Rapid Bullet-Hell Blitz Chess by Ismael Rodriguez
This is my Ludum Dare 41 Submission, and my first game jam game!
The theme of Ludum Dare 41 was "Combine 2 Incompatible Genres". I actually had this idea of turning Chess into a shooter for a while, but now I had a reason to use it. I was only able to work on it over the weekend, so I couldn't utilize all the time allotted for the jam.
I started around 1pm 4/21/18, and had to wrapped up around 8pm 4/22/18 to submit to compo.
I made all the visuals, sounds & music, concept and code.

| HTML5 (web) | https://ismaelrodriguez.itch.io/rapid-bullet-blitz-chess-bullet-hell-ludum-dare-41 |
| Original URL | https://ldjam.com/events/ludum-dare/41/rapid-bullet-hell-blitz-chess |
Ratings
| Overall | 184th | 3.643⭐ | 23🧑⚖️ |
| Fun | 66th | 3.857⭐ | 23🧑⚖️ |
| Innovation | 516th | 3⭐ | 22🧑⚖️ |
| Theme | 411th | 3.452⭐ | 23🧑⚖️ |
| Graphics | 211th | 3.571⭐ | 23🧑⚖️ |
| Audio | 51th | 3.816⭐ | 21🧑⚖️ |
| Humor | 270th | 2.853⭐ | 19🧑⚖️ |
| Mood | 195th | 3.361⭐ | 20🧑⚖️ |
| Given | 10🗳️ | 16🗨️ |
I love the music, it is very cool. The only thing is that it is not exactly made for looping from the start, when it loops that is a harsh cut in the mood. But still great music, fits the game play very well.
I like your idea and implementation of the Bullet Hell Chess, very nice!
The graphics are minimalistic but well done, the screen does not look or feel overwhelming even when cluttered with chess pieces. My only slight complaint is that the yellow of the power ups and the green of the indistructible chess pieces are too similar. It is hard to distinguish the weakly blinking yellow from the green.
As mentioned in another comment, mouse input lags behind a couple of frames. But after a bit you get a feel for it and then it still works so no big problem.
Overall a cool idea and very solid implementation, great job!
Just a minor point, but I did find the green enemies confusing, since green normally means to me that it's a good thing.
Overall great game!
Wish you'd have done a bit more to make the mechanics more interesting.
Otherwise, very enjoyable: good graphics and music for a compo game!
@Brent This is actually the first game I made into HTML5, which could have something to do with the performance. I also didn't spend any time optimizing, I just used some "best practices" that i've used for mobile dev. Deffinetly a learning experience. Next time I'll have HTML5 in mind.
@Serious07 I think it has some opportunities tho ;)
@gonutz Yeah, I haven't really learned to loop music perfectly yet, but I also could have composed it a little better to help the flow/loop. I also had an idea of how to help distinguish the gold pawn from enemy pawns. I had it glowing in a circle at one point, but just didn't go through with it. I should have though. The mouse lag has more to do with design, I didn't want it to be 1-1 with the player's mouse speed, and also had some ideas of maybe leveling up movement speed though power ups.
@zoglu I kind of got lucky with the equation that determined the elo score, it seemed to work pretty much with the first try. I was afraid I would have to tweek it a bunch of times to get it where I thought it should be.
@Potondo & @superpokeunicorn I thought about this problem too. I had those green enemies as red at first, but didn't like how they looked with the blue background, so I went with green hoping the player would understand to avoid them. I guess the gold pawn kind of makes things even more confusing. I think a simple way to solve this would have been to use the black bars on the side of the board to explain the gold pawn was a power up, and everything else as enemies. Kind of like how an arcade cabinet explains controls and point systems and such.
@mrspeaker haha, I had some times I let it run for a few waves to see how long I would survive (in the middle of the screen). I figured this was a safe way for the player learn. I considered having enemies that directly attack or shoot bullets so you couldn't sit in one spot, but decided against it.
@TheMadPangolin Thanks, I should have done a better job conveying the power up's difference from the enemies.
@blubberquark @CaptainPilot @FabianLC @Willops @Sintel
Yeah the theme of mixing 2 incompatible genres was challenging. I struggled with the idea of trying too hard to make something "incompatible" actually compatible. I felt like there was enough ambiguity about the theme that simply applying some basic elements of chess into a shooter; the main things being the pieces and their movement, would fulfill the theme's requirements.
At the end of the day, I decided to take the safe route and make something I knew would be fun/good, and something I knew I could make within the timeframe, rather than experiment with mashing game mechanics together or trying to reinvent a wheel, and potentially not finish, or be unhappy with the result.
I knew it was a safe choice, and being my first game jam game, I think I made the right decision. I think I'll be more willing to take an experimental risk next time! Thanks for the feedback!