Just Chessing Around

steam game made in team

This is a commercial roguelike chess game shipping on Steam, built in Unity with a friend. I'm the lead developer, technical designer, and marketer.

Working in a team.

It's a game I'm making with a friend of mine, I'm the lead developer, marketer, and technical designer. Because I'm developing this game with someone else I have to make sure that the systems I make are always cleanly split between front end & backend. This way my friend cannot create systematic bugs. I do this in a few ways, such as using MPV, the strategy pattern, etc...

The biggest design challenge:

making the AI feel human.

design
  • Reverse-engineering player choices

    While playing, I wrote down why I made certain moves, then reverse-engineered that reasoning into the AI's decision logic.

  • Weighing the surroundings

    Borrowed a trick from Minecraft: give terrain tiles values the AI factors into its move calculations — dangerous tiles score negative, favorable ones positive.

Guiding the player:

we wanted the mystery of the binding of isaac where there's no explanations

design
  • The downsides

    Without any explanation, because it's much more complex than the binding of isaac people quit because they were confused

  • Fixing it without compromise

    Instead of giving in & adding a tutorial I created a camera system that would zoom in on a new action. Players didn't always understand what happened, but now they knew why it happened & would try to find out instead of being confused.

Design Challenge:

building a custom grid engine.

programming
  • Layered architecture

    To minimise bugs, I built a grid engine at the base, with separate layers of abstraction stacked on top. As a bonus, the engine itself is now reusable in future projects.

  • Filling in Unity's gaps

    Working outside Unity's built-in tools meant building missing features myself — including a custom A* pathfinding algorithm, which the layered structure made straightforward to slot in.

What I did

01
systems

Grid Engine

everything in the game interacts with a grid layer, making it and engine within an engine

02
systems

Buff System

Using polymorphism, the system is easily expandable to new buffs without touching the backend & can interact with any system

03
design

inventing new chess pieces

creating chess pieces with their own unique abilities and movement patterns

04
design & gameplay

Environments

designed & implemented boards with unique tiles & dangers, such as tornadoes and quicksand

05
design

buff synergies

designed interactions between different buffs to create strategic depth

06
gameplay

Screenshots