Advise the King by Arden

ADVISE THE KING
The Chess-Based Deck-Builder!
- "Advise the King" by playing cards to help him survive.
- Battle your way through 10 levels, collecting cards along the way.
- Can you get to the final level and defeat the Dark King?
- Download on Itch

Features
- 6 different enemy types, each with their own unique move/attack options
- 7 unique collectable cards.
- Procedurally generated levels so each playthrough feels different
- Hand-crafted "chess pathfinding" to help enemies find smart moves
- Meticulously designed card animations & interactions
- A dozen real foley sound effects for cards and chess pieces for added immersion
- 2 custom-made instrumental tracks


Finished Playing?
| Youtube | https://dijastudios.itch.io/advise-the-king |
| Original URL | https://ldjam.com/events/ludum-dare/46/advise-the-king |
Ratings
| Overall | 21th | 4.347⭐ | 38🧑⚖️ |
| Fun | 50th | 4.194⭐ | 38🧑⚖️ |
| Innovation | 21th | 4.361⭐ | 38🧑⚖️ |
| Theme | 1064th | 3.729⭐ | 37🧑⚖️ |
| Graphics | 430th | 4.171⭐ | 37🧑⚖️ |
| Audio | 116th | 4.106⭐ | 35🧑⚖️ |
| Humor | 1365th | 2.717⭐ | 32🧑⚖️ |
| Mood | 785th | 3.632⭐ | 36🧑⚖️ |
| Given | 28🗳️ | 35🗨️ |
gameplay video
https://www.youtube.com/watch?v=Ror14Uhfjnc
I have one nitpick though - the text on the cards could be bigger, would be more pleasant to read (especially the italics).
Invalid surface dimensions
at gml_Object_oSystem_Create_0
####################################################################################
stack frame is
gml_Object_oSystem_Create_0 (line -1)
you might want to look into it but the game works normal for me in windowed mode.
It might even be some conflict with my screen setup now that i read the error again (line -1 should not be your fault xD)
Gameplay-wise it is pretty much flawless. Good job!
(I will rate it some time later though cause this is the first game i tested this LD and i want to get some references)
@blackmoodgames Thanks for posting a video! That was great to be able to watch and hear your thoughts in "real time"
@fabula-rasa Thanks for the feedback! I suppose you're right that it could be pretty small depending on your monitor size/resolution, etc. Good to know! Thanks.
@david-bohan That's great to hear! I'm personally not much of a chess player, so I'm glad I was able to "do it justice." Thanks for the feedback on the level flow.
@cobear25 I do intend to upload a mac version. I'd have done it by now, but I'm having some technical account issues and am waiting to hear back from the staff behind GameMaker. If I'm able to get it taken care of, I'll let you know when the mac version is up.
@willoxs A line -1 crash? lol. WEIRD. Do you have an unusual screen setup?
The fixed version is up now, so if you want to give the game another shot later on, I definitely recommend downloading again!
Thanks!
Some feedback if you're planning further development: I found the energy restriction thing a bit limiting here? It essentially meant that you had three small moves or one small move and one big move per turn, which made it feel a bit samey and kind of slow. Would be interested in trying a version with a more chess like move set: one turn to one turn, with cards being dealt in some sort of way that you could make plans for future moves (e.g. maybe don't clear your hand between turns). That would also let you maybe do stuff with cards that e.g. charged up to give more moves on future turns, or weird move types, or cards that are effective in sequence - 1 to charge up, 2 to break armour, 3 to do a huge area of effect attack or whatever
The cards that gave you one free diagonal move felt like a good way to break the mold! Would love to see more things like that - e.g. cards with interesting, situational restrictions.
Would love to see more stuff that thinks about positioning too - I know you're kinda tied to the chess theme in a way, but it feels like this game might be more fun on a smaller grid - e.g. a 5x5, or with tiles that had interesting effects (gain energy, block attacks, etc). (I guess the missing gaps in the later levels indicate that you have things like that planned!)
Anyway, I thought this was great - nice work! :thumbsup:
I agree with a lot of what you're saying here. Playing with both energy limitations and being able to plan out further than one turn at a time would be a natural addition. If I had time, the next card I was thinking of was:
"**Castle** -- *Draw one card. Place on card on top of your draw pile."* That alone I think would change the game quite a bit.
My original "mental image" of AtK actually didn't even take place on a standard chess board -- that was just my starting point, and all I could manage to get to after obsessing over card interactions and piece pathfinding for the first two days. 😅 Adding holes to the board was my compromise. Haha. I like the idea of unique tiles that provide passive effects if you're on them!
I'm not sure what my further development plans are quite yet, since LD was more just a break from a bigger project. But feel free to follow my itch page or twitter if you'd like to keep up!
