About

CHECKCROSS is an isometric, turn-based strategy game set in a world re-imagined as a chessboard. Your army has been dashed to pieces, your queen has been assassinated, and you are a king without a kingdom. Traverse handcrafted, pixel art landscapes with original art, sound, and music. Exact your vengeance and reclaim your throne.

The Rules are Simple

  • Click on a highlighted tile to move
  • A number above each piece indicates how many turns remain before it can move
  • Earn rage when you eliminate an enemy and spend it on an extended tile or replenish your health when you have accumulated 5 points

Note: Pawns will always move twice in one turn

Development

The demo version is limited to the first section of the game and an assortment of pieces to show a variety of enemy behaviors. The full version of CHECKCROSS is set to release in early 2023 with the rest of the world to explore, a single-player campaign, and a more refined experience.

Credits

  • Developer - Brafricaon
  • Developer - Hunter Adams
  • Developer - JD RAD
  • Art, Sound, Music - RICEDUST

Comments

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(+1)

A couple of things that might help with strategizing:

- Some form of look ahead or zoom so that you can plan your attack. At the moment you can only scout ahead by moving the King, which then usually draws aggro from any pieces that you encountered.

- Make square color more readable around King. The movement and rage highlights can make it a little hard to identify which color square you and/or your attackers are on. With bishops, for example, it's important to stay on the opposite color to the attacker.

- Highlight enemy attack squares (maybe if you mouse-over the enemy?) This is particularly necessary for pieces like the Rook, Bishop and Queen, which can move the length of a chessboard in a single turn, but which seem to have limited range in your game. At the moment, if you're being attacked by a Knight with a Rook and a Bishop moving in, it's hard to know which squares are safe.

(2 edits)

Hi maladroit, thanks so much for the detailed and insightful feedback, you made some really great points and we'll try our best to address all of these issues in our full release. We were working on a system to highlight enemies to show their attack squares as you mentioned, but did not have it ready for the demo. We are also thinking of ways to make it easier to visualize square colors and the surroundings. Thanks for playing!

(+1)

Cool... Just, cool. Well, i like game design (isometric view, simple pixelart). And i like field size, it's a realy huge. Well, it would be cool to see full game.

(2 edits)

Hi, thanks for playing the game and leaving a comment!

(+1)

Interesting idea. I kinda dig it. I'd be curious to see where it goes. Certain piece combos (like two rooks) end up with you having no choice but to lose life - frustrating! I wonder if there's a way to work around that...

Hi cuttleshock, thanks for checking out the demo - I've run into this predicament several times as well. We're still finding ways to balance the game, perhaps by tinkering the rook's cooldown. Thanks for pointing it out!