expect no less from Hacker News, good job.
Well done for scoring 2nd place. :)
Looks like enemy movements are deterministic, wonder how feasible it is to script this. Was able to increase my score by 4 points trying alternate lines near the end
Very cool idea! More of an arcade game though than a roguelike, but very enjoyable. One nit i have: it seems like the seed is fixed? where units spawn every turn.
Very nice. Enjoyed playing this. I know Chess, what is Roguelike here ?
yeah I concur
Great little arcade game. Not a rogue-like.
In the most general terms, a procedurally generated world with permadeath. The term's inspired by Rogue[1].
[1] https://en.wikipedia.org/wiki/Rogue_(video_game)
Its still not rogue like without a meta upgrade loop.
In this game, I think _some_ of the less general terms (stricter definition) also apply: turn-based movement, grid-based movement.
Very nicely done ! I think I have a new addiction now !
This is so fun! It would be cool to reuse the replay functionality in order to see how the top scorers managed to get such good scores.
I thought it might be similar to this Playdate game, which is a sort of Chess RPG/adventure:
https://play.date/games/questy-chess/
Pretty unique and interesting...
This is great! I would love this even more with a chess clock. 3+2 would be great!
This is cool! I personally really dislike having AI on the leaderboard as it feels completely antithetical to human play.
You should add a timer. Bullet chess is fun
I think I found a mini bug. Say I do a score of 10. Then I change board. Then I die with score < 10. I still have 10 for that board. It makes it easy to cheat the leaderboard :) Fun game!
What is Rogue-like about this?
You're right, it's just a puzzle game. Strange to use the theme of chess and change a queen into a prince too.
Pawnbarian is more chess-inspired than a chess themed, but actually rogue(lite)-like and very good.
https://j4nw.com/pawnbarian/
"Rogue-like" is the most over-used term these days. It now has almost no meaning, compared to what it used to mean.
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thank you for the kind words!
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Very fun game! I really like the idea. Already shared it with my chess group :D
Well done, Claude!
There is some polish with Claude over the past few weeks, but we wrote the engine over 10 years ago actually. Each piece moves using a modified version of A* to simply find the shortest path to Prince Chazz (the piece controlled by the player).
You probably don’t need A*, do you actually want the AI to move optimally? That would infer the game ends sooner. You could probably just use greedy heuristics
Your passkey login doesn't even work. I think the nature of Claude usage here goes a bit beyond "some polish".
(For reference, signing back in with a passkey seems to be impossible even after successfully creating an account with one. Every time you sign in it attempts to save a new passkey right after asking for the old one)
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Cool game.
Seeing as this is HN, please can you talk tech stack?
Interesting, reminds me of Really Bad Chess where the pieces change whether you win or lose. If you're really bad the game might give you all queens or rooks.
This game is fun af man you were on to something
no bad but the blue and red characters, I have no idea what they are
I think those are bishops, and they have different colors based on which color spaces they start on.
The game is quite great, but the queen movement is flaky. Even if it carefully drag and drop it, it just moves to a different block
I noticed that as well, sometimes you would select another box and it would land on another one dying !
Love it. The knights seem much more annoying / powerful than you'd expect.
Great game! Is it a different board each day?
Very cool concept only annoying thing was I exited out of the instructions panel and then wanted to revisit it later but it seemed impossible
I think it can be reached through settings, then the question mark.
Explanation of the pieces would be nice too!
Well done. I think it's deterministic, i.e. playing the same board + same moves again spawns same enemies.
That's fun. I may have missed it when starting: What are the rules of movement for the opponents?
They have the same movement as their equivalent chess pieces.
why does this suggest opening my password app the minute it loads?
https://i.imgur.com/MmJYyKG.png
The site has a hidden webauthn trigger[1], an anti-pattern that automatically logs user in via passkey if it exists. A better approach, IMO, would be requiring user to click "log in".
[1]: `<input type="text" autocomplete="username webauthn" style="position:fixed;top:0;left:0;width:1px;height:1px;opacity:0;pointer-events:none" aria-hidden="true" />`
Just fixed this, let me know if you run into more issues.
Replay not working properly on mobile..?
This is really really awesome
there's a {glitch|feature} where the castle can kill you after another piece moves out of the way, it will...
Click on the queen. It will show the order the pieces move. If one piece blocks another from killing you, and the first piece moves earlier, then the second will be able to move after and kill you.
Fun game! There should be a check mate though, right?
This is pretty fun!!
This is really fun and intuitive. Pretty, too. What did you build it in?
I love this so much
Fun, responsive and intuitive. Congrats.
this is sick. need a multiplayer.
Genuinely interesting, thank you.
This is awesome :) thanks OP
This is really cool, bookmarked it
great game well done i could easily play this for far too long
That was a lot of fun
This is amazing!
This is amazing!
nice game...
Looks really cool, keep going!
Really fun !
Big chess fan here.
This is great!
i played some minutes, cool
Wait until you see my curling rogue like. Spoilerz curling fucking sucks solo.
well done!
Amazing how any time there’s a leaderboard there’s somebody using it to market their thing. I won’t name the one I see currently to avoid rewarding the behavior further (though I now have a negative view of them), but folks seriously: can we just do something fun for once and not see everything as an opportunity to be leveraged?
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This is so cool bro