Summoner's Chess by LDJam user 298496
A strange hybrid of checkers and chess, with the ability to summon new pieces onto the board after you kill your enemies.
The Ludum Dare embedding doesn't seem to work, if you want to play in-browser please use the itch.io links below.

Ratings
| Given | 16🗳️ | 19🗨️ |
Glad to hear that the itch version works for you!
Balancing the difficulty is something that's always super hard with game jams. In the end I put three super easy levels at the start to allow players to earn points they can use in the much harder levels (e.g. level 7 is vs. four queens). You can also jump right in at level 3, as that's after the tutorial levels.
You can also try jumping straight to those later levels, but you'll start with no points!
The funny opponent descriptions were a nice detail :)
I probably found a glitch, I tried playing the last level (from the level select), and the opponent resigned very quickly.

The potential strategies and emergent gameplay is inspired, perhaps this calls for a roguelike version of this concept? The AI is not the best at chess/checkers and neither am I thankfully. Still very impressive, it runs great and looks quite nifty to boot.
Love that you were able to add sounds effects with options and all, they're important details too!
I was a bit bad at reading the instructions so until the 6th level I had completely ignored the summon button. That is probably on me but maybe making it a bit more obvious in the UI would be good?
Well done anyhow!
My biggest complaint is that the enemy AI seemed pretty random a lot of the time. Often I would just charge recklessly into danger without getting my pieces captured, and this aggressive strategy worked a lot better than playing passively.
I used the level select to try Level 9 several times, but was not nearly good enough to beat it.
On my best honest attempt, I made it to level 5:

Some board are really hard, but this is a bit compensated by the AI that sometime do some stupid move ahah
nice entry overall :)
@vasco-freitas I agree that the summon button needs to be a lot clearer, without it you're missing half the game. Thanks for flagging up the early resign bug, I've spotted it before but wasn't able to pin down the cause in time.
@arkadia-5 Definitely agree on the potential for a roguelike spin, I'd initially intended for players to keep and upgrade one team throughout the levels, but ran out of time to fully implement it.
@andrewkennedy Day one of the jam was me discovering more and more edge rules for checkers, but I've not heard of jumping your own pieces before. Definitely something I'd look into for any future development. The AI probably feels random because it mostly currently is, there's some prioritisation for attacks rather than moves but no weighting based on piece type or context. Great job getting to level 5! If you want to beat level 9, I suggest starting at level 8 (which is a basic checkers layout) and using that to farm points for summons in level 9.
@stmate03 I like the idea of each level starting with a certain number of points. Currently you get points for completing levels instead to encourage people to pay all the levels as a campaign, but I wanted to make sure that people could jump into and check out random levels for the jam. Thanks for the feedback!
I think a seperate summon button from the score would make the UI a bit clearer.
Other than that, everything worked fine and the idea is nice.
Good job!
Nice clean interface. Funny opponents.
@wouter52 Honestly, balancing the levels and pieces involved some luck and hoping for the best..! And I'm glad you enjoyed the audio, I rushed that together with limited ability - so I'm just glad it's not too awful!
Failed a few times, but eventually made it to the end.
Found it really relaxing for some reason..
https://www.twitch.tv/videos/2123757357
At first it felt weird, being in a such extreme disadvantage, even with the very generous AI... then I realised i could buy pieces by clicking on the points. The whole time I made it more difficult than it is by thinking "the piece summoning part seems to come later".
With that figured out, it wasn't really difficult anymore. Most of the time 1-2 cheap pieces were enough, and cheesing the AI until it made something dumb / gave up. However with a better AI some of the challenges would be never ending, as for example with the rooks the AI could outrun your pieces forever or make it very expensive for you to force the last rook into being taken, resulting in frustrating gameplay.
So while I think this idea has potential, it still needs refining!
The post-jam version (featuring custom matches, a smarter AI, and enhanced visuals) can now be played on [itch](https://mattravenhall.itch.io/summoners-chess)
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