It's unique, fun, juicy, satisfying - you've included a delightful amount of features in such a short amount of time (I was particularly giddy about finding out I could zoom and pan the game board).
If I had to find something to criticize; might be a bit of a *stretch* for fitting the theme? :shrug:
Honestly, this one clicked for me and I don't have much to criticize about it. I am excited to play more!
If you get the chance to finish it, I'd love any more specific ideas of what changes or additions you might like to see!
The concept is really interesting, but I think (entirely understandably due to being made in 3 days) it wasn't really expanded upon enough to really "click".
One of the things that makes deckbuilders shine is finding interesting interactions and synergies between cards, which leads to being able to build different deck archetypes each time. That feels kinda absent here - card effects were pretty much independent of each other, and the only consideration I made as to how to build my deck was making sure I didn't have an unhealthy proportion of 2-energy cards. This also meant that decision-making was on a per-turn basis - I mostly only ever had to think about what to do with a particular hand, rather than thinking about future turns and the status of my entire deck.
I think a few simple card- or energy-management cards would get you a lot of bang for your buck in order to help with this. Cards that modify (or have conditional effects based on) your next action would be cool too and have a lot of potential - for instance, something like "If your next move captures a piece, draw 2 cards" would be nice. I noticed you requested card ideas, and I think this is a really fascinating game concept, so there's a good chance I'll brainstorm some and drop 'em in there.
I'm surprised i'm having a hard time elaborate, but I think it's just a good game.
I faced a bug that made me loose the mouse (it disappeared, it happened twice) but I persevered because I was that interested. It was cool to learn it was procedurally generated (after the fact) I was impressed by the levels and thought it was all hand made.
Progression was nice but I'll admit, as long as you have infinte time to think, it's rather hard to fail. I know people hate timers but I think it could do much for the challenge.
I agree, with the feedback above, but as far as a jam entry goes, what you had was more than necessary. know that it has much potential though!
As an aside, Couldn't help but notice you're a fellow GM user, would love to discuss how you went about things some time. if you're interested.
With that said, amazing job, great game!
@joh Ah, so that cursor bug is still in there somewhere. I found it right before submission, and thought I squashed it, but I couldn't figure out how to re-produce it. SO WEIRD. Thanks for your feedback! And yeah, I'd love to chat about GM implementation. Feel free to find me on Discord or Twitter and we can get linked up. Info is in my bio.
- Your itch.io page looks super professional, especially for a jam game. Wow.
- I don't know why you're offering me 3 copies of Pitchfork when I can only take one after all.
- Wow, this game feels good to play. The polish is on a whole other level. How did you have enough time to do all of that?
- The contrast between the pieces and the ground seems a bit low, but apart from that, I'm really digging the art.
- Sfx and music are super on point. Especially the "You are in danger!" cue.
- Although... not sure if the "You are in danger!" cue at the *beginning* of my turn is needed, because unlike in Chess, I am sure to move my King every turn anyway. Being in danger at the beginning of my turn doesn't mean much to me here and won't change my gameplay in the slightest; I just have to be careful not to *end* in a dangerous position.
- It does feel a bit samey after a bit, to be honest. And I never really felt like the game was particularly challenging.
- The game sometimes hid the mouse cursor until the next level? Super weird. I mean, after almost three decades of using computers, I can still mostly use my mouse without a cursor and the occasional highlight is enough, but... :D
- I won. Yay!
- ...wait, you did ALL of this by yourself? Inside of 72 hours? Woah.
This is a really nice concept and I'm sure you could do even more with it!
I appreciate your feedback! I'll take it into consideration for any potential future updates!
- Overall it doesn't feel like I'm making too many meaningful decisions (specially on the early levels). Seems like there aren't many ways I can screw up. I can play in a way that's far from optimal and still progress. Also, when I pick card upgrades, I usually get lots of cards to choose from but, in most cases, my decisions weren't shapping my deck a lot.
- The levels seem a bit too big. To feel in danger I usually have to be sorrounded by a large amount of enemies.
- It'd be super nicel to see where all the enemies are moving with one button/command (right now you have to put your mouse over each one and this is a bit frustrating in later levels).
- I thought the "danger music" was too jarring.
These are some small notes. I enjoyed the game and I'd be interesting in a bigger version. Good job!